Magic Item Creation

Material Acquisition

This phase consists of harvesting and/or finding materials with innate magical properties. These items can be anything from a magical plant, to the heart of a giant. In order to collect these materials, a single check based on the creature type must be made to determine how well the material is extracted and preserved for future use. A magical item cannot be made without a magical base.

Skill Check

Monster Type Skill Check
Beast, Dragon, Plant, Monstrosity Survival/Nature
Giant, Humanoid Medicine
Celestial, Fey, Fiend, Undead Religion
Aberration, Construct, Elemental, Ooze Arcana

Material Quality

Target DC Quality Modifier
8 Poor +2
10 Mediocre +1
12 Average +0
14 Good -1
16 Excellent -2
20 Perfect -3

Material Refinement

This phase consists of polishing and combining the collected material into something fit for enchantment. This would be changing a pelt into a cloak, smithing the sword, or weaving a scarf. In addition, if you are using enchantment materials, these would be applied at this stage, though it might not require a check.

Item Rarity Creation DC Time
Common 10 3 days
Uncommon 12 6 days
Rare 14 12 days
Very Rare 16 24 days
Legendary 18 48 days

Item Enchantment

During this phase, a skilled spellcaster weaves magic into the item, in order to control and/or redirect its natural magic. Over the duration, make (time spent / 2) skill checks using your spellcasting ability modifier and tool proficiency if available. The item gets flaws or perks based on how much you succeed or fail.

Item Rarity Base DC Time Spent Caster Level Combined Spell Level
Common 12 1 day 1 2
Uncommon 14 2 days 3 4
Rare 16 4 days 6 7
Very Rare 18 6 days 9 11
Legendary 20 8 days 13 16