Crafting System
In order to craft an item you must have the recipe in order to craft it, spend the time and gold on the materials, the proficiency in the required tools, and have any required specialty ingredients for the item itself. The cost and time it takes for an item to be completed is based on its rarity. Consumables, like potions, take half the time and cost half as much in raw materials.
If you want to try and make something you don't know the recipe for, you can spend double the cost and time in order to experiment. Doing this has a 10% chance of failure, at which point you loose the resources and will need to try again.
Brewer's Supplies: Potions (other then Healing Potions) and Magical Cocktails
Bowery's Tools: Bows, Arrows, Crossbows, and Bolts
Calligrapher's Supplies: Scrolls
Cobbler's Tools: Shoes & Boots
Herbalism Kit: Healing Potions, Medicine, Resistance Potions
Jeweler's Tools: Rings, Earrings, Amulets, Bracelets, ect
Leatherworker's Tools: Clothing, Light Armors, Hide Armor
Poisoners Kit: Poisons & Antidotes
Smith's Tools: Medium Armor (Except Leather or Hide), Heavy Armor, Shields, Metal Weapons
Tinker's Tools: Locks, Clocks, Manacles, Toys
Weaver's Tools: Clothing
Woodcarver's Tools: Wooden Weapons, Wands
Recipe Rarity | Time | Cost* |
---|---|---|
Common | 5 days | 50 gp |
Uncommon | 10 days | 200 gp |
Rare | 50 days | 2000 gp |
Very Rare | 125 days | 20,000 gp |
Legendary | 250 days | 100,000 gp |
These costs DO NOT cover the cost or gathering of any special ingredients
* Costs are different spell scrolls & spell wands
* Costs are different spell scrolls & spell wands
Scrolls & Wands
Imbuing scrolls and wands with spells have different costs and times to craft them. They are determined by the following table. You must be able to cast the spell if you wish to imbue it into a wand or copy it into a scroll. Any person may cast the spell on the scroll or wand, but they will use the creator's spellcasting ability or spell save DC.Spell Level | Time | Cost* |
---|---|---|
Cantrip | 1 day | 15 gp |
1st | 1 day | 25 gp |
2nd | 5 days | 250 gp |
3rd | 5 days | 500 gp |
4th | 10 days | 2500 gp |
5th | 20 days | 5000 gp |
6th | 40 days | 15,000 gp |
7th | 80 days | 25,000 gp |
8th | 160 days | 50,000 gp |
9th | 240 days | 250,000 gp |
*Wands cost double, have 1d4 charges on them, and you must be proficient in Jewelers or Carpenters Tools
Healing Potions
These potions have their own separate chart to reference for craftingType | Time | Cost |
---|---|---|
Healing | 1 day | 25 gp |
Greater Healing | 5 days | 100 gp |
Superior Healing | 15 days | 1000 gp |
Supreme Healing | 20 days | 100,000 g |
What Tools Can Make What
Alchemist's Supplies: Potions (other then Healing & Resistance Potions), Resistance Oils, Glues, Alchemist Fire, ectBrewer's Supplies: Potions (other then Healing Potions) and Magical Cocktails
Bowery's Tools: Bows, Arrows, Crossbows, and Bolts
Calligrapher's Supplies: Scrolls
Cobbler's Tools: Shoes & Boots
Herbalism Kit: Healing Potions, Medicine, Resistance Potions
Jeweler's Tools: Rings, Earrings, Amulets, Bracelets, ect
Leatherworker's Tools: Clothing, Light Armors, Hide Armor
Poisoners Kit: Poisons & Antidotes
Smith's Tools: Medium Armor (Except Leather or Hide), Heavy Armor, Shields, Metal Weapons
Tinker's Tools: Locks, Clocks, Manacles, Toys
Weaver's Tools: Clothing
Woodcarver's Tools: Wooden Weapons, Wands
Plants & Herbs by Region
Below are rollable charts that list all the usable plants & Herbs by environmental region. Their Rarity will be listed as Common (C), Uncommon (U), Rare (R), Very Rare (V), and Legendary (L). It is possible to find plants and herbs in multiple different environments.TABLES ARE LIABLE TO HAVE ADDITIONS IN THE FUTURE