Tap Items

== Tap Items ==
Tap Items are items that have been imbued with a spell of some sort. There are two types of tap items:
* Single Tap: An item that when tapped, it can activate a spell once per long rest.
* Permanent: An item that when tapped, some continuous effect will take effect, until the item is untapped. It basically sets the duration to infinite or just a long while - whatever makes sense without breaking the intent of the game. In some cases, the spell might be triggered to go off, but will slowly be engaged again after a turn (1-10 minute break) as long as no conditions would trigger it [think: invisibility].
Tap Items can be bought, but they tend to be extremely expensive because of the possible failure in the enchantment process [Think 3 - 10 times the cost of trying it yourself depending on level and slot].
A person can only use a certain number of tap items per day. The number of taps that a person can use is based on the max bonus of either INT, WIS or CHA, plus their level proficiency bonus. Bob the 5th level wizard has a 16 INT (which is higher than his WIS or CHA), so he can use up to 3 (ability) + 3 (proficiency) tap items per day. A character can just pick the greatest of the 3 stat mods to determine their max bonus.
Let's say that again:
The number of taps that a person can use is based on the max bonus of either INT, WIS or CHA plus proficiency.
== Tap Item Crafting ==
Tap Items can be made out of most any inanimate object. Gems and the eyes of rare creatures tend to be the best objects for being imbued, but you could imbue a random branch, although it's quite difficult.
When you attempt to craft a tap item, it uses up some materials which need to be purchased. On an attempt, you will always pay the full gold cost.
=== Tap Item Containers ===
There are 2 general types of tap item containers, gems and non-gems. For the non-gems there is a minimum number of pounds that the tap item container could be. Gems are the only objects that can hold more than one tap, and the number of taps per gem is based on the number of karats in the gem. 
Each type of substance will have the following properties:
* Max Spell Level: the max spell level that can be put in the substance
* Imbue Mod: when the crafting attempt is performed, the type of substance can positively or negatively affect the crafting roll
Gem 	Specific 	Buy DC 	Rarity 	Cost 	Amount 	Spell Level	# Sp/Karat	Imbue
Adamite 	Normal 	15 	Rare 	500 	1 	4 	2 	6
Agates 	Normal 	8 	Common 	20 	1 	1 	1 	-3
Alexandrite 	Normal 	15 	Rare 	500 	1 	4 	2 	6
Amazonite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Amber 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Amethyst 	Normal 	8 	Common 	25 	1 	1 	1 	-3
Amethyst 	Spectral 	10 	Uncommon 	150 	1 	1 	1.25 	1
Angelite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Apophyllite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Aqua Aura 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Aquamarine 	Normal 	10 	Uncommon 	135 	1 	1 	1.25 	0
Argonite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Aventurine 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Azurite 	Blue 	10 	Uncommon 	110 	1 	1 	1.25 	0
Bloodstone 	Normal 	8 	Common 	70 	1 	1 	1 	-1
Carbuncle 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Calcite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Carnelian 	Normal 	8 	Common 	40 	1 	1 	1 	-2
Celestite 	Normal 	8 	Common 	35 	1 	1 	1 	-2
Cerussite 	Normal 	8 	Common 	45 	1 	1 	1 	-2
Charoite 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Chrysoberyl 	Normal 	10 	Uncommon 	130 	1 	1 	1.25 	0
Chrysophrase 	Normal 	8 	Common 	35 	1 	1 	1 	-2
Citrine 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Cobalt-citrite 	Normal 	8 	Common 	55 	1 	1 	1 	-2
Coral 	Normal 	10 	Uncommon 	95 	1 	1 	1.25 	-1
Corundum 	Normal 	15 	Rare 	320 	1 	3 	1.5 	3
Cuprite 	Normal 	10 	Uncommon 	110 	1 	1 	1.25 	0
Diamond, White 	White 	15 	Rare 	375 	1 	3 	1.75 	4
Diamond, Orange 	Orange 	15 	Rare 	395 	1 	3 	1.75 	4
Diamond, Yellow 	Yellow 	15 	Rare 	400 	1 	3 	1.75 	4
Diamond, Pink 	Pink 	15 	Rare 	450 	1 	4 	2 	5
Diamond, Green 	Green 	15 	Rare 	475 	1 	4 	2 	5
Diamond, Blue 	Blue 	15 	Rare 	500 	1 	4 	2 	6
Diamond, Red 	Red 	21 	Very Rare 	650 	1 	5 	2.25 	7
Diamond, Lavender 	Lavender 	21 	Very Rare 	725 	1 	6 	2.5 	8
Diamond, Black 	Black 	21 	Very Rare 	775 	1 	6 	2.5 	8
Diamond, Rainbow 	Rainbow 	21 	Very Rare 	1000 	1 	8 	3 	10
Diopside 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Dioptase 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Dolomite 	Normal 	8 	Common 	15 	1 	1 	1 	-3
Dunestars 	Normal 	21 	Very Rare 	615 	1 	5 	2.25 	7
Ebony 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Elestial 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Emerald 	Normal 	21 	Very Rare 	725 	1 	6 	2.5 	8
Epidote 	Normal 	8 	Common 	15 	1 	1 	1 	-3
Firestars 	Normal 	21 	Very Rare 	885 	1 	7 	2.75 	9
Fluorite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Fuchsite 	Normal 	8 	Common 	14 	1 	1 	1 	-4
Garnets 	Normal 	8 	Common 	40 	1 	1 	1 	-2
Hawk's Eye 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Heart Stones 	Normal 	15 	Rare 	320 	1 	3 	1.5 	3
Heliotrope 	Normal 	8 	Common 	25 	1 	1 	1 	-3
Hematite 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Hiddenite 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Iolite 	Normal 	8 	Common 	45 	1 	1 	1 	-2
Jacinth 	Normal 	21 	Very Rare 	825 	1 	7 	2.75 	9
Jade 	Normal 	10 	Uncommon 	85 	1 	1 	1.25 	-1
Jasper 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Kunzite 	Normal 	8 	Common 	8 	1 	1 	1 	-4
Kyanite 	Normal 	8 	Common 	55 	1 	1 	1 	-2
Laminile 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Lapiz Lazuli 	Normal 	10 	Uncommon 	145 	1 	1 	1.25 	1
Larimar 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Lepidolite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Lodestones 	Normal 	15 	Rare 	200 	1 	2 	1.5 	2
Malachite 	Normal 	8 	Common 	15 	1 	1 	1 	-3
Moldavite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Moonstone 	Normal 	10 	Uncommon 	175 	1 	1 	1.5 	1
Morganite 	Normal 	10 	Uncommon 	120 	1 	1 	1.25 	0
Mother of Pearl 	Normal 	8 	Common 	15 	1 	1 	1 	-3
Obsidian 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Onyx 	Normal 	8 	Common 	45 	1 	1 	1 	-2
Opals 	Normal 	15 	Rare 	250 	1 	2 	1.5 	2
Opals, Fire 	Fire 	15 	Rare 	335 	1 	3 	1.75 	4
Opals, Sea 	Sea 	15 	Rare 	350 	1 	3 	1.75 	4
Opals, Black 	Black 	15 	Rare 	440 	1 	4 	2 	5
Pearl, Normal 	Normal 	10 	Uncommon 	120 	1 	1 	1.25 	0
Pearl, Black 	Black 	15 	Rare 	500 	1 	4 	2 	6
Peridot 	Normal 	8 	Common 	14 	1 	1 	1 	-4
Phenacite 	Normal 	10 	Uncommon 	100 	1 	1 	1.25 	0
Pyrite 	Normal 	8 	Common 	8 	1 	1 	1 	-4
Quartz 	Normal 	8 	Common 	1 	1 	1 	1 	-5
Quartz, Smoky 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Quartz, Blue 	Normal 	8 	Common 	18 	1 	1 	1 	-3
Quartz-Crystallite 	Normal 	8 	Common 	55 	1 	1 	1 	-2
Rhodochrosite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Rhodonite 	Normal 	8 	Common 	8 	1 	1 	1 	-4
Rubellite 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Rubies 	Normal 	15 	Rare 	500 	1 	4 	2 	6
Rubies, Black 	Black 	21 	Very Rare 	630 	1 	5 	2.25 	7
Rubies, Star 	Star 	21 	Very Rare 	660 	1 	5 	2.25 	7
Rutile 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Sapphires 	Normal 	15 	Rare 	320 	1 	3 	1.5 	3
Sapphires, Star 	Star 	15 	Rare 	395 	1 	3 	1.75 	4
Selenite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Smithsonite 	Normal 	8 	Common 	15 	1 	1 	1 	-3
Sodalite 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Snow Tears 	Normal 	21 	Very Rare 	888 	1 	7 	2.75 	9
Spinel 	Normal 	10 	Uncommon 	125 	1 	1 	1.25 	0
Staurolite 	Normal 	8 	Common 	50 	1 	1 	1 	-2
Star Tears 	Normal 	21 	Very Rare 	1125 	1 	9 	3.25 	11
Stilbite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Sugilite 	Normal 	8 	Common 	60 	1 	1 	1 	-2
Sunstone 	Normal 	8 	Common 	10 	1 	1 	1 	-4
Sunstone, Red 	Red 	10 	Uncommon 	80 	1 	1 	1.25 	-1
Sun Drops 	Normal 	21 	Very Rare 	975 	1 	8 	3 	10
Tanzanite 	Normal 	21 	Very Rare 	600 	1 	5 	2.25 	7
Thunderstones 	Normal 	21 	Very Rare 	800 	1 	6 	2.5 	8
Tiger's Eye 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Topaz, Blue 	Blue 	10 	Uncommon 	125 	1 	1 	1.25 	0
Topaz, Yellow 	Yellow 	10 	Uncommon 	140 	1 	1 	1.25 	0
Topaz, Smoky 	Smoky 	10 	Uncommon 	175 	1 	1 	1.5 	1
Tourmaline 	Normal 	10 	Uncommon 	105 	1 	1 	1.25 	0
Turquoise 	Normal 	10 	Uncommon 	110 	1 	1 	1.25 	0
Variscite 	Normal 	8 	Common 	12 	1 	1 	1 	-4
Watermelon 	Normal 	10 	Uncommon 	120 	1 	1 	1.25 	0
Zircon 	Normal 	8 	Common 	60 	1 	1 	1 	-2
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
 	 	 	 	 	 	 	 	
Substance Type 	Max Spell Level	# Spells / Amount	Typical Price per Lb.	Imbue Mod	Min Pounds	Mass Storage 
Num Spells / Lb.	Mass Storage
Imbue	
Wood - Low 	2 	1   	0.1 	-5 	8 	10 	-5 	
Wood - Average 	4 	1   	25 	1 	6 	20 	1 	
Wood - Good 	6 	1 1/2 	75 	2 	4 	30 	2 	
Wood - Very Good 	8 	1 3/4 	475 	4 	2 	40 	4 	
Skin - Average 	2 	1   	50 	2 	8 	10 	2 	
Skin - Good 	5 	1 1/2 	375 	4 	6 	20 	4 	
Skin - Very Good 	8 	1 3/4 	1250 	5 	4 	30 	5 	
Bone - Low 	2 	1 1/2 	1 	-2 	8 	15 	-2 	
Bone - Average 	4 	1 1/2 	50 	2 	4 	30 	2 	
Bone - Good 	6 	1 3/4 	250 	3 	2 	45 	3 	
Bone - Very Good 	8 	1 3/4 	1000 	5 	1 	50 	5 	
Stone/Metal - Average 	2 	1 	1 	-2 	6 	16 	-2 	
Stone/Metal - Good 	4 	1 1/4 	100 	2 	4 	32 	2 	
Stone/metal - Very Good	6 	1 1/2 	500 	4 	2 	48 	4 	
Dragon Eyes 	9 	2   	5000 	6 	1 	50 	6 	
Triton Eyes 	5 	1   	125 	3 	1 	25 	3 	
Demon Eye 	9 	2   	2750 	6 	1 	32 	6 	
=== Tap Item Crafting Roll ===
The basic roll for crafting is d20 + Attribute Mod + feat bonuses + ability bonuses + prime skill bonuses + aux skill bonuses + Imbue ModAttribute Mod
* If the spell can be cast by a wizard or warlock, the attribute mod can be INT. 
* If the spell can be cast by a sorcerer or bard, the attribute mod can be CHA. 
* If the spell can be cast by a cleric or druid, the attribute mode can be WIS.
Feat Bonus
If you have the Enchanting feat, you gain proficiency bonus on your roll.
Ability Bonus
If you have the Spellcasting ability, you gain proficiency bonus on your roll.
Prime Skill Bonuses are if the user has one of these skills
* Arcana: If the spell being imbued is wizard, sorcerer, warlock, you gain proficiency bonus if you have Arcana
* Religion: If the spell being imbued is cleric or paladin, you gain proficiency bonus if you have Religion
* Nature: If the spell being imbued is ranger or druid, you gain proficiency bonus if you Nature
The Aux Skill Bonuses are applicable if the user has one of these skills
* Fletching, Carpentry Kit, Woodcarving Kit, or Nature: If the substance is wood
* Tanning, Nature or Medicine: If the substance is bone, skin or eyes
* Jewelry Kit or Appraisal: If the substance is a gem
* Smithing Kit: if the substance is metal
* Masonry Kit: if the substance is stone
NOTE: The Aux Skill Bonuses are important for assistance as well. If another person wishes to help with the process, they can if they have proficiency in the appropriate Aux Skill Bonus skill and then make the necessary assistance roll. This will give the enchanter advantage which is completely huge.
Imbue Mod
The substance that is being used in the crafting attempt will have an Imbue Mod that will also modify the crafting roll.
Additional Mods
It is possible to gain other bonuses from the location at which you are crafting, or perhaps you read a book that helps with crafting, or maybe a worn item gives you bonuses crafting, etc. 
Assistant Help
You can pick ONE assistant and they can give you advantage by making a DC based on a pertinent Prime or Aux skill.
The assistant DC is 10 + spell level which is being imbued (spell level not slot).
A successful assistant roll makes the Auto Fail much less likely.
=== Tap Item DC, Auto-Fail and Cost Options ===
The spell level and spell slot to be used determines the DC and is core for determining costs for the crafting attempt.
==== Tap Item DC Formula ====
The DC for whatever level and slot is being used for the Tap attempt is given in the table below.
Tap Item Auto Fail
Fumble is always a 1, but there is also an Auto-Fail value as well. If you roll the unmodified auto-fail value or lower, the crafting fails and the object can never be used for a tap item again.
There is always an auto-fail on 2 or lower. The auto-fail values are shown on the table below.
==== Costs ====
The costs for an attempt (success or fail) is given on the table below
== Tap DC, Auto-Fail and Cost Table ==
ST : Single tap item option
CT: Continuous tap item option
Spell Lvl	Spell Slot	DC	Auto-Fail	Single Cost	Continuous Cost
1 	1 	11	2 	400 	900
1 	2 	12	2 	550 	1350
2 	2 	14	3 	1150 	3200
1 	3 	12	2 	750 	1900
2 	3 	16	3 	1700 	4800
3 	3 	17	4 	2900 	8350
1 	4 	13	2 	900 	2450
2 	4 	17	3 	2250 	6500
3 	4 	19	4 	3900 	11350
4 	4 	21	5 	5700 	16750
1 	5 	14	2 	1150 	3100
2 	5 	18	3 	2850 	8250
3 	5 	21	4 	4950 	14500
4 	5 	23	5 	7200 	21350
5 	5 	24	6 	9700 	28750
1 	6 	14	2 	1350 	3700
2 	6 	19	3 	3450 	10100
3 	6 	23	4 	6000 	17700
4 	6 	26	5 	8800 	26100
5 	6 	27	6 	11800 	35050
6 	6 	27	7 	14950 	44500
1 	7 	15	2 	1550 	4400
2 	7 	21	3 	4100 	11950
3 	7 	25	4 	7100 	20950
4 	7 	28	5 	10400 	30900
5 	7 	30	6 	13950 	41500
6 	7 	31	7 	17650 	52700
7 	7 	30	8 	21550 	64300
=== Tap Item Crafting Examples ===
==== Making a Magic-Missile Emerald ====
Bob, the 5th level wizard wants to create a tap item. He has a 16 INT (+3), he has both Spellcasting and Arcana, but he doesn't have the feat or any other applicable skills.
Bob's basic roll is going to be d20 + 3 (int mod) + 0 (feat) + 3 (spellcasting) + 3 (arcana) + 0 (aux) + 8 (emerald) = d20 + 17 as his roll
Bob has in his possession, a 2k emerald so he can put 3 taps into it, and with a 8 imbue mod.
He wants to create a single tap of Magic Missile at spell slot 3.
Cross referencing a 1st level spell at spell slot 3, we get the following data:
* The DC for the attempt will be 12.
* The Auto-Fail for the attempt will be 2 or less
* The Single Cost for the attempt will be 750 GP plus if he had to buy the Emerald.
Bob rolls an 14+ 17 = 31 which is much higher than 12. Bob pays 750 gold, but now he has a tap item that will fire off a magic missile at slot level 3 once per day. Bob can wear the emerald as a ring or necklace, or have someone put it in a staff or dagger hilt or wherever.
==== Making a continuous Sanctuary Black Opal ====
Bob's brother, Sam, is a cleric. Sam wants to make a Black Opal Ring with a single tap of continuous Sanctuary.
Sanctuary is a level 1 spell and can be cast to good effect using a first level slot. Sam is level 5 so he'll use his saving throw level when the spell is imbued in the black opal, namely 8 + 3 (proficiency) + 3 (wis 16) = 14.
This ring will have Sanctuary on it at all times with a WIS save of 14. If Sam attacks or casts a spell on an enemy or deals damage, then Sanctuary will be end; but it will come back within a minute or so if Sam doesn't break the conditions.
Anyhow, the continuous Sanctuary level 1 slot 1 will cost 900 gp per attempt with a DC of 11, auto fail on a 2 or less.
Sam's roll will be:
d20 + 3 (wis attribute for cleric spell) + 0 (no feat) + 3 (spellcasting proficiency) + 3 (religion proficiency) + 0 (aux skill) + 5 (black opal imbue) = d20 + 14 for success
So as long as Sam rolls higher than the auto fail number since his bonus is super great, the enchantment works and Sam will have a continuous use Sanctuary tap ring. If he rolls less than that, the attempt fails and he's out the 900 gp. If he rolls a 2 or less, he fails and cannot use that gem for imbue attempts again (thought the Black Opal is still worth a good deal anyhow just to sell).
Category:Crafting