**TABLE: Magic Item Crafting Details** | Rarity | Minimum Item Quality | Minimum Player Level | Minimum Time to Craft | DC | | --------- | -------------------- | -------------------- | ------------------------------------------------ | --- | | Common | Any | -- | 1 week | 13 | | Uncommon | Fine | 3rd | 3 weeks | 15 | | Rare | Masterwork | 5th | 8 weeks | 17 | | Very Rare | Masterwork | 10th | 24 weeks | 20 | | Legendary | Masterwork | 15th | 25 + 4d8 weeks | 25 | | Artifact | Masterwork | 20th | Uncraftable, except at the Narrator's discretion | -- | **Item Quality.** Common magic items can be made from items of any quality, but uncommon magic items require an item of fine quality, and rare or greater magic items require an item of masterwork quality. Costs for an item’s quality are included in a magic item’s base cost. See [[Craft (Basic)]]. **Player Level.** Common magic items are called such for a reason—just about anyone can create them. As the rarity of an item increases however, so does the level of skill required. The Minimum Player Level column shows what level a character must reach before being able to craft magic items of a certain rarity. Unless their statistics state otherwise, an NPC is only able to craft magic items if they have spellcasting levels -- see [[Commission Magic Item]]. **DC.** To craft a magic item, a character must make multiple ability checks due to the difficult nature of magic item crafting: an initial check and a final check. Each check takes 1 day, but successful checks are included in the minimum crafting times indicated above. **Note that a character can craft more slowly to improve their chances -- see [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items & Alchemy)/Take 10|Take 10]].** **Time Required.** The time required to craft a magic item depends on its rarity, as shown on the Magic Item Crafting Time table. To craft a magic item, a character must make multiple ability checks due to the difficult nature of magic item crafting: an initial check and a final check. **Initial Check.** At the beginning of the required time, the character makes an ability check against the DC for an item of that rarity. To determine the ability check needed, see the "Ability Checks" column in the General Magic Item Crafting table below, based on item type, and use the check type numbered "1". To determine the DC needed, use the appropriate row in the Overview table (above) for the item's Rarity. *Example:* *Kelner wishes to craft a* cloak of protection. *In the General Magic Item Crafting table (below) it would be considered Apparel, so the initial check ("1") is Wisdom, and the final check ("2") will be Dexterity. It is an Uncommon magic item, so looking at the Overview table (above), the DC for each check is determined to be 15.* On a success, you can continue crafting the item as normal. On a failure, you have to start over -- all failures cost 1 day. On a failure by 5 or more, crafting can continue but the final check’s DC increases by 2. Failing this check by 10 or more consumes half the required materials (base and special materials) and is considered a failed attempt. The crafter will need to spend 1 week gathering the required base materials again, and special matieral may be required again if the crafter only had enough for a single crafting. However you gain one expertise die that you can use the next time you attempt to craft the same item, as long as it has been no longer than a month. **Final Check.** At the end of the required crafting time, the character makes another ability check to complete their magic item against the DC for an item of that rarity. On a success, all the materials are consumed and they make the desired magic time. On any failure, the process consumes half of the required materials and the crafting fails. On a failure by 10 or more, all the materials are consumed and the crafting fails. #### Materials Needed To craft a magic item a character must first acquire 3 types of ingredients: - Base Materials (half the item's base cost, must be purchased) - Reagents (the other half of the item's base cost, may by purchased, found as loot, harvested in the wilderness, or sometimes harvested from monsters) - Essences (prices vary wildly, so these are not included in the item's base price. They may be purchased (expensive!), found as loot, harvested from monsters, distilled from reagents, salvaged by destroying magic items, or creating via spells). **Base Materials.** To craft a magic item a character must first acquire base materials equal to half the magic item’s cost; this includes special metals, wood, leather, and other substances which make the basic item, plus a mixture of common alchemical reagents, arcane components, or divine ingredients. These materials can be purchased easily as long as the character has the requisite funds and usually do not need to be accounted for individually. **Reagents.** These fragment of magic come from living things (often plants, but not always). They can be purchased, found as loot, or harvested. See [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items & Alchemy)/Mystical Materials|Mystical Materials]]. **Essences.** The more purified forms of magical power, these are the 'Special Materials' in the base A5E enchanting rules, such as "a mirror that a basilisk has seen its reflection in". We'll allow them to be purchase at a steep price, but they can also be found as loot, harvested, salvaged, or created. See [[03-Mechanics/7-Adventuring/Crafting/Craft (Magic Items & Alchemy)/Mystical Materials|Mystical Materials]].