Item Crafting Rules
Item Crafting
Seisei item crafting comes in two forms, artisan and manufacturing. Artisan item crafting has a maximum of one person working on an item at a time, with one helper, and typically takes a bit longer than manufacturing. Manufacturing crafting is not available at this time.Materials
Crafting always requires materials, regardless of source. There are two basic types of materials needed:Magical
Magical materials carry with them a rarity, ie common, rare, legendary, etc
Generic
Generic materials have a GP value, ie "50 GP materials"
You can buy generic materials from the inbetween or seisei markets. generic materials' value is directly equal to the amount of money spent on buying it. Say you spend 13 GP on generic materials, you get any number of generic materials collectively worth 13 GP. Once you buy them you cannot sell them back to the NPC markets.
(If a Item has Specified Recipe of Materials needed Follow That Recipe instead. All other rules are same unless stated otherwise)
Artisan Crafting
Crafting the item requires 50% of an item's vaule in generic materials. You roll a tool check to do so, using tools relevant to the item you are crafting. If you fail the check you waste 10% of the materials used. If you pass you may choose to stop crafting, if you do so you simply have a nonmagical version of the item you are crafting. (IE: Glamoured armor is studded leather, a frostbrand is a longsword, so on. If something does not have a nonmagical counterpart consult a dm/this takes a day.
Magicing the item takes a appropriate rarity material of an equal rarity to the item you are trying to make. (If the rarity material has a GP value counts towards amount generic materials need) You roll a skill check, DC (15 common, 20 uncommon, 25 rare, 32 very rare, 40 legendary, 48 artifact). If you fail roll on mishap table. If you pass you may choose to stop crafting, if you do so the item has the effects of the item you are trying to craft but after an amount of days equal to [your roll/5] the magicing wears off, destroying the rarity material and you must restart this step. This step takes a day. (Any artifacts made this way and subsequently unmagiced can be remade without issue.)
Sealing the item doesn't require materials. You roll an ability check (say athletics to prove yourself to the gods enough to bless an item, or arcana to recite an ancient incantation, get creative!), the DC is dependant on the rarity of the item (18 common, 20 uncommon, 24 rare, 28 very rare, 32 legendary, 36 artifact). If you fail, restart this step. While you are doing this step the time does not tick down for a magiced item. If you pass you have completed the item. This step takes (1 day common, 3 days uncommon, 7 days rare, 11 days very rare, 17 days legendary, 23 days artifact)
Artisan Time reduction
You can reduce the time needed to craft an item by half if you are helped by someone who is both a higher or equal level or cr than you, and has proficiency in all the rolls needed for crafting the item. Alternatively you can use twice as many generic materials to half your time. You cannot do both. There is a minimum time of 1 day for all steps' time combined.Glossary
Day = 8 hours of work
Mishap Table (1d8)
1. Disoriented. You have trouble thinking clearly. You have disadvantage on Intelligence and Wisdom saving throws until you finish a long rest. Restart this step over.2. Nausea. You feel sick to your stomach. You have disadvantage on Constitution and Strength saving throws until you finish a long rest. Restart this step over.
3. Dizziness. You feel light-headed and unsteady on your feet. You have disadvantage on all Dexterity ability checks until you finish a long rest. Restart this step over.
4. Skin irritation. Your skin breaks out in an unsightly rash. You have disadvantage on all Charisma ability checks until you finish a long rest. Restart this step over.
5. Accidental fire. You are burned as your reagents catch fire. You take 2d6 fire damage. item breaks wasting 10% generic material used, and having to restart crafting process from beginning
6. Explosive boom. Your reagents explode with a loud bang. You take 1d6 thunder damage, and you are deafened for 1 hour. item breaks wasting 20% generic material used, and having to restart crafting process from beginning
7. Explosive flash. Your reagents explode in a bright flash. You take 1d6 radiant damage, and you are blinded for 1 hour. item breaks wasting 20% generic material used, and having to restart crafting process from beginning
8. Massive explosion. Your reagents explode in spectacular fashion. You take 2d6 thunder damage, 2d6 radiant darnage, and you are blinded and deafened for 1 hour. Additionally, each creature within 15 feet of you takes 1d6 thunder damage and 1d6 radiant damage. Flammable objects within 15 feet of you catch fire. item breaks wasting 30% generic material used, and having to restart crafting process from beginning
Crafting XP Guide
Magic ItemsCommon [5]
Uncommon [15]
Rare [25]
Very Rare [50]
Legendary [100]
Artifact [250]
Non-Magic Items
1 XP per 100 Gold
Constructs
10 XP × CR
XP Multipliers by level
1–4 [×1]
5–8 [×2]
9–12 [×3]
13–16 [×4]
17+ [×5]
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