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 |