Magic Item Crafting
Magic Items are formed through a variety of different forms and methods, because of their varied nature, most, if not all magical items given in this book are assuming they are made using Reagents of an appropriate rarity grade and essence. These reagents provide a set category of magical enchantments that can be drawn from to provide the given item the indicated magical effects.
When making a magical item through Magic Item Creation rules, you will first need understanding of the given magical enchantment. This is often done via an Enchantment Book which holds the secrets of the given enchantment, but other methods exist. Once you possess the desired enchantment, you can inscribe it upon the desired item to produce its magical effect based on the item type and the properties chosen of the given enchantment. This is done by making an Intelligence (Enchanter’s Supplies) check against the DC of the given enchantment.
Success means the enchantment was successfully inscribed upon the item, failure means the enchantment failed to take hold, half of the items used in the creation of the enchantment are lost but the base item remains unaffected. Should the enchanter meet a complication, all of the items used in the enchanting process are lost, and additional complications may occur as rolled on the Magical Enchantment Complications Table.
These core aspects of enchanting are given in more detail below, with the first being, tools and workshop requirements, as most enchantments will require some form of magical laboratory or workshop—also known as an Arcane Laboratory—to imbue the higher grade enchantments into an item, as given under the Magic Enchantment Craft Score.
Consumables take half of the listed time required to brew, cook, enchant, or otherwise create the listed consumable, however they innately can utilize Batch Crafting, which Enchantments cannot without special means, such as Quality Workshop benefits.
When upgrading an enchantment through Modifiers, you can use Essence (Σ) derived from a reagent with a rarity Grade 1 step lower than the desired enchantment. For example, if you are trying to upgrade a Flaming (G4 - Rare) enchantment to produce its damage on every attack instead of only on the first, you would need to provide 5 Essence (Σ) with Fire affinity that is at least of Common rarity or higher.
When making a magical item through Magic Item Creation rules, you will first need understanding of the given magical enchantment. This is often done via an Enchantment Book which holds the secrets of the given enchantment, but other methods exist. Once you possess the desired enchantment, you can inscribe it upon the desired item to produce its magical effect based on the item type and the properties chosen of the given enchantment. This is done by making an Intelligence (Enchanter’s Supplies) check against the DC of the given enchantment.
Success means the enchantment was successfully inscribed upon the item, failure means the enchantment failed to take hold, half of the items used in the creation of the enchantment are lost but the base item remains unaffected. Should the enchanter meet a complication, all of the items used in the enchanting process are lost, and additional complications may occur as rolled on the Magical Enchantment Complications Table.
Magical Imbuement
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Magic Items require a base item, at least one reagent, adornment, or augmentation, as well as raw magical essence—often derived from Mana Dust—which is used as a conduit for the magical energies to infuse into the item. Each magical item has four or more slots which are used to determine the efficiency of that infusion; these slots are as follows: Adornments, Augmentations, Materials, and Reagents, which is the most common form of magically infused item.
All enchantments given below under the Enchantments category, are assumed to be derived from a Reagent. An example of a reagent would be a soul, the last breath of a dying man, ectoplasmic remains from a ghost, the heart of a troll, the blood of a dragon, rare and uncommon plants and minerals, and so on.
A material that is infused with magical Essence (Σ) is treated as an Adornment in all ways, except the limited Affinity list, the smaller pool of Essence (Σ) held by the material, and that an enchanter must draw this innate magical Essence (Σ) out of the material to apply its effects to the item, otherwise it simply has no effect on the item.
Adornments, like a Reagent, hold a list of affinities, however, unlike Reagents, these affinities are far more limited, restricted to specific enchantments within the given affinity, rather than any enchantment within the affinity, Adornments are given a listed Essence (Σ) value that they can use to derive one enchantment from their listed affinities. Once imbued into an item, an adornment cannot be removed without destroying the base item. An example adornment would be a Unicorn’s Horn, a dragon’s fang, or the crown feather of a phoenix.
Should the base item go over its augmentation slots, the user can pick and choose which enchantments from each of their augmentations apply for the given day, chosen each time they complete a Long Rest. An Augmentation can be placed into or removed from an item as part of a Short Rest. An example augmentation would be a magically infused runestone, a finely cut Precious Stone of adequate size, an imbuement crystal, or similar magically infused augmented item.
Reagents
Reagents are items innately infused with raw magical Essence (Σ they hold a series of unique effects that can be used to inscribe power unto a base item. They are the most common form of magically infused item and have the most freedom of application of all forms. An item must possess a Reagent to be considered Magical for the purposes of bypassing Resistance and other beneficial effects, unless otherwise noted.All enchantments given below under the Enchantments category, are assumed to be derived from a Reagent. An example of a reagent would be a soul, the last breath of a dying man, ectoplasmic remains from a ghost, the heart of a troll, the blood of a dragon, rare and uncommon plants and minerals, and so on.
Materials
Materials, as given under the Materials section of Crafting, Drafting, and Design section and are things like a Bulette’s Hide, Cold Iron, or Mithral, though most are not innately magical, there are some that are. Those that are innately magical provide a base level of Essence (Σ) tied to a few core Affinities, as if they were an Adornment.A material that is infused with magical Essence (Σ) is treated as an Adornment in all ways, except the limited Affinity list, the smaller pool of Essence (Σ) held by the material, and that an enchanter must draw this innate magical Essence (Σ) out of the material to apply its effects to the item, otherwise it simply has no effect on the item.
Adornments
Adornments are a unique magically infused item that can be used to adorn an already designed magic item. They are often decorative in nature and derived from creature’s or objects that are innately imbued with magical Essence (Σ) but are not considered Reagents.Adornments, like a Reagent, hold a list of affinities, however, unlike Reagents, these affinities are far more limited, restricted to specific enchantments within the given affinity, rather than any enchantment within the affinity, Adornments are given a listed Essence (Σ) value that they can use to derive one enchantment from their listed affinities. Once imbued into an item, an adornment cannot be removed without destroying the base item. An example adornment would be a Unicorn’s Horn, a dragon’s fang, or the crown feather of a phoenix.
Augmentations
Augmentations are magically imbued items designed to augment another magically imbued item. Often times decorative in nature, they are by all rights a slotless magic item designed for the sole purpose of augmenting another magic item. Augmentations due to their nature as a magical item are limited to the enchantments imbued upon the augment itself; however, because of this, any enchantments applied to the augmentation likewise apply to the base magical item that the augmentations is applied to, with each of these enchantments drawing from the Augmentation pool of the base item.Should the base item go over its augmentation slots, the user can pick and choose which enchantments from each of their augmentations apply for the given day, chosen each time they complete a Long Rest. An Augmentation can be placed into or removed from an item as part of a Short Rest. An example augmentation would be a magically infused runestone, a finely cut Precious Stone of adequate size, an imbuement crystal, or similar magically infused augmented item.
Enchanting Magic Items
When enchanting or imbuing an item to transform it into a magical item, there are a number of steps and rules that must be followed. To begin, first determine if you are enchanting a reagents affinities unto an item, imbuing an item with the innate magical Essence (Σ) from a material unto the item, or imbuing an item with an augmentation or adornment. This will determine the base rules of enchantment. From there, you will need to determine the highest rarity of enchantment that you are intending to enchant upon the item, as this will determine the base requirements to proceed, such as whether or not you need a workshop to even attempt the desired action, the time taken, whether you need Mana Dust to bind the Essence (Σ) unto the item, and so on.These core aspects of enchanting are given in more detail below, with the first being, tools and workshop requirements, as most enchantments will require some form of magical laboratory or workshop—also known as an Arcane Laboratory—to imbue the higher grade enchantments into an item, as given under the Magic Enchantment Craft Score.
Magic Enchantment Craft DC
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When enchanting a magical item through the use of a reagent, the Enchanting Supplies DC that you must meet or exceed is equal to the Craft DC of the highest Rarity Reagent used in the given enchantment. For example, if enchanting an item with two Rare reagent and a single Very Rare reagent, the Craft DC of the enchanting process would be 30.
In addition to the core ruleset for Crafting Checks and Craft Score, as given above (p. x), when crafting Magical Items, you have the following adjustments and restrictions:
In addition to the core ruleset for Crafting Checks and Craft Score, as given above (p. x), when crafting Magical Items, you have the following adjustments and restrictions:
- Without a suitable tool you are only able to enchant up to Grade 2 (Poor) magical enchantments unto an item or draw upon similar magical Essence (Σ) from an item.
- With a suitable tool you increase the highest Grade of enchantment that you can enchant by one Grade, at base this increases your cap from Grade 2 (Poor) to Grade 3 (Fine).
- With a suitable workshop you increase the highest Grade of enchantment that you can enchant by two Grades, at base this increases your cap from Grade 2 (Poor) to Grade 4 (Excellent).
- Finally, with both a suitable tool and workshop you increase the highest Grade of enchantment that you can enchant by three Grades, at base this increases your cap from Grade 2 (Poor) to Grade 5 (Superior).
- For example, if you are attempting to craft with only a Q4 Superior tool, and no workshop, the highest rarity of item that you could craft would be a Grade 4 (Excellent - Major Rare) enchantment, this is because Q4 is four steps above Average quality, which as listed above we only increase our cap by 1 for every 4 steps above Average quality, thus a +1 increase to our Enchantment grade cap.
- Likewise using a higher quality tool and workshop stacks with each other when determining the maximum rarity grade that can be achieved. For example, if you are attempting to craft with a Q4 Exceptional tool, and a Q3 Exceptional workshop, the highest rarity of item that you could craft would be a Grade 7 (Legacy - Major Mythic) enchantment, this is because Q4 is four steps divided by 4, while Q3 is three steps, divided by two, giving us a total boost of +2.5 steps, rounding down as we always round down unless otherwise stated, thus giving us a total +2 increase to our Enchantment grade cap.
Magic Item Enchantment Time
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When enchanting a magical item through the use of a reagent, the time that it takes to do so is tied to the Reagents used in the enchanting process. For each Reagent used in an item, you must spend the combined total of each listed enchantments Reagent used in mh to craft the given Reagent, with a minimum enchanting time equal to the combined total wh of the first instance of each Rarity of Reagent used. For example, if making an item that utilizes two Rare reagents and one Uncommon Reagent, you would need to spend (23wh / 220mh) during the enchanting process and would need to be able to hit a DC 24 Enchanting Supplies check.
When enchanting a magical item through the use of a material or adornment, the time that it takes to do so is tied to the Rarity of the given items innate Reagent. Doing so requires half of the normal amount of time that it would to craft the indicated reagent. For example, if imbuing an item that was forged with Adamantium, which is innately of G4 (Excellent) rarity, you would need to spend (7wh / 90mh) during the enchanting process to imbue the item with the innate magic from the material and would need to be able to hit a DC 24 Enchanting Supplies check.
When attaching an augmentation to an item, it requires a Short Rest (1 wh) to insert or remove the augmentation from a given item. No check is needed in such cases.
When enchanting a magical item through the use of a material or adornment, the time that it takes to do so is tied to the Rarity of the given items innate Reagent. Doing so requires half of the normal amount of time that it would to craft the indicated reagent. For example, if imbuing an item that was forged with Adamantium, which is innately of G4 (Excellent) rarity, you would need to spend (7wh / 90mh) during the enchanting process to imbue the item with the innate magic from the material and would need to be able to hit a DC 24 Enchanting Supplies check.
When attaching an augmentation to an item, it requires a Short Rest (1 wh) to insert or remove the augmentation from a given item. No check is needed in such cases.
Magical Item Value
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When calculating the cost to enchant an item, it will depend on the method of enchantment used. In the case of Reagents, you must provide Reagents that can support the chosen Enchantments and the upgrades to those enchantments, along with an amount of Mana Dust equal to each individual Reagent used in the processes listed Mana Dust cost or raw Essence equal to half of the indicated Reagents provided Essence (Σ) of any rarity. Additionally, you will need to spend funds paying for the Complexity of the highest Rarity Enchantment used in the item in raw gp or Mana Dust, which represents the loss of material and mishaps in the process as given under Craft DC and Complexity rules from Crafting Basics. Lastly, you will need to calculate the cost of the crafter's time and skill, as given under Training Level from Crafting Basics.
An Augmentation does not have an innate cost to apply to an item; however, if sold, the Augmentation’s cost adds onto the base cost of the augmented item when calculating its total value. When determining the cost of crafting an Augmentation, it is treated in all ways as if you were crafting an item through Reagents.
- If you are enchanting the magical item yourself, you need only pay for what you cannot provide, as well as the Complexity cost of the enchantments, as given above. For example, if you are attempting to enchant an item using 2 Rare reagents, and 1 Very Rare reagent, and you already possess a Very Rare reagent that you are utilizing to provide Essence to imbue the enchantment with, as well as 100gp worth of Mana Dust, you would only need to pay for the 10 out of the 270gp Mana Dust required, along with 150gp worth of raw gp from Complexity, and finally, the two Rare reagents which you lack, which each hold a base (unmodified from Market Value) cost of 121gp each, for a total cost of 402gp instead of the otherwise 944gp cost it would require, before market increases. Note, unless you have access to a shop willing to sell these Rare reagents at cost, you will likely need to pay more to acquire them than what's listed here.
An Augmentation does not have an innate cost to apply to an item; however, if sold, the Augmentation’s cost adds onto the base cost of the augmented item when calculating its total value. When determining the cost of crafting an Augmentation, it is treated in all ways as if you were crafting an item through Reagents.
Enchantment Grades
Each enchantment will have a grade and rarity placed upon it; this grade and rarity can be any of the listed below. To craft an enchantment of that grade and rarity, the material or the enchantment must be of the listed rarity or higher; in addition, each enchantment has an enchantment value listed, to produce the desired enchantment you must expend an equal amount of Essence (Σ) to create the desired enchantment, reagents and similar items provide an innate amount of Essence (Σ) that can be consumed to produce the magical enchantment.Consumables take half of the listed time required to brew, cook, enchant, or otherwise create the listed consumable, however they innately can utilize Batch Crafting, which Enchantments cannot without special means, such as Quality Workshop benefits.
When upgrading an enchantment through Modifiers, you can use Essence (Σ) derived from a reagent with a rarity Grade 1 step lower than the desired enchantment. For example, if you are trying to upgrade a Flaming (G4 - Rare) enchantment to produce its damage on every attack instead of only on the first, you would need to provide 5 Essence (Σ) with Fire affinity that is at least of Common rarity or higher.
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The core descriptors of Enchantment Grades are given in a list, as follows:
- Tier: The given tier of play that this enchantment rarity grade becomes available to use, outside of the removal of the Glory tag.
- Spell Level: The given spell level that this enchantment rarity grade can replicate through enchanting effects.
- Training: The training level required to craft the given enchantment, as given under Crafting Basics, Training Level.
- Complexity: The complexity required to craft the given enchantment, as given under Crafting Basics, Complexity.
- Batch Crafting: The maximum amount, if any, that the crafter can produce of this item when batch crafting. This defaults to 1 enchanted item. Note, Batch Crafting requires access to a Workshop.
Batch Crafting
When batch crafting, which requires access to at least an Average quality Workshop, you can produce a number of items with the same enchantment in the same time frame so long as you provide an equal number of reagents as enchanted items. For example, if you want to craft 12 potions of healing, G2 – Poor (Common) enchantment, you would need to provide 12 Poor (Common) reagents, or an equal amount of essence of greater than or equal reagents to produce these potions; however, the time taken to craft these potions remains unchanged as if you were crafting only a single potion, likewise the base Mana Dust and Complexity cost remains unchanged.Grade 1 – Mundane
Mundane materials can be anywhere from abundant to rare, and while they do not hold any truly magical properties, they still hold within them innate alchemical or medical properties that can be used in the creation of alchemical concoctions or medicines. They are unable to be used in the creation of enchanting items, and while they can be used in alchemical designs, they hold very little Essence (Σ), and certainly not enough to produce magical enchantments. Materials of this grade are common plants such as Thyme or Garlic, or base substances such as copper or zinc.
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A minor basic reagent provides 2 Σ that can be assigned to any enchantment of its indicated type.
A minor basic enchantment costs 1 Σ, takes 1wh / 2mh to enchant, a DC 8 Enchanting Supplies check, and the use of 0.25gp worth of Mana Dust or similar materials.
A basic reagent provides 4 Σ that can be assigned to any enchantment of its indicated type.
A basic enchantment costs 2 Σ, takes 2wh / 4mh to enchant, a DC 9 Enchanting Supplies check, and the use of 0.5gp worth of Mana Dust or similar materials.
A major basic reagent provides 6 Σ that can be assigned to any enchantment of its indicated type.
A major basic enchantment costs 3 Σ, takes 3wh / 8mh to enchant, a DC 10 Enchanting Supplies check, and the use of 0.75gp worth of Mana Dust or similar materials.
Minor Basic (2Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | N/A | Trained, Simple | Standard | Yes; 12 max per |
A minor basic enchantment costs 1 Σ, takes 1wh / 2mh to enchant, a DC 8 Enchanting Supplies check, and the use of 0.25gp worth of Mana Dust or similar materials.
Basic (4Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | N/A | Trained, Simple | Standard | Yes; 12 max per |
A basic enchantment costs 2 Σ, takes 2wh / 4mh to enchant, a DC 9 Enchanting Supplies check, and the use of 0.5gp worth of Mana Dust or similar materials.
Major Basic (6Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | N/A | Trained, Simple | Standard | Yes; 12 max per |
A major basic enchantment costs 3 Σ, takes 3wh / 8mh to enchant, a DC 10 Enchanting Supplies check, and the use of 0.75gp worth of Mana Dust or similar materials.
Grade 2 – Poor
Poor materials are relatively common but possess an innate magical essence that can provide a magical touch to an item, these are the weakest of enchanting materials providing a minor amount of Essence (Σ). While they are often stronger than base materials such as iron or oak, they rarely provide any additional benefit. They can produce Cantrip level spell depending on the rarity of the Reagent.
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A minor common reagent provides 10 Σ that can be assigned to any enchantment of its indicated type.
A minor common enchantment costs 5 Σ, takes 4wh / 10mh to enchant, a DC 12 Enchanting Supplies check, and the use of 5gp worth of Mana Dust or similar materials.
A common reagent provides 12 Σ that can be assigned to any enchantment of its indicated type.
A common enchantment costs 6 Σ, takes 5wh / 15mh to enchant, a DC 13 Enchanting Supplies check, and the use of 10gp worth of Mana Dust or similar materials.
A major common reagent provides 14 Σ that can be assigned to any enchantment of its indicated type.
A major common enchantment costs 7 Σ, takes 6wh / 20mh to enchant, a DC 14 Enchanting Supplies check, and the use of 10gp worth of Mana Dust or similar materials.
Minor Common (10Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | Cantrip | Trained, Advanced | Standard | Yes; 8 max per |
A minor common enchantment costs 5 Σ, takes 4wh / 10mh to enchant, a DC 12 Enchanting Supplies check, and the use of 5gp worth of Mana Dust or similar materials.
Common (12Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | Cantrip | Trained, Advanced | Standard | Yes; 8 max per |
A common enchantment costs 6 Σ, takes 5wh / 15mh to enchant, a DC 13 Enchanting Supplies check, and the use of 10gp worth of Mana Dust or similar materials.
Major Common (14Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | Cantrip | Trained, Advanced | Standard | Yes; 8 max per |
A major common enchantment costs 7 Σ, takes 6wh / 20mh to enchant, a DC 14 Enchanting Supplies check, and the use of 10gp worth of Mana Dust or similar materials.
Grade 3 – Fine
Fine materials are a bit harder to find than poor but are of a similar grade in regard to their enchantment capability. These are the third weakest of enchanting materials providing a modicum of Essence (Σ). They can produce 1st or 2nd level spells depending on the rarity of the Reagent.
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A minor uncommon reagent provides 16 Σ that can be assigned to any enchantment of its indicated type.
A minor uncommon enchantment costs 8 Σ, takes 8wh / 30mh to enchant, a DC 16 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
An uncommon reagent provides 18 Σ that can be assigned to any enchantment of its indicated type.
An uncommon enchantment costs 9 Σ, takes 9wh / 40mh to enchant, a DC 18 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
A major uncommon reagent provides 20 Σ that can be assigned to any enchantment of its indicated type.
A major uncommon enchantment costs 10 Σ, takes 10wh / 50mh to enchant, a DC 20 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
Minor Uncommon (16Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 1st | Trained, Complex | Advanced | Yes; 6 max per |
A minor uncommon enchantment costs 8 Σ, takes 8wh / 30mh to enchant, a DC 16 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
Uncommon (18Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 1st | Trained, Complex | Advanced | Yes; 6 max per |
An uncommon enchantment costs 9 Σ, takes 9wh / 40mh to enchant, a DC 18 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
Major Uncommon (20Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 2nd | Trained, Complex | Advanced | Yes; 6 max per |
A major uncommon enchantment costs 10 Σ, takes 10wh / 50mh to enchant, a DC 20 Enchanting Supplies check, and the use of 20gp worth of Mana Dust or similar materials.
Grade 4 – Excellent
Excellent materials are of fine magical stock, higher grade than fine, they are able to produce decent magical enchantments. These are the middle grade in terms of enchanting materials. They provide a decent amount of Essence (Σ). They can produce 2nd or 3rd level spells depending on the rarity of the Reagent.
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A minor rare reagent provides 22 Σ that can be assigned to any enchantment of its indicated type.
A minor rare enchantment costs 11 Σ, takes 13wh / 70mh to enchant, a DC 22 Enchanting Supplies check, and the use of 45gp worth of Mana Dust or similar materials.
A rare reagent provides 26 Σ that can be assigned to any enchantment of its indicated type.
A rare enchantment costs 13 Σ, takes 14wh / 90mh to enchant, a DC 24 Enchanting Supplies check, and the use of 55gp worth of Mana Dust or similar materials.
A major rare reagent provides 30 Σ that can be assigned to any enchantment of its indicated type.
A major rare enchantment costs 15 Σ, takes 15wh / 110mh to enchant, a DC 26 Enchanting Supplies check, and the use of 60gp worth of Mana Dust or similar materials.
Minor Rare (22Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 2nd | Expert, Simple | Advanced | Yes; 4 max per |
A minor rare enchantment costs 11 Σ, takes 13wh / 70mh to enchant, a DC 22 Enchanting Supplies check, and the use of 45gp worth of Mana Dust or similar materials.
Rare (26Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 3rd | Expert, Simple | Advanced | Yes; 4 max per |
A rare enchantment costs 13 Σ, takes 14wh / 90mh to enchant, a DC 24 Enchanting Supplies check, and the use of 55gp worth of Mana Dust or similar materials.
Major Rare (30Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 1 | 3rd | Expert, Simple | Advanced | Yes; 4 max per |
A major rare enchantment costs 15 Σ, takes 15wh / 110mh to enchant, a DC 26 Enchanting Supplies check, and the use of 60gp worth of Mana Dust or similar materials.
Grade 5 – Superior
Superior materials are rare and possess strong magical essence, they are able to create powerful magical enchantments. These are above-middle grade in terms of enchanting materials but are still not of the highest grade out there. They provide a solid amount of Essence (Σ) and can produce 4th or 5th level spells depending on the rarity of the Reagent.
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A minor very rare reagent provides 34 Σ that can be assigned to any enchantment of its indicated type.
A minor very rare enchantment costs 17 Σ, takes 19wh / 140mh to enchant, a DC 28 Enchanting Supplies check, and the use of 140gp worth of Mana Dust or similar materials.
A very rare reagent provides 40 Σ that can be assigned to any enchantment of its indicated type.
A very rare enchantment costs 20 Σ, takes 20wh / 170mh to enchant, a DC 30 Enchanting Supplies check, and the use of 160gp worth of Mana Dust or similar materials.
A major very rare reagent provides 46 Σ that can be assigned to any enchantment of its indicated type.
A major very rare enchantment costs 23 Σ, takes 21wh / 200mh to enchant, a DC 32 Enchanting Supplies check, and the use of 185gp worth of Mana Dust or similar materials.
Minor Very Rare (34Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 2 | 4th | Expert, Advanced | Complex | Yes; 2 max per |
A minor very rare enchantment costs 17 Σ, takes 19wh / 140mh to enchant, a DC 28 Enchanting Supplies check, and the use of 140gp worth of Mana Dust or similar materials.
Very Rare (40Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 2 | 4th | Expert, Advanced | Complex | Yes; 2 max per |
A very rare enchantment costs 20 Σ, takes 20wh / 170mh to enchant, a DC 30 Enchanting Supplies check, and the use of 160gp worth of Mana Dust or similar materials.
Major Very Rare (46Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 2 | 5th | Expert, Advanced | Complex | Yes; 2 max per |
A major very rare enchantment costs 23 Σ, takes 21wh / 200mh to enchant, a DC 32 Enchanting Supplies check, and the use of 185gp worth of Mana Dust or similar materials.
Grade 6 – Masterpiece
Masterpiece materials are incredibly rare, and possess a powerful magical essence, they are able to create legendary magical enchantments. These are of the upper-grade in terms of enchanting materials. They provide a large amount of Essence (Σ) and can produce 5th or 6th level spells depending on the rarity of the Reagent.
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A minor legendary reagent provides 52 Σ that can be assigned to any enchantment of its indicated type.
A minor legendary enchantment costs 26 Σ, takes 25wh / 240mh to enchant, a DC 34 Enchanting Supplies check, and the use of 420gp worth of Mana Dust or similar materials.
A legendary reagent provides 60 Σ that can be assigned to any enchantment of its indicated type.
A legendary enchantment costs 30 Σ, takes 26wh / 280mh to enchant, a DC 36 Enchanting Supplies check, and the use of 480gp worth of Mana Dust or similar materials.
A major legendary reagent provides 68 Σ that can be assigned to any enchantment of its indicated type.
A major legendary enchantment costs 34 Σ, takes 27wh / 320mh to enchant, a DC 38 Enchanting Supplies check, and the use of 545gp worth of Mana Dust or similar materials.
Minor Legendary (52Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 3 | 5th | Expert, Complex | Complex | No |
A minor legendary enchantment costs 26 Σ, takes 25wh / 240mh to enchant, a DC 34 Enchanting Supplies check, and the use of 420gp worth of Mana Dust or similar materials.
Legendary (60Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 3 | 6th | Expert, Complex | Complex | No |
A legendary enchantment costs 30 Σ, takes 26wh / 280mh to enchant, a DC 36 Enchanting Supplies check, and the use of 480gp worth of Mana Dust or similar materials.
Major Legendary (68Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 3 | 6th | Expert, Complex | Complex | No |
A major legendary enchantment costs 34 Σ, takes 27wh / 320mh to enchant, a DC 38 Enchanting Supplies check, and the use of 545gp worth of Mana Dust or similar materials.
Grade 7 – Legacy
Legacy materials are insanely rare, and possess a mythic level of magical essence, they are able to create mythic magical enchantments. These are the upper-grade in terms of enchanting materials. They provide a huge amount of Essence (Σ) and can produce 7th or 8th level spells depending on the rarity of the Reagent.
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A minor mythic reagent provides 76 Σ that can be assigned to any enchantment of its indicated type.
A minor mythic enchantment costs 38 Σ, takes 32wh / 380mh to enchant, a DC 40 Enchanting Supplies check, and the use of 1220gp worth of Mana Dust or similar materials.
A mythic reagent provides 86 Σ that can be assigned to any enchantment of its indicated type.
A mythic enchantment costs 43 Σ, takes 33wh / 440mh to enchant, a DC 42 Enchanting Supplies check, and the use of 1380gp worth of Mana Dust or similar materials.
A major mythic reagent provides 96 Σ that can be assigned to any enchantment of its indicated type.
A major mythic enchantment costs 48 Σ, takes 34wh / 500mh to enchant, a DC 44 Enchanting Supplies check, and the use of 1540gp worth of Mana Dust or similar materials.
Minor Mythic (76Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 4 | 7th | Master, Advanced | Very Complex | No |
A minor mythic enchantment costs 38 Σ, takes 32wh / 380mh to enchant, a DC 40 Enchanting Supplies check, and the use of 1220gp worth of Mana Dust or similar materials.
Mythic (86Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 4 | 7th | Master, Advanced | Very Complex | No |
A mythic enchantment costs 43 Σ, takes 33wh / 440mh to enchant, a DC 42 Enchanting Supplies check, and the use of 1380gp worth of Mana Dust or similar materials.
Major Mythic (96Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 4 | 8th | Master, Advanced | Very Complex | No |
A major mythic enchantment costs 48 Σ, takes 34wh / 500mh to enchant, a DC 44 Enchanting Supplies check, and the use of 1540gp worth of Mana Dust or similar materials.
Grade 8 – Artifact
Artifact materials are almost unheard of, and possess a divine level of magical essence, they are able to create divine magical enchantments. These are artifact grade in terms of enchanting materials. They provide a tremendous amount of Essence (Σ) and can produce 8th or 9th level spells depending on the rarity of the Reagent. Only a patron or greater being such as a deity can create an enchantment at this tier, unless otherwise noted.
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A minor divine reagent provides 106 Σ that can be assigned to any enchantment of its indicated type.
A minor divine enchantment costs 53 Σ, takes 40wh / 580mh to enchant, a DC 46 Enchanting Supplies check, and the use of 3395gp worth of Mana Dust or similar materials.
A divine reagent provides 118 Σ that can be assigned to any enchantment of its indicated type.
A divine enchantment costs 59 Σ, takes 41wh / 660mh to enchant, a DC 48 Enchanting Supplies check, and the use of 3780gp worth of Mana Dust or similar materials.
A major divine reagent provides 130 Σ that can be assigned to any enchantment of its indicated type.
A major divine enchantment costs 65 Σ, takes 42wh / 740mh to enchant, a DC 50 Enchanting Supplies check, and the use of 4160gp worth of Mana Dust or similar materials.
Minor Divine (106Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 5 | 8th | Master, Complex | Very Complex | No |
A minor divine enchantment costs 53 Σ, takes 40wh / 580mh to enchant, a DC 46 Enchanting Supplies check, and the use of 3395gp worth of Mana Dust or similar materials.
Divine (118Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 5 | 9th | Master, Complex | Very Complex | No |
A divine enchantment costs 59 Σ, takes 41wh / 660mh to enchant, a DC 48 Enchanting Supplies check, and the use of 3780gp worth of Mana Dust or similar materials.
Major Divine (130Σ)
Tier | Spell Level | Training | Complexity | Batch Crafting |
---|---|---|---|---|
Tier 5 | 9th | Master, Complex | Very Complex | No |
A major divine enchantment costs 65 Σ, takes 42wh / 740mh to enchant, a DC 50 Enchanting Supplies check, and the use of 4160gp worth of Mana Dust or similar materials.
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