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 |