Enchant Magic item
There are many ways to Craft Items, magical or otherwise. When it comes to Crafting a Magic Item there are many routes as well.
One is very complicated and hit-or-miss where you need a formula, time, money, and items—this is the traditional 5E by the book crafting. Crafting Magic Items
There is a system where one creates focal stones and through a complicated, time-consuming and expensive process enchant items. Crafting Magic Items with Focal Stones
There is another system of Gem Magic where you can enchant gems and then use sockets to change the enchantment as well. Crafting and Using Gem Socket Items
from comp. item book: ENCHANT MAGIC ITEM 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, S, M (essentia worth up to 5 gp, which the spell consumes) Duration: Instantaneous You cast this spell to infuse power into a mundane object with the intent of creating a common or uncommon magical item. You must begin with an appropriate mundane object as the target and the right formula and seed to define the resulting magic. These parameters are determined by the Dungeon Master on a case-by-case basis. You must also be able to cast any spells that the item produces (or that it replicates in a way that is nearly identical to spells). You must have these “item spells” known or prepared at the same time you cast this spell. If the item spells have material components, these must be used in the first casting of this spell as well. If the item has the charge-capacity or the natural ability to use the spell more than once per day, multiply any necessary costly consumed components by the number of possible daily uses, or 10, whichever is lower. If an item is consumed after only one use, you need only use enough costly consumed components for a single casting. These components are additional to that of the enchant magic item spell. After the first casting of this spell, the seed and any material components are subsumed into the object, which is then detectable as magic. Usually such an item has no magical capabilities or effects after one casting. To finish the magic item, this spell must be cast repeatedly until the total value of the essentia expended equals the value of the magic item. Each individual spellcaster can only cast this spell on the same item once per day, but multiple casters can contribute to speed up the process. If the mundane item this spell targets is being crafted from raw components (perhaps using the crafting rules), this spell can be cast on the materials even before the mundane object is fully constructed, so long as the seed is present at the first casting. Simultaneous crafting and enchanting is a revered method for creating magic items, particularly among artisanal races like dwarves. With a spell slot of sufficient level (see below), this spell can instead be used to increase the power of an existing magic item. The item must be one that has a variable numerical bonus, with a current rating less than +3. Use the same process of enchantment described above, but subtract the item’s existing value from the total value of the essentia required for the item’s new rating. The resulting rarity must be one that the spell slot’s level can affect. This spell does not normally give a magic item any magical special features or sentience. However, at the Dungeon Master’s discretion, a specific formula or particularly rare seed may allow a magic item to gain one or more useful special features or sentience. If these have associated values, the total amount of essentia required for the enchantment is likewise increased. For any of these processes, do not count an item’s additional value based on its physical form, like the cost of plate armor or the gold value of magical crown. Only the base magic item value, plus the value added by special features or effects, determines the required amount of essentia. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can spend up to 25 gp worth of essentia with each casting and you can create or affect a rare magic item. When you use a spell slot of 6th level or higher, you can spend up to 250 gp worth of essentia with each casting and you can create or affect a very rare magic item. When you use a 9th level spell slot, you can spend up to 2,500 gp worth of essentia with each casting and you can create or affect a legendary magic item. REPAIR ENCHANTMENT 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, S, M (essentia worth up to 10 gp, which the spell consumes) Duration: Instantaneous You can use this spell to repair the enchantment of a common or uncommon magic item whose magic has been destroyed. The item’s physical form must have survived or been repaired, and the Dungeon Master must determine that the item’s seed was not destroyed, as happens with the disenchant magic item spell. After a single casting, the object is once more detectable as magic. Usually, a single casting is not enough to allow any of the item’s magical effects to work yet. To finish the repair, this spell must be cast repeatedly until the total value of the essentia expended equals half the value of the magic item. Each individual spellcaster can only cast this spell on the same item once per day, but multiple casters can contribute to speed up the process. For this calculation, do not count an item’s additional value based on its physical form, like the cost of plate armor or the gold value of a magical crown. Only the base magic item value, plus the value added by special features, affects the required amount of essentia. Alternately, this spell can repair (remove) one or more quirks from a common or uncommon item, so long as the Dungeon Master does not rule that the quirk is essential to the item’s function. The cost in essentia is 10 times the value reduction for the quirk. (See the expanded special features section, below.) At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can spend up to 50 gp worth of essentia with each casting and you can repair a rare magic item or remove its quirks. When you use a spell slot of 6th level or higher, you can spend up to 500 gp worth of essentia with each casting and you can repair a very rare magic or remove its quirks. When you use a 9th level spell slot, you can spend up to 5,000 gp worth of essentia with each casting and you can repair a legendary magic item or remove its quirks. SCRIBE SPELL SCROLL 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, M (essentia-infused ink valued at up to 5 gp) Duration: Instantaneous You cast this spell to create a spell scroll of a cantrip or 1st-level spell. Spell scrolls are not properly magic items; their method of creation is completely divorced from that of other magic items. Instead, they are spells partially-cast and hung in time with mystic rites, bound to a physical object. A spellcaster with the potential to cast the hung spell may read the written symbols of unbinding to unleash the stored magic. You must have proficiency with the Arcana skill and target a single sheet of parchment, using a pen to write mystic symbols with the rare ink component. You must also have the spell to be scribed known or prepared at the same time you cast this spell, and the scribed spell’s material components are added to the casting of this spell. If a costly material component is normally consumed in casting the scribed spell, you need only expend it during the first casting of this spell to affect a single target. After the first casting of this spell, the rare ink is absorbed into the parchment, which is then detectable as magic. Often the spell scroll is not complete in one casting. To finish it, this spell must be cast repeatedly until the total value of the essentia-infused ink expended equals half the market value of the spell scroll, not counting increases for costly material components. Unlike other items, a spell scroll cannot be collaborated on to hasten its creation process. At Higher Levels. When you cast this spell with a higher-level spell slot, you can create a spell scroll scribing a spell of the same level. Alternately, you can create a lower-level spell scroll more quickly, taking advantage of the ability to spend more essentia-infused ink at a time with higher-level spell slots. As a third option, you can create a lower-level spell scroll but infuse it with the power of the spell slot used. This latter option treats the resulting spell scroll in all ways as having a level that matches the spell slot used, not the spell’s level, including for the scroll’s save DC and attack bonus, as well as any modified effects within the spell’s description that may result from using a higher spell slot. This also raises the essentia-infused ink requirement to match the level of the spell slot used. Once you begin scribing a scroll with a higher spell slot, you must finish by using spell slots of levels at least as high. Spell scrolls made with spell slots of higher levels may still be transcribed into a wizard’s spell book; transcription costs the same 50 gp per level of the spell (not the spell slot). By casting this spell with a spell slot higher than 1st level, you can spend more essentia-infused ink, as follows: 2nd-level (10 gp), 3rd-level (25 gp), 4th-level (40 gp), 5th-level (65 gp), 6th-level (180 gp), 7th-level (210 gp), 8th-level (360 gp), 9th-level (675 gp). When you use spell slots of higher levels, you can split the writing to cover multiple parchments with each casting. This allows you to scribe multiple spell scrolls at a time, and scroll spells of various potencies. Additional Options. Xanathar’s Guide to Everything suggests simpler methodologies for scroll spells than the normal item creation techniques, but that allows a direct transfer of gold to magic items, spoiling the separation of the party’s two treasure tracks. At the Dungeon Master’s option, the essentia-infused ink used for spell scrolls can be replaced with normal rare ink, the type that can be purchased from shops. If doing so, consider using the higher costs per spell scroll given in Xanathar’s Guide to Everything. TRANSFER ENCHANTMENT 1st-level transmutation (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (essentia worth 25 gp, which the spell consumes) Duration: Instantaneous For the duration of the spell’s casting, you maintain contact with an uncommon magic item. You also maintain contact with a mundane item into which you wish to transfer the magic item’s power and seed. At the end of the spell, the magic is transferred, making the target item magical and leaving the previously-magical item unharmed but non-magical. Because of the peculiarities of seeds, the physical form of the new item is somewhat restricted. It must be one that matches the original if a form is suggested by the name or by other parameters of the magic item’s description. For example, the magic of a shabby old cloak of protection could be transferred into the exquisitely-made cape or mantle that is your symbol of office, but it could not be transferred into a belt. Magic item effects that are flexible allow for more differences in the new item. For example, the description of armor of resistance says it can apply to any kind of armor, so you could shift its enchantment from a suit of studded leather to a suit of half plate with no difficulty. In rare instances, the Dungeon Master may allow you to transfer an enchantment to a wholly different (or otherwise disallowed) physical form. Doing this requires the discovery and use of a new seed, one previously unknown to magical artificers. If using the Rare-Material Armor variant rule (see below), adamantine armor and mithral armor derive their effects from mundane material, and are thus unaffected by this spell. If used on an item that has special features, this spell transfers each effect that is attributable to magical power, but not the portions of special features that simply describe the magic item’s original physical form or history. If this spell is used on a sentient magic item, the magic item has the option to cause the spell to fail, depending on its own interests or whims. This spell will not work on an item that has a mystical connection to with a creature, whether by attunement, the bond of a warlock’s pact weapon, or some similar effect. The connection must be severed before the spell can have any effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can transfer the enchantment of a rare magic item. The material component for this rarity is essentia worth 125 gp. When you use a spell slot of 6th level or higher, you can transfer the enchantment of a very rare magic item. The material component for this rarity is essentia worth 1,250 gp. When you use a 9th level spell slot, you can transfer the enchantment of a legendary magic item. The material component for this rarity is essentia worth 12,500 gp.
Residuum & Magic Item Crafting
And here we explore a different system utilizing Residuum. With a bit of Residuum it is possible to create a magic item or upgrade other magic items. It is always a risk and still takes a bit of time, but nothing like the other systems. If you have just a bit of Residuum and knowledge of the Disenchant Magic Item you can always make more of this magical dust. This is currently a lost form of crafting, if used it is still done in secret. Historically when magic was too easy to obtain or manipulate it led to issues. Governments feared people rising up and the people feared governments using these to control them too easily. So, if anyone has access to these spells or how to use them -- it is a very well kept secret. -----------from comp. item book: ENCHANT MAGIC ITEM 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, S, M (essentia worth up to 5 gp, which the spell consumes) Duration: Instantaneous You cast this spell to infuse power into a mundane object with the intent of creating a common or uncommon magical item. You must begin with an appropriate mundane object as the target and the right formula and seed to define the resulting magic. These parameters are determined by the Dungeon Master on a case-by-case basis. You must also be able to cast any spells that the item produces (or that it replicates in a way that is nearly identical to spells). You must have these “item spells” known or prepared at the same time you cast this spell. If the item spells have material components, these must be used in the first casting of this spell as well. If the item has the charge-capacity or the natural ability to use the spell more than once per day, multiply any necessary costly consumed components by the number of possible daily uses, or 10, whichever is lower. If an item is consumed after only one use, you need only use enough costly consumed components for a single casting. These components are additional to that of the enchant magic item spell. After the first casting of this spell, the seed and any material components are subsumed into the object, which is then detectable as magic. Usually such an item has no magical capabilities or effects after one casting. To finish the magic item, this spell must be cast repeatedly until the total value of the essentia expended equals the value of the magic item. Each individual spellcaster can only cast this spell on the same item once per day, but multiple casters can contribute to speed up the process. If the mundane item this spell targets is being crafted from raw components (perhaps using the crafting rules), this spell can be cast on the materials even before the mundane object is fully constructed, so long as the seed is present at the first casting. Simultaneous crafting and enchanting is a revered method for creating magic items, particularly among artisanal races like dwarves. With a spell slot of sufficient level (see below), this spell can instead be used to increase the power of an existing magic item. The item must be one that has a variable numerical bonus, with a current rating less than +3. Use the same process of enchantment described above, but subtract the item’s existing value from the total value of the essentia required for the item’s new rating. The resulting rarity must be one that the spell slot’s level can affect. This spell does not normally give a magic item any magical special features or sentience. However, at the Dungeon Master’s discretion, a specific formula or particularly rare seed may allow a magic item to gain one or more useful special features or sentience. If these have associated values, the total amount of essentia required for the enchantment is likewise increased. For any of these processes, do not count an item’s additional value based on its physical form, like the cost of plate armor or the gold value of magical crown. Only the base magic item value, plus the value added by special features or effects, determines the required amount of essentia. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can spend up to 25 gp worth of essentia with each casting and you can create or affect a rare magic item. When you use a spell slot of 6th level or higher, you can spend up to 250 gp worth of essentia with each casting and you can create or affect a very rare magic item. When you use a 9th level spell slot, you can spend up to 2,500 gp worth of essentia with each casting and you can create or affect a legendary magic item. REPAIR ENCHANTMENT 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, S, M (essentia worth up to 10 gp, which the spell consumes) Duration: Instantaneous You can use this spell to repair the enchantment of a common or uncommon magic item whose magic has been destroyed. The item’s physical form must have survived or been repaired, and the Dungeon Master must determine that the item’s seed was not destroyed, as happens with the disenchant magic item spell. After a single casting, the object is once more detectable as magic. Usually, a single casting is not enough to allow any of the item’s magical effects to work yet. To finish the repair, this spell must be cast repeatedly until the total value of the essentia expended equals half the value of the magic item. Each individual spellcaster can only cast this spell on the same item once per day, but multiple casters can contribute to speed up the process. For this calculation, do not count an item’s additional value based on its physical form, like the cost of plate armor or the gold value of a magical crown. Only the base magic item value, plus the value added by special features, affects the required amount of essentia. Alternately, this spell can repair (remove) one or more quirks from a common or uncommon item, so long as the Dungeon Master does not rule that the quirk is essential to the item’s function. The cost in essentia is 10 times the value reduction for the quirk. (See the expanded special features section, below.) At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can spend up to 50 gp worth of essentia with each casting and you can repair a rare magic item or remove its quirks. When you use a spell slot of 6th level or higher, you can spend up to 500 gp worth of essentia with each casting and you can repair a very rare magic or remove its quirks. When you use a 9th level spell slot, you can spend up to 5,000 gp worth of essentia with each casting and you can repair a legendary magic item or remove its quirks. SCRIBE SPELL SCROLL 1st-level transmutation (ritual) Casting Time: 4 hours Range: Touch Components: V, M (essentia-infused ink valued at up to 5 gp) Duration: Instantaneous You cast this spell to create a spell scroll of a cantrip or 1st-level spell. Spell scrolls are not properly magic items; their method of creation is completely divorced from that of other magic items. Instead, they are spells partially-cast and hung in time with mystic rites, bound to a physical object. A spellcaster with the potential to cast the hung spell may read the written symbols of unbinding to unleash the stored magic. You must have proficiency with the Arcana skill and target a single sheet of parchment, using a pen to write mystic symbols with the rare ink component. You must also have the spell to be scribed known or prepared at the same time you cast this spell, and the scribed spell’s material components are added to the casting of this spell. If a costly material component is normally consumed in casting the scribed spell, you need only expend it during the first casting of this spell to affect a single target. After the first casting of this spell, the rare ink is absorbed into the parchment, which is then detectable as magic. Often the spell scroll is not complete in one casting. To finish it, this spell must be cast repeatedly until the total value of the essentia-infused ink expended equals half the market value of the spell scroll, not counting increases for costly material components. Unlike other items, a spell scroll cannot be collaborated on to hasten its creation process. At Higher Levels. When you cast this spell with a higher-level spell slot, you can create a spell scroll scribing a spell of the same level. Alternately, you can create a lower-level spell scroll more quickly, taking advantage of the ability to spend more essentia-infused ink at a time with higher-level spell slots. As a third option, you can create a lower-level spell scroll but infuse it with the power of the spell slot used. This latter option treats the resulting spell scroll in all ways as having a level that matches the spell slot used, not the spell’s level, including for the scroll’s save DC and attack bonus, as well as any modified effects within the spell’s description that may result from using a higher spell slot. This also raises the essentia-infused ink requirement to match the level of the spell slot used. Once you begin scribing a scroll with a higher spell slot, you must finish by using spell slots of levels at least as high. Spell scrolls made with spell slots of higher levels may still be transcribed into a wizard’s spell book; transcription costs the same 50 gp per level of the spell (not the spell slot). By casting this spell with a spell slot higher than 1st level, you can spend more essentia-infused ink, as follows: 2nd-level (10 gp), 3rd-level (25 gp), 4th-level (40 gp), 5th-level (65 gp), 6th-level (180 gp), 7th-level (210 gp), 8th-level (360 gp), 9th-level (675 gp). When you use spell slots of higher levels, you can split the writing to cover multiple parchments with each casting. This allows you to scribe multiple spell scrolls at a time, and scroll spells of various potencies. Additional Options. Xanathar’s Guide to Everything suggests simpler methodologies for scroll spells than the normal item creation techniques, but that allows a direct transfer of gold to magic items, spoiling the separation of the party’s two treasure tracks. At the Dungeon Master’s option, the essentia-infused ink used for spell scrolls can be replaced with normal rare ink, the type that can be purchased from shops. If doing so, consider using the higher costs per spell scroll given in Xanathar’s Guide to Everything. TRANSFER ENCHANTMENT 1st-level transmutation (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (essentia worth 25 gp, which the spell consumes) Duration: Instantaneous For the duration of the spell’s casting, you maintain contact with an uncommon magic item. You also maintain contact with a mundane item into which you wish to transfer the magic item’s power and seed. At the end of the spell, the magic is transferred, making the target item magical and leaving the previously-magical item unharmed but non-magical. Because of the peculiarities of seeds, the physical form of the new item is somewhat restricted. It must be one that matches the original if a form is suggested by the name or by other parameters of the magic item’s description. For example, the magic of a shabby old cloak of protection could be transferred into the exquisitely-made cape or mantle that is your symbol of office, but it could not be transferred into a belt. Magic item effects that are flexible allow for more differences in the new item. For example, the description of armor of resistance says it can apply to any kind of armor, so you could shift its enchantment from a suit of studded leather to a suit of half plate with no difficulty. In rare instances, the Dungeon Master may allow you to transfer an enchantment to a wholly different (or otherwise disallowed) physical form. Doing this requires the discovery and use of a new seed, one previously unknown to magical artificers. If using the Rare-Material Armor variant rule (see below), adamantine armor and mithral armor derive their effects from mundane material, and are thus unaffected by this spell. If used on an item that has special features, this spell transfers each effect that is attributable to magical power, but not the portions of special features that simply describe the magic item’s original physical form or history. If this spell is used on a sentient magic item, the magic item has the option to cause the spell to fail, depending on its own interests or whims. This spell will not work on an item that has a mystical connection to with a creature, whether by attunement, the bond of a warlock’s pact weapon, or some similar effect. The connection must be severed before the spell can have any effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can transfer the enchantment of a rare magic item. The material component for this rarity is essentia worth 125 gp. When you use a spell slot of 6th level or higher, you can transfer the enchantment of a very rare magic item. The material component for this rarity is essentia worth 1,250 gp. When you use a 9th level spell slot, you can transfer the enchantment of a legendary magic item. The material component for this rarity is essentia worth 12,500 gp.
Effect
Magic drawn from the warp and weft of the universe infuses the item you hold in your hands. Casting this ritual allows you to create a magic item or upgrade an existing magic item using a quantity of gold and residuum equal to the cost of the magic item (50% each).
To create a magical item, the component cost is the price of magical item. For an existing magical item that your are magically upgrading, the component cost is the difference in price between the existing item and the upgraded magical item. (based on DM's pricing)
A magic item can only be enchanted by magic users with a spell casting level that matches the rarity of the magic item according to the table below.
This spell gets the caster away from many of the other stipulations of enchanting a magic item and so the spell is never shared freely and residuum is coveted by anyone who comes in possession of it. (See chart below)
Material Components
Related School
Transmutation
Related Element
Residuum
Effect Duration
Permanent
Effect Casting Time
1-8 hours
Range
Touch
Level
3rd level
Applied Restriction
This can be frowned upon or even deemed illegal by many governments, so most wizards are very private of this method and protective of the spell and materials.