Trading and Crafting Magic Items
Consumable Magic Items are magic items such as Scrolls, Potions, Charms, or certain Tattoos that disappear (crumbling to dust, consumed, etc) when they’re used. Rarely, these items will have multiple charges or uses (such as a Bag of Beans or a Necklace of Fireballs), but they cannot regain their charges.
Permanent Magic Items are magic items that are not consumed once used. Some permanent magic items can only be used a limited amount per day before they need to recharge (like the Alchemical Jug) or can recharge but might be destroyed by using the last charge (Rod of Resurrection). Often, these items will not have any charges at all, and just work as long as they’re worn (Ring of Protection).
Attunement is the process of forming a bond between a creature and a magical item before it can fully be used. Certain items have prerequisites that must be met before they can successfully be attuned. You can read more about the rules of attunement on p.136-138 of the Dungeon Master’s Guide.
A blueprint, formula, or recipe for the item. Guilds have formulas for the most common items that are relevant to their guild, but other formulas may take time to develop or find. Formulas are one rarity step higher than the item it creates and are also limited by character level. There are no formulas for legendary items.
The formula for a consumable is considered to be the spell in your Spellbook, Spells Known, or Spells Prepared as appropriate and are the level that you learn the spell.
Consumables with spell effects cannot be cast at a higher level and have a static DC, attack, and ability score that is assigned based on the lowest possible level to cast the spell unless otherwise stated as part of the item description. For example, a scroll of cure wounds, a level 1 spell, is only ever 1d8+3.
Characters who are part of a Guild are assumed to have access to the guild’s common formula, but non-guild characters must acquire them in play.
Acquiring Formulae
An appropriate proficiency in a relevant tool.
A Potion of Healing requires a Herbalism Kit, a Potion of Water Breathing requires an Alchemist’s supplies, Spell Scrolls require Calligrapher’s Supplies, Armor +1 requires Smith’s Tools, etc.
Access to a spell with a similar effect. This can be a consumable (which is used and treated as part of the base cost) or cast if you are a spellcaster. Multiple people can work together to provide this requirement. You cannot create a Potion of Water Breathing without access to the Water Breathing spell.
Ingredients and components. These are specialized inks, hand-crafted oils, rare herbs, unique woods and the like. Many of these components can be purchased with gold, but rarer materials can only be acquired through plot or found in treasure (e.g. to craft a very rare Dragon Scale Mail requires 25,000 gold worth of dragon scales, or enough to produce a single item). These components are rare enough that they cannot be found with downtime actions, such as just using a herbalism kit to gather herbs in the woods.Your lifestyle cannot be used to cover the costs of these ingredients.
Spell Components. The cost for expensive spell components that are consumed as part of the spell is on top of the normal cost for a consumable. For example, to craft an uncommon scroll of Revivify requires 300gp worth of diamond dust on top of the 125gp to craft or 250gp to purchase the scroll. These component costs may not be reduced through class abilities.
Armor. The base cost of armor is not included in the costs for magic items below. For example, to purchase Adamantine Full Plate (an uncommon item) is 1500g (the cost of the Full Plate) plus 500g (the cost of an uncommon magic item). Nonmagical armor may also be upgraded by only paying the magical item cost.
Upgrading items. Magic items of the same kind can be used as ingredients for a rarer item of the same type. For example, a rare +2 long sword (2,500gp) will reduce the crafting cost of a very rare +3 long sword by its crafting cost (2,500gp).
Roll a number of crafting rolls according to the chart below. While crafting, you must spend at least eight hours per day crafting the item for the time period shown. If an item requires multiple rolls, you are assumed to have spent an equivalent percentage of the materials for each roll. For example, if you’re making a Rare item that requires two rolls, each roll is half of the materials and one week’s worth of work.
Rolling a 1 means you must spend 25% more of the crafting cost, plus an additional roll for crafting.
Rolling a 20 means that you spend 25% less of the crafting cost, plus one less roll for crafting.
Failing a roll does not cost more gold, but does require time, and an additional roll for crafting.
You may stop rolling at any time, but doing so forfeits the time and materials used so far.
The costs below are the total base costs of all ingredients. Some class abilities modify these.
Magic Item Availability
Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items are plentiful and easily acquired with enough gold, while some legendary items are unique. Rarity provides a rough measure of an item’s power relative to other magic items. Each rarity corresponds to character level (see chart at the bottom). In Terranon, we are adding an additional prerequisite that no character may attune or use the magical properties of an item that is at a rarity above their character level. Attempting to do so will cause the item to fail to work. Items can still be used for their non-magical properties, but consumable items are still consumed. (Drinking the potion still drinks the potion, but it has no effect). Per the identifying magic items rules on p.135-136 in the Dungeon Master’s Guide, a short rest can tell you what the properties of the item are, including the rarity.Trading Magic Items
Magic item shops, apothecaries, and scriptoriums sell magic items, potions, and magic scrolls. For most people, these items are far outside of normal budgets, and even wealthy people find that they’re often a luxury that cannot be afforded. For some guilds, the cost of magic items are considered the cost of doing business. A used magic item is better than no magic item, and magic items tend to stand the test of time as they’re more durable and longer-lasting than their non-magical counterparts. All magic items can be appraised for their power and rarity, and over time, these prices, and the prices to make them, have stabilized. The guilds know how much it costs to make magic items, and competition among their own members has limited how much magic items will be bought or sold for. These prices have become standard by mutual agreement within the guilds, but nothing prevents individual guild members from providing discounts or overcharging. In the chart below, you can find the prices that guilds and shops will buy and pay for magic items based on their rarity. Purchase is the base cost to pay a guild member to create an item for you or to buy it at a shop. Sell is the base price to sell a magic item that you’ve found or crafted to a guild member. If the item is consumable, this assumes all uses are present. Craft is the base cost for all of the necessary ingredients to make the item yourself. These prices are intentionally set so that players cannot make a profit from magic items without reducing their base costs by acquiring resources through plot (personal plot, party plot, adventuring, etc).Resources acquired through plot reduce the base prices as appropriate. These prices may be adjusted at storyteller discretion and as needed for the story. For those players that wish to make magic items as a business, these mechanics are covered under the Downtimes action Running a Business, and the profits justify your Lifestyle.Crafting Magic Items
Crafting a magic item requires:The costs below are the total base costs of all ingredients. Some class abilities modify these.
Rarity (min level) | Crafting Time / Rolls | Difficulty Check | Purchase Non-Consumable | Purchase Consumable | Craft Non-Consumable | Craft Consumable | Sell Non-Consumable | Sell Consumable |
---|---|---|---|---|---|---|---|---|
Common (1+) | ½ week / 1 roll | DC12 | 100gp | 50gp | 50gp | 25gp | 50gp | 25gp |
Uncommon (1+) | 1 week / 1 roll | DC 15 | 500gp | 250gp | 250gp | 125gp | 250gp | 125gp |
Rare (5+) | 2 weeks / 2 rolls | DC 18 | 5,000gp | 2,500gp | 2,500gp | 1,250gp | 2,500gp | 1,250gp |
Very Rare (11+) | 4 weeks / 4 rolls | DC20 | 50,000gp | 25,000gp | 25,000gp | 12,500gp | 25,000gp | 12,500gp |
Legendary (17+) | Varies | Varies | 500,000gp | 250,000gp | 250,000gp | 125,000gp | 250,000gp | 125,000gp |
A clarification on accessing formula
- Option 1) Buy the formulae at cost.
- Option 2) Join the appropriate "Sector" of guild and get easier access to formulae - ex: a tinker may get access to making armor/items through joining the tinkerers guild, deeply reducing or eliminating the cost.
- Option 3) Do a one off favor for a guild to get reduced cost or free access to the formulae
- Option 4) Steal the formulae
- Option 5) Get the forumla from a reward, such as looting an alchemist's shop for a healing potion formula
- Option 6) Syndicate Underground Formula
Additional Magic Items
While there are many spells in Dungeons and Dragons, the list of spells that are available as a wand or magic item are limited in official sources. In order to reflect the great number of spells, we are adding additional spells for Wands and Potions. Below is a list of rules to create a custom wand or potion.Both Wands and Potions
- The spell must be an approved spell.
- The max spell for a custom wand or potion is level 3.
- The potion or wand still requires the casting time of the original spell to use.
- The spell uses the same attack and DC as scrolls.
Spell level Rarity Save DC Attack Bonus Cantrip Potion: Common
Wand: Uncommon13 +5 1st Potion: Common
Wand: Uncommon13 +5 2nd Potion: Uncommon
Wand: Rare13 +5 3rd Potion: Uncommon
Wand: Rare15 +7 - Spells that consume components with a gold cost cannot be used.
Wands Only
- Spells that require components with a gold cost that is not consumed is added to the cost of the item. (e.g. Wand of Identify costs 500gp + 100gp)
- Rarity is one higher than an equal level scroll (see table above)
- Spell levels 2+ must be attuned by a spellcaster.
- Has 7 charges / day
- Regains 1d6+1 charges at dawn.
- Can be upcast, but uses 1 additional charge per spell level. Cantrips can be upcast at level 5, 11, and 17.
Potions Only
- Spells that cannot target yourself cannot be used.
- The target is always the person drinking the potion.
- Spells that require a component with a gold cost that is not consumed cannot be used.
- Rarity is equivalent to an equal level scroll (see table above)
- Upon drinking a potion for a spell that requires concentration, the drinker is considered to be the person concentrating on the spell.