Magical Item Crafting

Rarity of item available and cost.

\***Common items are for non-combat effects only**

### Base Materials:

Base materials such as Silver, Adamantine, and Mithral can not be used in Magic Item Crafting. Their rules can be found below:

**Base Materials**

### Crafting Materials:

These are materials with different effects that can be put onto an item through magic item crafting. All materials will be given a rarity and a type. Either Offensive, Defensive, or Utility. Materials have 3 effects, and 1 unique effect. The Unique effect is designated by having the lowest probability, and either a asterisks or other defining mark such as: **(u)**

Offensive materials can only be used to create weapons.

Defensive materials can only be used to create Clothing, Bracers, Armor, or Shields.

Utility materials can be used to create anything that is not a weapon or armor.

**\*Note:** Bracers and Clothing can hold either Defensive or Utility Materials. Rare Defensive materials do not provide a +1 boost to AC when used on Bracers and Clothing. This benefit is limited to Armor and Shields.

Spell Foci can hold either Offensive or Utility Materials. Rare Spell Foci provide a +1 bonus to your spell attack rolls. They DO NOT increase your spell save DC. If you are crafting an item that could function as both a weapon or a spell focus, such as a staff, you can choose whether to apply the weapon bonus or spell focus bonus at time of crafting. ie. +1 to weapon attack & damage, or +1 to spell attack rolls.

In either case, you can only have one type of material on an item. (No mix/matching). ie. Only Defensive materials or only Utility materials on a pair of bracers.

### Crafting the item:

To craft the item, the player provides a base item or adds the gold cost of the base item to the crafting cost of the item and then makes a check using their relevant tool to determine if the item is successfully made or not. This will use degrees of success and failure to determine the outcome.

The rarity of the item is determined by the highest rarity of material used. Based on the rarity of your item they have a number of material slots as can be seen above. Each slot has a rarity of it's own with higher rarity items having a slot of it's own rarity, and one of each rarity below it, excluding common. Some higher rarity materials may block the use of lower rarity slots.

**The player may then choose to spend additional materials or days to gain bonuses, these must be added on at the time of the roll. (All days are rounded up)**

 50% more days
 100% more days
 Extra material that shares the desired effect

#### Hiring Crafters:

Those that do not have the requisite proficiencies may hire NPC crafters to make items for them. These crafters automatically succeed the check at the equal DC. The player must still spend the previous costs in addition to the cost of hiring the npc.

 Apprentice
 Journeyman
 Master
 Legendary

## Upgrading and Modifying Magic Items:

#### Upgrading an item:

Upgrading an item allows a player to take a lower rarity item and upgrade it to a tier that they could craft. To do so they follow all the same rules as crafting an item, but the cost is determined by the difference in costs between the starting and ending rarity. \* i.e. Upgrading an uncommon item to a Rare item would cost 7 Days and 1750 Gold.

\*Common items, and items from XtGE, DMG, or PhB can not be upgraded

#### Modifying an item:

Modifying an item allows a player to replace an effect by using new materials on the item. If you have an empty effect slot you may instead add an effect using the same process. Only one effect can be modified at a time. You can modify an item one of two ways:

* You can use two materials, of equal or lesser rarity, that have the desired ability, 5 DTDs, and 500 gold. You do not need to make a skill check when modifying an item in this way.
* You can use one material, 5 DTDs, and 500 gold. Make a skill check with a relevant tool based on the item being modified, following the same rules as creating an item to determine the effect applied to the item. You can spend additional DTDs to guarantee a minimum roll, or you can hire an NPC crafter for an additional cost of 250 gp.

## Soulbound Items:

Players may perform a special ritual using materials that are rewarded from various events (Normal Missions, RP Events, Research rewards etc) to bind an item to them. Materials that can be used for this ritual are marked with the **Soulbound** Tag.

This item becomes unable to be un-attuned by any method but willful un-attunement, and they may only have one item attuned in this way at a time. The players will then be able to submit a form to crafting to have the effects made. These effects will be custom made after the request is submitted and will be made to increase as the player levels.

**When a player un-attunes from a soulbound item the extra effects cease to exist and that player may no longer choose that item to attune to. They may perform the ritual on a new item as long as they once again have access to the required materials.**

#### **Crafting a Soulbound Item**

Soulbound item crafting has the same DTD and Gold costs as non-soulbound magic item crafting. Meeting the Uncommon crafting DC is sufficient to successfully craft the item. You can only craft your own soulbound item or you hire an NPC crafter to pass the check.

#### **Upgrading Soulbound Items**

Similar to upgrading magic items, the Gold and DTD costs are determined by the difference in cost between the starting and ending rarity. Unlike upgrading magic items, you do not require an additional crafting check. Once your soulbound has been crafted, all upgrades auto succeed and only require the Gold and DTD costs to upgrade the rarity.

You can submit a request to upgrade your Soulbound item when you reach the appropriate character level.

#### **Crafting a Soulbound at a Higher Rarity**

In the situation where you would want to craft a soulbound directly as a higher rarity than Uncommon, you may do so by making a crafting check against the Uncommon craft DC and then adding the costs for the tier of item you are trying to make

Example: Crafting a Very Rare Soulbound directly.

Crafting DC: 12

DTD Cost: 21

Gold Cost: 5000

Example Crafting Material:

 1-33
 34-66
 67-99
 100 (Unique Effect)

Example soulbound abilities:

Soulbound item for a rogue (**not at all balanced just examples**).

 1
 2
 3
 4

## Tools and their associated abilities

All tools can be used when making magical items, as long as the tool is appropriate for the creation of the type of item.

Examples: Calligrapher's tools to create a magical tattoo, or painting. Cobbler's Tools to make magic shoes, etc.

Tools while in most circumstances can be used with any ability score when used with the magical crafting system will use one of two predefined abilities, chosen when you craft an item. Each tool has one physical and one mental ability as an option.