Mystara of the Five Spheres D&D Downtime Items - Crafting Magical Item
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
The downtime activity is for characters who want to create magical items.
This can be a lengthy and expensive task. To start, a character must have a
formula that describes the construction of the item. Second, they must have
access to the spells the item produces. Third, they need to be of a minimum
level for the rarity of the item to be produced.
While crafting. you can maintain a modest lifestyle without having to
pay 1 gp per day, or a comfortable lifestyle at half the normal cost. You
make a craft check to determine how fast and how long the item takes to
build, with a character being able to take a complication instead of a
failure.
If the item produces a spell, the spell’s material components must be at
hand throughout the process. If the spell normally consumes those components,
they are consumed by the creation process. If the item will be able to
produce the spell only once, as with a spell scroll, the components are
consumed only once by the process. Otherwise, the components are consumed
five time each week of the item’s creation.
Each item requires ingredients from a creature of the appropriate CR range.
While crafting a magic item, a character can maintain a modest lifestyle
without having to pay the 1 gp per day, or a comfortable lifestyle at half the
normal cost. At the end of each week the character makes an item crafting
check.
Check -
The check, with the help of assistance, can craft the item in a number
of weeks up to the cost of the item.
Multiple characters can combine their efforts toward the crafting of a
single forula, provided that the characters all have proficiency with the
requisite tools and are working together in the same place. Each character
must make the crafting check, and the total progress of the group is
divided by the total cost to determine the time it takes.
At the end of the period you make a skill check usuall Charisma
(Persuasion) with the extra week bonus. A natural 1 means work ruined and
needs to be restrted. A natural 20 provides an extra week worth of effort
completed.
You can choose to upgrade to the next level on the chart if you also
take a complication. The sale does through in 1d12 weeks plus any due to
the complication upgrade.
For the check you can choose any of the skills you can convince the GM
is appropiate for the check. Quality of items are standard quality with
the standard cost, you can make it with poor quality for half the price,
or masterwork for double the price. Poor items tend to break, and allow
you to make the use of the item with disadvantage, where as masterwork
items are less likely to break and provide advantage with their use.
Magical Items Creation Chart -
Week and Cost are halved for consumable items
Note - The costs assume two days of prepareation each week, which can be
ignored when using assistants and make items more rapidly.
Item Type |
Cost (Daily / Weekly / Total) |
Weeks Requited |
DC |
Level Required |
Ingredients |
Common Magical Item |
10 gp / 50 gp / 50 gp |
1 (week) |
DC 12 |
1st Level |
Creature CR 1-5 |
Uncommon Magical Item |
20 gp / 100 gp / 200 gp |
2 (weeks) |
DC 14 |
6th Level |
Creature CR 6-10 |
Rare Magical Item |
100 gp / 500 gp / 2,000 gp |
4 (1 month) |
DC 16 |
11th Level |
Creature CR 11-15 |
Very Rare Magical Item |
500 gp / 2,500 gp / 20,000 gp |
8 (2 months) |
DC 18 |
16th Level |
Creature CR 16-20 |
Legendary Magical Item |
1,700 gp / 8,500 gp / 102,000 gp |
12 (3 months) |
DC 20 |
21st Level |
Creature CR 21-25 |
Artefact |
25,000 gp / 125,000 gp / 2,000,000 gp |
24 (6 months) |
DC 30 |
26th Level |
Creature CR 26+ |
Event breakdown
- Requirements (What you need to make the check in session)
- Note - Can't be done while travelling
- Base Check DC = 10 + crafting cost increase + quality.
- The Item Formula
- Workshop appropriate to the item
- Tools appropriate to the item
- Time (What you need to make the check in session)
- 1 week (additional weeks adds +1 to the roll)
- Cost per Week (What you need to make the check in session)
- Cost of the materials for the week. For every multiple of the
crafting cost in that week add +1 to the DC of the item. Can only
increase the DC for a single item.
- Check (What you need to make the check in session, between
sessions the d20 in the check is replaced by 10)
- Skill Check = d20 + skill bonus
+ Settlment Modifier + Lifestyle Modifier + Renown
CREATING A MAGICAL ITEM TABLE - Check / Result
(Note - If the item exceed the settlements money limit, then you gain
knowledge of where you can obtain such an item)
less than DC by 10 or more – Item ruined.
less than DC by 5 or more – Item ruined, or wastes the weeks
worth of progress (if not the first week) and there is a complication.
less than DC – Wastes the weeks worth of progress (if not the
first week) or half the progress is made for the week and there is
a complication.
Equal to DC – You make progress on the item equal to the amount
you spent on the weeks worth.
Equal to DC +5 – You make progress on the item equal to the amount
you spent on the weeks worth plus 50% more
Equal to DC +10 – You make progress on the item equal to double
the amount you spent on the weeks worth
Complications -
Something interesting has happened and you get to roll on the complications
table below. For every point you increase the check by, you add the cost of
an extra week. Each week added in this way is how extra long the item takes to sell
in weeks.
CRAFTING A MAGICAL ITEM COMPLICATIONS TABLE
d10 / Complications (* Might involve a rival)
- Rumours swirl that what you’re working on is unstable and a threat to the
community *
- Your tools are stolen, forcing you to buy new ones *
- A local wizard shows keen interest in your work and insists on observing
you.
- The is a material shortage, work stops until your replace half the cost
of material to complete.
- One of the gods takes an interest in your work
- A powerful noble offers a hefty price for your work and is not interested
in hearing no for an answer *
- A dwarf or gnome clan accuses you of stealing its secret lore to fuel
your work *
- A competitor spreads rumours that your work is shoddy and prone to
failure *
- There is was a fire, your work was damaged *
- The item is cursed
Brewing Potions of Healing - If you want to make potions of healing,
a character who has proficiency with the herbalism kit can create these potions.
The times and costs for doing so are summarised on the Potion of Healing
Creation table.
Healing Potions -
Week and Cost are halved for consumable items
Note - The costs assume two days of prepareation each week, which can be
ignored when using assistants and make items more rapidly.
Item Type |
Cost (Daily / Weekly / Total) |
Weeks Requited |
DC |
Level Required |
Healing Potion |
5 gp / 25 gp / 125 gp |
1 (week) |
DC 12 |
1st Level |
Greater Healing Potion |
20 gp / 100 gp / 100 gp |
1 (week) |
DC 14 |
6th Level |
Superior Healing Potion |
50 gp / 250 gp / 1,000 gp |
4 (1 month) |
DC 16 |
11th Level |
Supreme Healing Potion |
170 gp / 850 gp / 10,200 gp |
12 (3 month) |
DC 18 |
16th Level |
GM Notes on Rules
OLD VERSION
The character must succeed on a renown check to begin this downtime
activity.
Table - Moved the item ranges into the Tiers instead of when
the proficiency modifier changed as it was originally set up as. I
have also added in Artefact building as that is part of the immortals
storyline.
Check - To
craft an item, you need spend enough downtime to craft the item, and make
a tool proficiency check so see how quickly you crafted the item. The base
DC is 10 and if you beat the result of the check gives you the progress
per week which lets you know how long the item will take to craft based
on the total cost of the item divided by the progress per week. A natural
1 ruins the item wasting the material. A failure means you can reuse the
material and try again. A natural 20 doubles the work you did that week.
You can choose to upgrade to the next level on the chart if you also take
a complication.
Each week of work can craft multiple items with a market cost up to a
cost of 50 gp, or progress on a single item worth more than 25 gp that can
take a number of weeks to make.
Check Result
- Critical Failure –
Loose double the weekly costs for the check for no result or take
a complication with no result.
- Success – Check the result of the roll against the Sell a
Non-Magical Item Table
- Critical Success – Gain the next level on the check table
CRAFTING A NON-MAGICAL ITEM TABLE - Check / Result
Less than DC by -10 – material, time and effort all wasted
Less than DC by -5 – bad failures you lose progress equal to the amount
you would have gained this week
Less than DC – bad failures, item costs for the week does not progress
and time increased as a result due due to errors
Equal to DC – Basic progress made with no additional costs
Equal to DC +5 – Good progress made increase the production by 1 gp per
day spend working that week
Equal to DC +10 – Excellent progress made increase the production by 2 gp
per day spend working that week
Equal to DC +15 – Amazing progress made increase the production by 3 gp
per day spend working that week