Crafting

This page is where we will detail the Magic Item, consumables and poison crafting. For non-magic crafting, see the Downtime Activities page.

## The Resources

To create a magic item there are four requirements

1. Gold; This is to buy the "base" components for the item you're crafting. Note: This price does not include, for instance, the full plate needed to craft a +1 full plate armor. Please keep this in mind when you craft armor and weapons.
2. Residuum; This is the currency the AG uses to craft magical items. It allows even mundane people to do wonderful things with enchantments.
3. Tools; Each item requires the crafter to be at least proficient in the relevant tool in order to create. (See the tool proficiency chart at the end of this section for more details)
4. Downtime Days; This represents the time it takes to craft the item.

Consumables are magic items that have limited uses, after expending which you lose the item permanently. They are listed within the "Consumables" page on the crafting sheet. They follow the same rules as crafting Magic Items, with the exception of having no residuum cost. Poisons are not magical items, but otherwise follow the rules of crafting Consumables.

## The Process

Once you have the required resources to craft a magical item your character must then

1. In #crafting\_logs you must spend your resources, describe what you are crafting.
2. The crafting then must be confirmed by a DM or Staff Member.

An example crafting log would go as follows:

The crafting sheet details all of the required tool proficiency, modifiers, and resources need to craft an item, as well as if the item can be crafted in the first place.

We also have a collection of DM created Homebrew Items to craft! Please make sure to check the "craftable" portion of the table to see if it's something you can make!

## Determining Crafting Modifiers

Each item requires a specific tool proficiency to be able to be crafted, as well as a modifier. This can be found in the far right column of the crafting table.

Your crafting modifier for a tool you are proficient in is equal to your

**proficiency modifier** + **the related attribute modifier**

For example, if you were trying to craft +1 armor, you would need proficiency in **smith's tools** which are based on either your **strength** or your **intelligence**

The required crafting modifier for +1 armor is 11. So your characters proficiency bonus, plus either their strength or intelligence, must be equal to or greater than 11 for them to craft +1 armor.

If your character has **expertise** in a tool, you use **double** your proficiency bonus when determining your crafting ability modifier.

## Customizing Magical Items

As a crafter, you have creative liberties with your magical item crafting. Whether you want a weapon you make to have a specific design on the hilt, or a wand to emit a nice smell when used, the design and minor magical properties of an item are completely up to you. However, we do have a few guidelines.

* Minor Magical Properties cannot:
	+ Replicate already existing magical items; this breaches into the rules on stacking enchantments
	+ Have mechanical impact, or an impact bigger than one would expect from a small enchantment.

At the end of the day, these flavors are up to you and can provide wonderful RP possibilities for items, however we ask that you do not break lore with your designs and enchantments.

If you're unsure about a minor property you wish to add, feel free to discuss it in the #downtime\_planning channel on the server

## Disenchanting Items

The polar opposite of magical item crafting, the disenchanting of magical items can be done by anyone who has the item, regardless of tool proficiency.

When you disenchant an item, the item is **destroyed** and you receive an amount of residuum equal to half of the residuum cost to create the magical item. As a reminder, Artificer Infusions do not count as magic items for downtime crafting purposes, and thus cannot be disenchanted.

To log your disenchanting, do so in the #crafting\_logs channel.

An example of this would be:

You can disenchant an item that has already been destroyed by some other means, such as an item that disintegrates after its last charge is used in a session.

Consumables and poisons cannot be disenchanted for residuum, however they may be sold for half of their gold cost in #downtime\_activities\_log

## Flavor Items

We consider flavor items any item that doesn't create a notable increase of power to a player inside of session, as mostly is for items of RP value or significance for the aesthetic of a character. Established Flavor Items are listed on the crafting sheet on one of the tabs towards the bottom, while the rest of the rules for both adding on mechanics to an item, and getting your own flavor items approved through Rules Team can be found here.

## Other Rules on Crafting

* You can upgrade +0s to +1s to +2s and +3s by spending the difference in gold and residuum, and the full DTD of the new crafting. A Carpet of Flying can be upgraded to a more expensive variant in the same manner.
* Combining enchantments is not possible.
* Crafting a spell scroll requires you to know the spell you're scribing.
* Artificer infusions are seen as class features, and can therefore not be disenchanted or traded. As per RAW, artificer infusions cannot be placed on items which are already magical.
* Necklace of Fireballs sells for 1000 gold per remaining bead.
* Prayer Beads can be arranged into a necklace of max 6. Alterations to a necklace requires proficiency in jeweler's tools and a downtime day to perform.
* When crafting or receiving ammunition you can create/receive a dart or chakram with the same enchantment instead. The weapon becomes nonmagical under the same conditions that a piece of ammunition with the same enchantment would become nonmagical.
* When a crafter is making an item, a player can choose to help that crafter make the item. Crafters can ping their helper as a part of their log. After the crafting log is posted, the player can spend a number of DtD equal to up to half the crafting time of each item (cannot reduce this below 1) and refund those to the crafter. This must be logged no more than 5 minutes after the initial crafting of the item.