Crafting System in Stelair | World Anvil

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.    
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
   

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 crafting
Type 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, ect
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    

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