Downtime Activities

On the Remnant Server there is a decent amount of downtime your adventurer has while you as a player are not in or finding a game. Downtime can be used to build structures, craft mundane and magic items, run a business, work a job, conduct research for that next dangerous mission or other lore, as well as learn a new tool or language. Many more things will come as we find the need and develop mechanics or fluff!

## **Spending Downtime**

If you wish to use your downtime this means you will not be able to leave the walls of the city on a mission while committed to that task and your RP could, but is not required, be training-related for the time in which you are training/learning/building/etc. Training will also have a monetary cost as well, relating to the cost required from a teachers pay and use of tools as well as materials expended.

You get one downtime roll per in-game day representing about 8 hours of work, that occurs over the course of that day. If you go on a mission you may not roll downtime for that in-game day. You may backlog up to 2 IRL days, or 4 in-game days.

There are multiple ways to use your downtime cycles. One is to log the day of work up to a threshold. (Usually 5 in game days) and then make a roll. Research or part time jobs are an example of this.

Another is accruing downtime points (DTP) towards a downtime point threshold such as in learning a language or crafting an object. IE: You spend the day working and then roll a d20+modifier and then add that to your total. Once you've reached the threshold you finish the task or learn the thing.

*For example:* If a player wanted to learn a language, they could roleplay finding a tutor in game (not required, of course), and then whenever they wished to put time in, roll a d20, add their relevant modifiers, and pay the gold in the #downtime channel with a short description of what they are doing. You then note the new total under that roll!

### **Time “Slots”/Cycles**

Since Remnant time is 2x as fast as real life time, there’s a bit of confusion surrounding formatting what time you use your DTP for. You don’t do the exact time you typed down what you were doing, rather you use the midnight-to-noon, noon-to-midnight, AKA AM and PM “Slots” (or cycles) to make things much simpler. (Unless you are a wizard learning new spells, then you need to include the breakdown of time for that 8 hour day).

*For example:* If you want to learn Primordial, you would typically state you’d use the (insert date here) AM time slot for this. Which means that you’ll be locked out, from midnight to the afternoon (12am to 12pm). This is in relation to your own time zone, despite other mechanics of Remnant typically using Eastern Standard Time.

**Tad in the #downtime channel:** "Locking out 7/4 AM and PM to learn Primordial."

### **Working a Job**

Spending a day working a part time job can fill an adventurer's time between their missions and make sure they don't go broke. In order to earn a work roll, you'll need to work 5 days. Note that these days do not need to be consecutive but you should only roll after the final day. Once you work the 5th day in game you may choose to roll one of the following (exceptions may be made for other skills depending on the type of work, ping Staff if you wish to try to use something else, ie medicine for working in a clinic or at the temples);

* Athletics
* Acrobatics
* Intelligence using a set of tools
* Performance
* Charisma or instrument proficiency

 10-14
 15-20
 21+

### **Research at the Library**

In order to research something effectively at the library more than just a simple roll and a few hours are required. Pick a specific place, monster, or location to do research on. You will need to spend 5 DTP cycles here in order to trigger the research roll by doing the requisite research and greasing the wheels of people who might have the knowledge you seek. These days do not need to be consecutive. Once done, spend 50 gp for the roll you are about to do, representing bribing and requesting additional aid or resources.  Once you triggered the roll, you roll an Intelligence Check. You may choose to pay an additional 100 GP for an additional +1 up to +6. Once completed, ping the relevant DM that the roll most pertains to or just ping the Lore Team in general if it is for them.

Lore in this case = actual info about place, or thing.

 6-10
 11-20
 21+

### **Crafting a Mundane Item**

Sometimes you'll want to make your own armor and weapons either to save money or to add a personal touch. To calculate a PHB items cost in downtime points divided the total cost of the item by 50. The number you get is the number of work weeks needed to craft the item. Then multiply that number by 5 to get the number of days needed to craft it. Finally multiply that number again by 13, representing the average roll for someone proficient in that skill and a plus 1 in that ability score. Keep in mind crafting still takes half the cost.

**Example:** Tad wants to craft a set of plate armor.

Plate armor costs 1500 gold pieces.

1500 / 50 = 30 workweeks

30 x 5 = 150 days

150 x 13 = 1950 DTP

Plate mail will take 1950 DTP. And 750 gold on completion.

**To craft a mundane item:**

* You must have access to a workspace and the tools needed to craft the item. Ie: Smith's Tools for metal armor.
* You must have the required tool proficiency.

One friend or hired hand can assist at a time. Friends can only assist if trained in the requisite tools.

### **Learning New Tools and Language Proficiencies**

Some adventurers may want to learn new languages or how to use new sets of tools.

* Every new tool or language has a cost threshold of 1100 DTP and 20 gold per roll.
* You may learn new languages up to your proficiency modifier.
* Languages granted by race, feat, background, and class features do not count against that total.
* You may learn new tool sets up to your proficiency modifier (these are separate counts from languages).
* Skilled/Linguist feats allow you to learn 2x your prof modifier languages and tools.

**How'd you come up with this Tad?**

**Math:** 10 workweeks per Xan's, 50 total days.

50 x 11 = 1100 DTP required 11 being an average roll.

Cost as per Xan's, it costs 100 gold per work week for tutoring meaning 20 gold per roll.

For any new non-skill based proficiency it costs 20 gold per roll and has a threshold of 1100 DTP.

Cooperation: should another player also lock themselves in to help you and they are proficient. You get advantage on the roll.

### **Construction**

Adventurers often want a place to live or work and they love to build those thing using their hard earned coin and elbow grease. Characters will be able to build their houses and other structures using a combination of gold, labor and time. They will be able to put their one per in game day downtime roll towards building that structure. For full construction rules see below in its own section.

#### **Basic Mechanic breakdown**

* D20+MOD+PROF when applicable
* STR mod if untrained
* STR or DEX + PROF if trained in carpenters tools or masonry tools

You add whatever you roll to your DTP total. Once you meet the threshold needed you have acquired said building. Boom Easy.

## **Building Construction Guide**

Adventurers often want a place to live or work and they love to build those things using their hard earned coin and elbow grease. Below you’ll find rule for purchasing and building structures in this world.

* Gold pays for the materials and workers up front.
* Workers add a passive 15 per in game day, 30 per IRL day

Add 15 at noon and midnight each OR 30 at noon each day to make keeping track easy (essentially when you remember)

* You can only construct one building or addition at a time.
* You can have up to 4 players aiding a construction project per DTP cycle

### **Buying an Existing Building**

Any outright purchase of a building will be 2 times the cost of everything calculated below but you get it right away if it's within the city.

If it is outside the city roll a d20 (or dX where X is the number of additions) to determine the percentage of the additions that match your desired 5-100 percent. You must construct the rest. (This is to prevent castles from literally popping up).

### **Plots of Land**

Plots of land vary in actual size obviously but assume that a small plot is about 60 by 60 feet for the actual structure and a small yard

 Lowers
 Middle
 Uppers

### **Building Quick Guide**

#### **Upgrading property**

Houses and property can be upgraded from one tier to another, whether it’s from a Tiny house to Small, or even Large. This can be done by taking the difference in DTP/Gold and spending it accordingly.

#### **Classifications**

**Small Classification - 3000 gp - DTP Threshold 500**

**Small House**

* A custom place to live can be built anywhere in the wilds or in a plot of land in the city!

**Shop**

* Allows the builder to sell items at a slightly higher price. (5%)

**Smithy**

* Gives +1 to all related crafting rolls that use a smithy/forge.

**Alchemy Lab**

* Allows for the crafting of more complex potions.
* Gives +1 to all related crafting rolls that craft potions.

**Tannery**

* Allows for easier creation of leather (-10% cost(DTP Threshold) on crafting).
* Gives +1 to all related crafting rolls that use leather.

**Gaming Hall**

* Gives +1 to all related profession rolls.

**Makeshift Watchtower**

* Essentially a raised platform on a tree/ stilts not complex

**Medium Classification - 6500 gp DTP threshold 900**

**Watchtower**

* Cost – 8,000 Gold
* Needs to be manned, don't forget to pay maintenance

**Large Classification - 15000 gp DTP Threshold 1800**

**Mining/Logging Areas**

* Cost – 15,000
* If the players find an area out in the wilderness (like a mine) they can attempt to make it into a place of profit.
* A watchtower or equivalent must also be built with this (and manned), to ensure its security. This is included in the cost. 10% cost reduction for blacksmithing.

### **Additions**

Each size category of building has a number of Addition Points you can fill with additions to the house.

 Small
 Medium
 Large
 Huge

 Medium
 large
 Huge

(Note: These additions are optional for living, your living quarters will already come with the basics of the lowest quality: Tiny Kitchen/Toilet/Living Room/Bedroom/Closet)

## **Ship Construction Guide**

Avast me hearties! Welcome to the one stop info shop for all things ship related. The goal here is to devise a system or building/buying ships that works within the current downtime system as well as something that can be modified to work within future downtime changes.

The table below shows the different available ships and other details pertaining to them. Instant buying a ship is 3x the crafting cost. When construction starts, please ping staff in downtime (or the market if instant buying) for them to verify the transaction. All ships need to be logged in the specific logs channel when finished.

**Ship:** (R) denotes that this vessel is primarily used in rivers, lakes, etc and cannot handle extended use in the open ocean. (S) denotes that this vessel is primarily operated in the open ocean and cannot move into smaller bodies of water. (R-S) denotes it is sturdy enough and has a shallow enough draft for river and coastal sailing.

**Size:** Vehicular categories used are Small, Medium, Large, Huge and Gargantuan.

**Speed:** Some vessels have a single operating speed because they are either oared or sailed. Any with two means it can be oared and sailed. All speeds are calculated for light winds (x1). Combat Speeds are detailed on the linked ships for those more often to see combat.
**Crew:** An asterisk \* means the vessel can operate at half crew but only reach full speed at full crew. Half crew uses the lower value of the speed chart. Crew does not count towards passenger maximum.

**Passengers/Cargo:** Numbers are listed as max total. Cargo and passenger capacities are mutually exclusive and do not take from each other. However, you cannot utilize cargo space for additional passengers.

**Damage Threshold:** A single attack must do at least this much damage for it to affect the vessel if the damage threshold is exceeded, damage is calculated as normal.

**Additions:** Currently, extra additions are not offered for any ship.

Each ship may be flavored within reason. Larger vessels generally have a small cabin for the first mate and captain, crew quarters, galley and brig. Lifeboats (row boats) may be purchased and added to Gargantuan sized vessels, though no more than 10 can be accommodated. Passengers take up cargo space (This applies to all ships).

The table takes precedence for any listed statistics that differ between it and the stat blocks linked.

#### **Descriptions and Details**

All ships are objects that are immune to psychic and poison damage. Additionally, they are immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious. A ship can be considered surprised if it’s crew is surprised.

From the crows nest, if a ship has one, you can see another ship or coastline up to 10 miles away in normal weather, reduced by half for overcast. Rain and fog function as they do on land, following the rules of lightly or heavily obscured.

Some descriptions are provided below for seafaring ships that are not native to the PHB/DMG.

**Ferry:** This vessel is a shallow hulled miniature river barge, primarily designed for ferrying people across larger rivers. Its construction has a very small cargo hold in the submerged portion of the ferry, accessible by ladder from the main deck. It’s shallow draft only requires depths of 5 feet to operate.

**Launch:** This vessel is constructed of a mostly long rectangular shape tapered in at the bow and stern to cut through river swells. It has a semi-shallow draft which allows it to operate in depths as shallow as 15 feet.

**Skimmer:** This single masted river vessel can function under both oar or sail. It’s primary function is cutting quickly across river currents with its shallow draft. The Skimmer often doubles as a leisurely river vessel due to its ability to operate under sail.

**Dhow:** This sleek vessel is of Elven design and can operate under both oar and sail. It’s streamlined construction, lanteed rigged sails and medium draft allow it to operate on coastal routes and larger rivers with a depth of at least 20 feet while carrying a moderate amount of cargo.

**Barge:** This huge oared river vessel’s primary function is carrying large quantities of cargo or passengers through larger rivers. With its medium draft and sizable cargo hold, it requires at a river depth of at least 20 feet to operate.

**Caravel:** This two masted lanteen or square rigged vessel is designed for quick coastal and open sea sailing, given good wind conditions. Often used for coastal trading, it has a sizable cargo hold and has the ability to carry a fair amount of passengers. With its medium draft, it can sail into rivers with a depth of at least 25 feet.

**Airships belong to different classes and are outlined below.**

**Locust Class:** This airship's primary function is speed. Its small size lets its crew get from one point to another with exceptional speed. As such, there is no cargo hold and it is not as durable as other airships.

**Falcon Class:** A graceful airship boasting both speed and durability, it’s larger streamlined size allows for quick transportation for both a fair number of passengers and a limited amount of cargo.

**Swan Class:** An airship that boasts a carrying capacity equal to none other. Though it may be slower than other airships, none can equal its capacity in mass.

**Roc Class:** This monolithic airship is the strength of the skies. Boasting a high durability and  speed rivaling that of a Galley, this airship can carry an exceptional amount of passengers or cargo while combating the dangers of the sky.

#### **Docking and Crew**

Docking fees are rolled into the cost of purchasing a ship. Fees for skilled laborers are outlined in the Master Downtime Document and cost at least 2 gp per crew member when the ship is in active use. Depending on the danger of the mission, your GM may increase the cost of labor.

#### **Repairing a Ship**

For each day and 500 gp spent that the ship is in port, the ship regains 5 hp. Ships are repaired in batches 5 hp only. The rowboat and ferry can be repaired for 20 gp per 5 hp per day.

#### **Naval Combat**

Certain ships are capable of naval combat and their stat blocks are linked on the table above the the applicable ships. The Roc Class airship follows the general weapon stats of a Galley. Utilization of ship weaponry is at DM discretion.

### **Crafting Rules**

“But Vestacia, how do you craft a ship?” One might ask. Well it’s simple, the price on the Available Ships table reflects the monetary cost for crafting and the table below shows how much DTP it takes! However, you cannot just craft a ship anywhere. As such, any would-be helpers need to have a way to reach the port that your ship is being crafted in, whether they purchase a teleport, do it themselves, or are able to have you teleport them. If they need you to teleport them, they cannot do so on a day that you have missioned.

\*\*Certain airports can only support builds of a certain size. Hangalor can build airships of any size.

### **Dock & Port Cities in Castia**

#### **Port Cities (Water)**

1. The Floating City of Darkwater (The Blood Sea)\*\*\*
2. The Free Cities (North Castia)
3. Ustendor (Teyrna, near Karden’s Spine, on the Alagon Ocean)
4. Darkurn (North Castia, near The Aussirveth Ocean and Sylair)
5. VistaVirta (The Remnant Peninsula, 10 days south of Remnant, has teleportation circle - not connected to Remnant)
6. Hugonami (Island Port, South of VistaVirta)
7. Luthed (Varrasham, Castia)

#### **Port Cities (Air)**

1. Remnant (The Remnant Peninsula)
2. Hangalor (Northeast Remnant Peninsula, birthplace of the airship)
3. Asterbrook (Capital of Fyris)
4. Ageria (Capital of Keltane)
5. The Flying City of Kovigh (The Alagon Ocean)\*\*\*
6. Khanhold (Capital of Varrasham)

\*\*\* = not exact location

### **Airship Notes**

Airships are essentially boats mixed with hot air balloons; the ones used in Remnant have:

1. A giant oval balloon roughly the same length of the ship body.
2. Propellers on the sides with magical fonts that help provide propulsion through enchantments similar to Levitate and Gust of Wind.

## **Running a Business**

A roll should be done on a single designated day every week representing at least 2 weeks of time passing in game.

### **Maintenance Costs**

Find the best fitting property your business fits under and confirm with a GM. The worker numbers below can vary between businesses. (see below for Hirelings)

#### **Hireling Costs (PHB 159)**

You may allocate a custom amount of workers varying from the table above. Just speak to a GM.

 Unskilled worker

#### **Location Modifier**

Depending on where your business is, you get a bonus modifier for your roll depending on its location!

 Lowers
 Middle
 Uppers

#### **Working Your Business (bonus DTP modifier)**

For your business to work out the way you want, you must dedicate a minimum of 3 DTP sessions of time towards your business in order to roll for it. You may only dedicate 1 DTP session per in-game day to a maximum of 7 DTP sessions per IRL week. You may also have friends man the store(s) and work towards the 7-session maximum.

* Note these down in #downtime but do your actual d100 + X business rolls in #business.

At the same time, you also have the option of dedicating more time towards your business. In doing so, you may dedicate more DTP sessions towards each week’s roll.

* For each additional DTP session you work beyond the mandatory 3 above, you may add a +2 modifier to your roll. (You may only have a maximum modifier of however many in-game days your business has been working - the 3 mandatory days.)

Example: For the typical week-roll, you could work for the entire period of time:

* 7 days - 3 mandatory = 4 days of extra DTP work. Therefore you get a +8 to your roll for that week.

The “Maintenance Cost” listed below is the full cost over whatever period of time you’re rolling for. (A standard roll is for 2 in-game weeks, so 14 days)

#### **TL;DR for the Bot**

!roll d100 + Location MOD + DTP MOD (Assuming you weren’t lazy and worked for the 7 full dtp sessions).

**Example:** Ahri’s Fox-Hut is in the wilds(+0) and she worked 7 times (+8) throughout the 2 week period! Therefore she gets to make Avrae roll !roll d100 + 0 + 8

**Example 2:** Foxx’s Brothel is in the upper district (+15) and he did the bare minimum (+0) amount of supervision for the store to run for the 2 week period! Therefore he gets to make Avrae roll !roll d100 + 15 + 0

 2 - 11
 12 - 21
 22 - 41
 42 - 61
 62 - 71
 72 +

## **Magic Item Crafting**

### **Step 1: Research**

Before you can begin crafting the item, you need the complete formula for crafting it. You might have the item itself, an incomplete formula for it (maybe a nice GM gave you a piece of lore as loot), maybe your twin cousin from another mother told you about it, or maybe you just have a hankering to read the Bowyer’s Almanac: An Encyclopedia of All the Best Bows (with Pictures). In any case, you’re ready to start research.

Each formula requires 3 relevant pieces of lore to complete it. If you have an incomplete formula already, you have one piece of lore already, but if you merely possess the item or are researching based on the name or description, you’ve got none.

**DIY:** This process closely mirrors that detailed in Xan’s. Spend a workweek (5 days IG) and at least 50 gp doing research on the item. At the end of this research period, make an Arcana check with a +1 bonus for each additional 100 gp spent beyond the initial 50 gp (up to +6). Those with Cloistered Scholar or Sage backgrounds make this check with advantage. The amount spent on research must be declared before the roll. Consult the table below for the results:

 6-10
 11-20
 21+

If you haven’t obtained 3 pieces of lore after this workweek, try again until you’ve got it.

**OUTSOURCE:** The time and cost of outsourcing research depends on how many pieces of lore you already possess. Spend the requisite gold, wait a bit, and you’ve got a complete formula.

 1
 2

Once you have obtained three pieces of lore, you have a complete formula. Step 1 complete!

### **Step 2: Material Acquisition**

This part of the process is the most abstract. Once you have a complete formula, you can either acquire the materials yourself, or in some cases (not always) hire someone to do it for you. We leave it to you to invent what sort of thing you need to make your magic item. It might be the pelt of a Displacer Beast, or the lost Elven Awl of Springiness. Thematically appropriate is best. Consult a DM if you’re short of ideas or just want to hash it out.

**DIY:** Once you’ve figured out what you need to construct the item, you gotta go get it. This typically involves either hunting a creature for its valuable giblets, going to a difficult-to-reach place to obtain some necessary ore/essence/artifact, or perhaps just completing a task for the entity that possesses what you need.

You do this by collecting Material Points (MP). Once you have finished your research into an item, you go out into the world in search of materials. Whenever you return from a mission, you can collect Material points based on your Tier rather than Treasure points, essentially converting your Treasure points at the end of a mission. The number of MP required to create any item from the tables can be seen below.

 Table B
 Table C
 Table D
 Table E
 Table F
 Table G
 Table H
 Table I

Once the research is done, you can call on your friends to assist you. They can also forgo taking TP to contribute more MP per their tier. More or higher level adventurers need fewer missions to fill up those material needs for your dumb boots. Yes, this means that people without any friends have a tougher time, but this game is all about friendship so figure it out. Hurrah!

**OUTSOURCE:** For the second method of material acquisition, you get to be the mysterious robed figure in the corner of the tavern. Neat! You can only outsource the acquisition of materials for common or uncommon magic items. Time and cost depend on the rarity of the item being created. You can only outsource MP collection for items of uncommon quality or lower.

 Uncommon

Once you’ve spent the dough and time is up, some low-level NPC party has completed the task and got you the grist you need to proceed. Hurrah!

### **Step 3: Crafting**

**DIY:** Now we get to the fun bit. Crafting yer doohickey!
First off, in order to be able to craft the item, there are a few basic requirements.

1. You must have access to a workspace and the tools needed to craft the item.
2. You must have either the required tool proficiency or proficiency in Arcana.
3. Your character level must meet the minimum required by the DMG for your item.

Assuming all your requisites are met, you’re good to go. Time and costs are given below.

 Uncommon
 Rare
 Very Rare

#### **Working Together**

A maximum of two people can work together to craft an item, effectively halving the time required to do so (rounded up) if they work in alternating shifts. Each person participating in crafting must still meet all the prerequisites. You may hire a worker to work with you if you so desire at the full outsource cost.

**OUTSOURCE:** If you choose to hire someone else to craft the item (1 NPC per tier below), you must still meet the level requirement to make the item. Also note that there aren’t any craftspeople in Remnant capable enough to hire out their services creating very rare and legendary items, so you’ll still have to do those on your own. Otherwise, you’re golden. Details below.

 Uncommon
 Rare

**On Consumables**

Most consumables take half the time and cost to craft, as compared to other permanent magic items. Consult the appropriate table and halve both (round up on crafting time). The exception to this rule is healing potions, which have their own table given here. One workweek = 5 days.

### **Step 4: Completion**

Once all three stages are complete, you’re good to go! Better yet, you’ve still got the formula! You can make another without doing more research. EFFICIENT! (ie. just redo Step 2 + Step 3 to make more!)

## Addendum

#### **Adamantine, Mithral, Silver**

All three metals possess certain properties beneficial to your average adventurer, and all can be applied to certain items to imbue them with those properties. This is a mundane effect of the metals and can be applied to mundane items only.

A weapon, piece of armor, or piece of ammunition can only have 1 type of metal coating. Once applied, it cannot be removed.

**Cost of Coating**

* 100 gp : Silver - Weapons / Ammo (10 pieces)
* 300 gp : Mithral - Metal Weapons / Armor / Ammo (10 pieces)
* 500 gp : Adamantine - Metal Weapons / Armor / Ammo (10 pieces)

**Properties**

* Silver - Silvered effect
* Mithral - Half weight
* Adamantine (weapons / ammo) - Crit objects
* Adamantine (armor) - double item HP

Coating an item with Mithril or Adamantine in this way is often referred to as being “reinforced by X” for the purposes of distinguishing them from the magical items Adamantine Armor and Mithral Armor. Coating amors does NOT make them into the magical equivalents, which cost TP.

Yes, it is confusing. When discussing or working with these metals, make sure to define what exactly you’re using/doing, for clarity.

#### **Base Cost of Item**

Half the base cost of the item is added to the total cost when outsourcing or creating magical armor or weapons.

### **Bissle Tracking Update**

Bissle automatically adds TP, based on your level, to your total whenever your DM gives you mission rewards. If you are collecting MP for a crafting project, just ,spend that TP in the #magic-item-research-and-crafting channel and indicate that it is for your project like so:

* ,spend 3 tp on a tophat of disguise

If your friends are helping you collect MP also, have them do the same when they gather it.

### **Crafting More Than One Item At A Time**

You cannot outsource multiple instances of the same step at the same time. Due to high demand in the city, skilled laborers only take one request per hero at any given time. You can, however, outsource different steps for separate items at the same time. For example, you cannot outsource research for two items at once, but you can outsource research for one item, material gathering for a second item, and crafting for a third item, provided that all previous steps have already been completed for the second and third items. You can still work directly on an item yourself in addition to any outsourcing done.

### **Locking Activities Unrelated To Downtime**

(All Days are talked about as In Character days, as per usual)

* All Spell Scribing and Tome reading locks your character for the day (or days) no matter the number of hours it takes. Copying even one first level spell will lock that character for the day despite it only taking 2 hours. The purpose of this is to remove the small minute hour tracking and keep it in line with other downtime activities.
* This means if you are copying a 9th level spell you are downtime locked for 3 consecutive days. (18 hours. day 1 is 8, day 2, 16, day 3, last 2 hours, Adjusting for your specialty of course). Spells that cost an hour or more to cast will essentially do the same thing.
* You can mix-and-match casting those spells, WITH scribing spells as well, so long as the hours spent doing them don’t overlap. For example, you can cast Find Familiar, and spend the rest of the day copying Jump and Misty Step into your spellbook.
* Spells that cost more than 8 hours to cast (such as Simulacrum or Hollow) will cost more than one time slot to perform. Because of this rule, note any spell you cast that’s an hour or longer into the downtime channel, stating the slot used to do as such.
* If you’re reading a Tome or Manual, you’re downtime locked for the full 6 days.
* You cannot make a Con save to stay up to gain additional time.

### **Robe of Useful Items**

If you are creating a robe of useful items, you decide the number of patches as well as what the patches are. HOWEVER, each patch you attach to the robe has a base cost of 50 gp. If you select the bag of 100 gp, silver coffer (500 gp), 10 gems worth 100 gp each, 4 potions of healing (50 gp each), or the spell scroll 1st to 3rd level (cost appropriate to the level), you must pay the cost of this item in addition to the base patch cost.

### **Using a Book Repository**

Using a Book Repository, be it one of your friend’s libraries or your own personal study (not counting the public library for some reason?), will not only give a +1 bonus to research rolls and int checks, but due to the fact that you roll ability checks when pursuing Downtime, you can add the +1 bonus to your downtime rolls related to Intelligence. Note that you’re using a Study to add the bonus.

*Related Pages: Server Rules and Information, FAQ, Magic Item Acquisition and TP Usage, Character Creation*