Items and Crafting

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Basics

The rules for crafting items from Xanathar's Guide to Everything are in play.

Non-magical items (and healing potions) can be made during resting hours as long as that makes sense--things that involve very detailed or complex manipulations or that require significant stationary tools (ie refining metals) may only be able to be done during stationary downtime with a properly-equipped crafting area. Value accumulates normally. Note that a work week on Quartus is 6 days, so a standard healing potion takes 3 work days (24 total work hours), which can be split across several days. Which exact tool proficiency is needed is somewhat flexible, but is bound by the fiction. No using leatherworker's tools to build a house.

Custom non-magical items require a check-in with the DM ahead of time (just as with any custom item).

Potions of healing are not considered magic items. Regular ones can be bought in limited quantities anywhere--larger, adventuring-focused shops may have (almost) unlimited quantities. Higher-grade ones require access to a Registered Company most of the time, as they're the primary customers.

Magic Items

Generally, bits of monsters and things found along the way can be incorporated into magic items as the "special component". However, access to the formula is the major sticking point. Formulae can be found/accessed

  • During adventures, in forgotten tomes or as rewards
  • Certain master crafters may have access to certain formulae. This represents commissioning an item from them, and doesn't require normal downtime (but does require more money, a component and coming back later)
  • Very rarely, formulae can be discovered directly by players.

Availability of formulae varies by region.

Spell scrolls do not need formulae (cf Xanathar's Guide), but rarely can be purchased (except in Crisial City). Mostly, people make and sell spell stones (which function for all purposes like spell scrolls, except that anyone can use one and they cannot be scribed into a spell book). Generally only spells of levels 1-2 are available in non-specialized shops, and even then only some such spells. Players can make them using the same rules as spell scrolls, although you can substitute Jeweler's Kit proficiency for Arcana proficiency.

Magic Item Formulae in the Federated Nations region

The following items are known to be commisionable from master craftsmen in areas noted.

  • Adamantine Armor: Shinevog and Fuar Uulan. : Component: half the weight of the armor in refined adamantine (twice the weight in ore). Cost: armor cost + 500 gp.
  • Candle of the Deep: Rauviz City, Crisial City, and Byss : Component: a sapphire or ruby worth at least 50 gp, bathed in both magical water and fire (such as the remains of an elemental). Cost: 50 gp.
  • Enduring Spellbook: Crisial City: Component: leather from a magical beast/monstrosity. Cost: normal book cost + 50 gp.
  • Ersatz Eye: Rauviz: Component: a clear glass orb, blessed by either a kami or a priest of 3rd rank or above. Cost: 50 gp.
  • Instrument of Scribing: Most major cities. : Component: ink from a giant squid. Can be purchased, but is costly. Cost (not counting component): 25 gp.
  • Mithral armor: Most major cities other than Byss: Component: half the weight of the armor in refined mithral (the full weight in ore). Cost: armor cost + 500 gp.
  • Moon-touched Sword: Byss, Crisial City, Fort Hope. Component: the blessing of a kami-priest of 3rd rank or above. Cost: weapon cost + 150 gp.
  • Orb of Direction: Any major city. Component: earth-attuned iron (sliver). Cost: 30 gp.
  • Potion of Water Breathing: Any major city. Component: air-touched water. Cost: 50 gp.
  • Veteran's Cane: Lyodnoir and Zhapai Karmap. Cost: 150 gp.