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Crafting Mundane Items
This is the basis for magic item crafting. A character needs the appropriate tools and resources to be able to create them.
Mundane Item Costs & Crafting Time
Costs of mundane items are half of the selling price of the completed item, and crafting time is in weeks, determined by the finished value of the item divided by 50. A character could reasonably complete multiple items in one work week this way. Multiple characters could also work on items together to reduce the construction time, but within reason. For example, 10 people could not reasonably work on a ring to have it done in 1/10th of the time.
Item Crafting Proficiency
A character needs to be proficient in the tools required to craft items, and may need to have access to specific equipment to do so (such as forges, looms, etc.), but this is at the DM's discretion. Some examples:
Proficiency | Example |
---|---|
Tinkerer's kit | Contraptions, repairs, lenses |
Herbalism Kit | Anti-toxin, potion of healing |
Leatherworker's | Leather armor, shoes, boots |
Smith's Tools | Weapons, Armor |
Weaver's Tools | Cloaks, Robes |
Crafting Magic Items
- Determine rarity of desired item.
- Check item costs, component needs, and level requirements.
- Gather needed items, workspace, etc., pay item costs now.
- Begin work., roll percentile (10%) to determine if complications arise.
- Continue rolling percentile (10%) every 7 days of work.
- After the required time has passed, roll the appropriate completion DC to determine quality and nature of finished item.
Item Rarity | Cost (in GP) | Min. Lvl | Workweeks | CR Range | Completion DC |
---|---|---|---|---|---|
Common | 50 | 2 | .5 | 1-3 | 12 |
Uncommon | 200 | 3 | 2 | 4-8 | 14 |
Rare | 2.000 | 6 | 7 | 9-12 | 16 |
Very rare | 20.000 | 11 | 15 | 13-18 | 18 |
Legendary | 500.000 | 18 | 140 | 19+ | 20 |
Magic Item Components
Items require components, or at the very least the ability for the crafter to cast the spell being placed into the item. Components required are to be discussed between PCs and the DM, and the rule of cool is encouraged.
These components might be obtained from a location or off of a creature: perhaps a closely guarded grove, a body part of a powerful beast, or an ingredient only found in the bottom of a distant ocean. The following list is a suggestion for the CR of the creatures / encounters guarding a location / etc. for obtaining the components:
Magic Item Components
Item Rarity | CR Range |
---|---|
Common | 1-3 |
Uncommon | 4-8 |
Rare | 9-12 |
Very Rare | 13-18 |
Legendary | 19+ |
Monsters, locations, and items should be thematic. For example, a ring of swimming may require the bones of an aquatic creature to be made, Boots of Elvenkind may require items be brought to a far-off hermitage where a Elven blacksmith resides, or a Staff of Power might require finding a piece of a stone imbued with the power of a god — guarded by a powerful beast loyal to it.
Magic Item Crafting Time, Cost, Requirements
Magic items require other mundane components, time, and workspaces to be created. This is represented generally by a price of gold (assumed to be spent on materials, etc.).
These times and prices are to be cut in half for items that are consumable (not counting wands or items which recharge).
Magic Item Crafting Time, Cost, Requirements
Item Rarity | Cost (in GP) | Workweeks | Min Level |
---|---|---|---|
Common | 50 | .5 | 2 |
Uncommon | 200 | 2 | 3 |
Rare | 2.000 | 7 | 6 |
Very Rare | 20.000 | 15 | 11 |
Legendary | 500.000 | 140 | 18 |
Note that this does not include the cost for special materials. If a character wishes to make a jeweled magical sword, for example, the costs would go up considerably than if they were just making a normal magical sword.
Magic Item Complications
Complications in magic item creation are often the result of adventuring for or buying rare items. It is difficult to not draw attention while doing this. These complications occur during magic item creation, and there is a 10% chance (rolled during the start of creating the item, and then every week [7 days] after this) that some manner of complication occurs. Here are some suggestions:
1d6 | Result |
---|---|
1 | Rumors abound that the item you're working on is unstable and a threat to the town/nation/planet. |
2 | No progress: your tools are stolen, or your workspace vandalized. You spend your week cleaning and replacing items. |
3 | Either you have made a mistake or someone has sabotaged your work, resulting in an explosion. As well as 1d8 of damage, your progress is taken back by 5 weeks. |
4 | Someone of wealth is offering a hefty price for your item and will not take no for an answer. |
5 | A (Dwarf/Elf/etc.) clan is accusing you of stealing its secret lore to create this item. |
6 | Your work has become significantly more complicated. Roll a random challenge to determine in what way. |
These complications make sense if there are people interested in foiling or disturbing the characters, such as a rival or suspicious townsfolk. Work with the characters to describe what happens and build the story from there.
Magic Item Completion
Roll upon the completion of the item, adding in your proficiency with any appropriate kits or your arcana skill. The DC for this check is as follows:
Item Rarity | DC |
---|---|
Common | 12 |
Uncommon | 14 |
Rare | 16 |
Very Rare | 18 |
Legendary | 20 |
If you meet the DC or are within 2 points of it, you create the item.
Below that, and for every 5 below that, something negative happens. Roll 1d6 to determine.
Above that, and for every 5 above, something positive happens. Roll 1d6 to determine.
Positive
1d6 | Result |
---|---|
1 | Weapons and armor gain a +1, other items gain perk |
2 | Gains an additional property (DM choice) |
3 | Gain a quirk |
4 | Gain a perk |
5 | -10% item cost |
6 | Roll twice, ignoring 6 |
Negative
1d6 | Result |
---|---|
1 | Gain a quirk |
2 | Gain a flaw |
3 | Weapons and armor gain a -1, other items gain flaw |
4 | Lose a property (random) |
5 | Item costs double |
6 | Roll twice, ignoring 6 |
Potions of Healing
Potions of healing have a special set of rules. A character with proficiency in a herbalism kit can create these potions, with costs and times summarized here:
Level | Time | Cost (in GP) |
---|---|---|
Healing | 1 day | 25 |
Greater healing | 1 workweek | 100 |
Superior healing | 3 workweeks | 1.000 |
Supreme healing | 4 workweeks | 10.000 |
A DM may rule that you require access to special materials to create potions if a town is not accessible or does not have the material needed to make them. Examples of such ingredients include those laid out in the "Naturally Gathered Ingredients" section of the Potions page.