Crafting Magic Items


Permanent Magic Items

The creation of permanent magical items is a lengthy, expensive process. The character doing so requires a formula for the item they want to create, and such formulas are very rare indeed. Very few people these days know how to create the powerful magical items of old. On the very rare chance you acquire the formula to create a magic item, I will tell you how long it will take to create, and how much the materials cost.

Spell Scrolls

While the creation of most permanent magical items is a rare occurrence, any spellcaster has at least the potential to create spell scrolls. Higher level spell scrolls are rare, not because they take so much time and effort to make, but because very few spellcasters can even cast spells higher than 3rd level.

You can attempt to create a spell scroll for any spell that you can cast. This process takes 1 day per spell level (1 day for a cantrip), during which you work for 8 hours per day. You cannot work on a spell scroll for more than 8 hours per day, due to the mental stress involved. Working on a spell scroll requires concentration (as if concentrating on a spell). You expend components – delicate parchments, rare inks, and other magical materials – worth 100 gp per level of the spell (50 gp for a cantrip), as well as any components consumed by the spell itself. You also expend a spell slot of a level equal to or greater than the level of the spell (you expend a 1st level spell slot to create a spell scroll for a cantrip). You must expend a spell slot, even if you can cast the spell as a ritual.

At the end of the creation time, you make an Intelligence (Arcana) check against DC 10 + the level of the spell. On a success, you successfully create the scroll. On a failure of 5 or more, you do not create the scroll, but you do expend a spell slot, as well as 50% of the component cost, and you suffer a scroll scribing mishap (see Scroll Scribing Mishaps table below). On any other failed check, the scroll is incomplete. You may spend another day working on it, expending an additional 100 gp worth of components, after which you may repeat the Intelligence (Arcana) check.

The spell scroll functions as described in The Dungeon Master’s Guide (page 200), which includes the rules for activation, spell attack modifier, spell save DC, and copying a spell from a scroll.

d10 Scroll Mishap
1 Befuddled. Your head spins, and you have trouble making sense of your surroundings. You take 1d6 psychic damage per level of the spell, and you have disadvantage on all Intelligence ability checks until you complete a long rest.
2 Clouded Mind. You have trouble thinking clearly. You have disadvantage on Intelligence and Wisdom saving throws until you complete a long rest.
3 Explosive boom. The scroll explodes with a loud bang. You take 1d6 thunder damage per level of the spell, and you are deafened for 1 hour.
4 Explosive flash. The scroll explodes in a bright flash. You take 1d6 radiant damage per level of the spell, and you are blinded for 1 hour.
5 Fiery burst. The scroll explodes in a fiery burst. You take 1d10 fire damage per level of the spell.
6 Forceful burst. The scroll explodes in a burst of force. You take 1d10 force damage per level of the spell.
7 Icy burst. The scroll explodes in a burst of frost. You take 1d10 cold damage per level of the spell.
8 Life drain. The scroll sizzles with necrotic energy. You take 1d6 necrotic damage per level of the spell, and you cannot regain hit points until you complete a long rest.
9 Mad twitching. You twitch erratically. You have disadvantage on Dexterity and Charisma saving throws until you complete a long rest.
10 Magical illness. You feel sick to your stomach. You are poisoned for 1 hour, and you have disadvantage on Constitution and Strength saving throws until you complete a long rest.

Alchemy

Anyone with a tool proficiency in either the alchemist’s kit, herbalism kit, or poisoner’s kit has the ability to create certain alchemical compounds. The time and material costs required to make various items is shown in the table below. In addition, some compounds require you to have access to a specific spell in order to create it (for example, cure wounds for a potion of healing). After spending the required time and material components, you must cast the required spell on the finished product to render it magical.

Multiple people with the same tool proficiency can assist in the creation of a compound. Each additional person makes an Intelligence check (alchemist’s tools, poisoner’s kit) or a Wisdom check (herbalism kit), with the DC set by the DM. Divide the number of days required to create the compound by the number of people helping who passed the check. A failure on this check means that your assistance could not meaningfully speed up the item’s creation. Assistance cannot reduce the creation time below 1 day, as all potions need time to brew. Certain material components might be found in the wild with a sufficiently high Wisdom (Survival) check.

Alchemist’s Kit
Item Time Cost Spell
vial of acid 1 day 25 gp
flask of alchemist’s fire 2 days 50 gp
philter of love 4 days 100 gp charm person (1st level)
dust of dryness (single use) 6 days 150 gp create or destroy water (1st level)
potion of fire breath 8 days 200 gp
potion of hill giant strength 8 days 200 gp enhance ability (2nd level)
potion of resistance 8 days 200 gp
dust of disappearance 10 days 250 gp invisibility (2nd level)
oil of slipperiness 12 days 300 gp freedom of movement (4th level)
Herbalism Kit
Item Time Cost Spell
potion of healing 1 day 25 gp cure wounds (1st level)
vial of antitoxin 2 days 50 gp
Keoghtom’s ointment 6 days 150 gp lesser restoration (2nd level)
potion of animal friendship 6 days 150 gp animal friendship (1st level)
potion of greater healing 8 days 200 gp cure wounds (2nd level)
potion of growth 8 days 200 gp enlarge/reduce (2nd level)
potion of resistance 8 days 200 gp
Poisoner’s Kit
Item Time Cost
vial of antitoxin 2 days 50 gp
basic poison 4 days 100 gp

Crafting Magic Items

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