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item:recipe [2025/05/17 11:39] Cinderitem:recipe [2026/03/20 10:47] (current) – [Smithing Weapons, Armour & Equipment] Cinder
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 ===== Recipe ===== ===== Recipe =====
  
-**This Page is for the mechanics of crafting Potions and other magic items cause Xanatha in all his beholder wisdom is bit too vauge**+[[item:start|Return to Items]] 
 + 
 +So your character wants to craft something cool? a helpful magic item, a fancy weapon or armour upgrade? some potions in preparation for a big journey? \\ 
 +There are many written rules for all these but bits and pieces are spread out through multiple books along with many 3rd party options that are really cool but can lack context. 
 + 
 +This page is dedicated to written rules for crafting in Felwind games, These rules and mechanics may or may not be used depending on the DM and the game they wish to run. But having base line set of mechanics is important for players and Game masters to referance.
  
 ---- ----
 +
 +[[item:subclass_augments|Sub-Class Augments]]
 +
 +===== Smithing Weapons, Armour & Equipment =====
 +
 +When it comes to non-magical crafting the first thing to come to mind may be smithing. Smithing weapons and armour is common in Felwind and there are may different types and levels of expertise that go into what can and can't be crafted. 
 +
 +^  Crafting Level  ^^
 +^ Profession ^ Details ^
 +| Novice | Has yet to even earn proficiency in their trade. Can only make the simplest of trinkets and items that hold little mechanical value. Examples are making a wooden ball or whittling an animal from wood. getting a shapped lump of metal or making a makeshift knife. |
 +| Apprentice | Proficiency in their trade. Able to make basic mundane equipment with access to tools and a proper working area, such as simple & martial weapons as well as light & medium armour |
 +| Skilled | Expertise or has been working in their trade a while. Able to work in a shop with their skilled trade and craft more advanced items such as heavy armour |
 +| Expert | has now learned enough they are able to teach others. open up their own store. They are also able to enhance and enchant te equipment they make with basic echantments (+1) |
 +| Master | has reached the peak of their craft. Now has access to master-work options for the equipment they make |
 +
 +=== Learning the Trade ===
 +
 +Learning skills doesn't happen over night. While some Features, Classes and some other player options will offten grant skills to the player. these skills are often the basics. The advance them further or learn a new skill without taking a player option there are a few steps players can take.
 +
 +**Finding a Teacher** \\
 +You can't learn without a reference. Someone to mentor. Teachers for your trade can be as common or as rare as can be all depending on location, the trade in question and how lucky you are. \\
 +A Teacher doesn't have to be in a school, perhaps an elderly hermit wit the secrets of grand smithing, or the player has found an Ancient library dedicated to the craft your looking to learn.
 +
 +**Time & Money** \\
 +Teachers often do not work for free, Sometimes they want payment upfront, in cash. Some may want a hard quest completed for them before they are willing. and some may need some actual convincing cause they just don't like you. \\
 +And of course learning dosnet happen over night. Learning or advancing a new skill typically takes a minimum of 8 weeks in-game time. but it could take longer depending on the situation. but a basic break down can look something like this. 
 +  *Novice to Apprentice: Player needs to gain proficency with te tools or skill in question.
 +  *Apprentice to Skilled: Player needs to gain expertise or 'Proficiency' a 2nd time in the same skill. 
 +  *Skilled to Expert: Player needs to be taught by another expert in the trade
 +  *Expert to Master: player needs to be taught by another master in the trade
 +==== Non-Metal Working, Leather, Wood, Scale etc ====
 +
 +Crafting Leather armour, wooden bow or other items not requiring a hot forge and a hard anvil fall into Non-Metal working. The options for equipment are fewer but exclusive.
 +
 +=== Getting Started: What a Player Needs ===
 +
 +**A Set of Tools** \\
 +
 +**Proficiency with the work** \\
 +Having the tools available is not enough, a Player also needs to know how to use them. This is determined by proficiency. The player needs proficiency with the tools required for the crafting they plan to undertake.
 +
 +
 +==== Metal Working ====
 +
 +=== Getting Started: What a Player Needs ===
 +
 +==== Master-Work: Mechanics & Options ====
 +===== Crafting Magic Items & Enchanting Equipment =====
 +
 +===== Brewing Potions & Poisons =====
  
 Creating Magic Items or Brewing magic potions has to come from somewhere, there are a variety of vauge rules in the DMG and Xanatha's guide but i needed something more detailed for my players and to make some alterations to the rules. Creating Magic Items or Brewing magic potions has to come from somewhere, there are a variety of vauge rules in the DMG and Xanatha's guide but i needed something more detailed for my players and to make some alterations to the rules.
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 **Formula Or Blueprint** \\ **Formula Or Blueprint** \\
 For Magic items a Blueprint is required. You can obtain a blueprint for sale at shops or create one yourself by destroying a copy of the magic item you want the blueprint of. \\ For Magic items a Blueprint is required. You can obtain a blueprint for sale at shops or create one yourself by destroying a copy of the magic item you want the blueprint of. \\
 +  ***Purchase**
 +  *Blueprints of Magic items often sell for half the price (Determined by DM) of the Magic item.
 +  *Formulars for Potions, Elixirs or Poisons normally sell for close too the cost of the potion itself //75-90% potion cost//. (Tis is becuase brewing your own potions normally results in more than 1 potion.
 +  ***Dismantling**
 +  *Dismantling a magic item to learn how to craft one takes time and stability. It is a downtime activity and must be done in a suitable location such as a workshop. It takes 1 week x the rarity of the item to dismantle it. (Example: Common Item = 1 Week, Rare item = 3 weeks)
 +  *Dismantling requires certain skills. 
 +    *Common: Arcana +0/+2
 +    *Uncommon: Arcana +3/+4
 +    *Rare: Arcana +5/+6
 +    *Very Rare: Arcana +7/+8
 +    *Legendary: (Determined By the DM per Item)
 //Your character disassembles and reverse engineers the object to understand its components and learn how it was made, this process destroys the magic item and is unable to be resembled as the magic is spent and the materials are worn.// //Your character disassembles and reverse engineers the object to understand its components and learn how it was made, this process destroys the magic item and is unable to be resembled as the magic is spent and the materials are worn.//
  
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 **Gold & Time** \\ **Gold & Time** \\
 Now that you have everything else you need to pay for those generic materials and have the time to craft or brew your desired item. Time and cost is determined by the rarity of the magic item OR the general cost of the magic item as not all rare magic items are priced the same. Now that you have everything else you need to pay for those generic materials and have the time to craft or brew your desired item. Time and cost is determined by the rarity of the magic item OR the general cost of the magic item as not all rare magic items are priced the same.
 +  *time is 8 Hours of in game time dedicate to the craft or brew. but the rest of the day can be spent doing other things. 
 +  *Progress can be paused for crafting an item and picked up later, potions & Poisons' CANNOT be paused or they will be ruined
 +    *Example: Item needs 7 days, The character spends 3 days crafting, then pauses for 2 days and continues after for another 4 days.
  
   *Item Craft   *Item Craft
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       *Very Rare: 21 Days        *Very Rare: 21 Days 
       *Legendary: 31 Days ((Some Legendary Items may be impossible to craft, Check with your DM))       *Legendary: 31 Days ((Some Legendary Items may be impossible to craft, Check with your DM))
 +    *All Potions Require proficiency with the Brewer's tool Kit as well as the kit itself.
 +
 +  *Poison Brew
 +    *Cost: Cost is Normally half the cost of of the poison's market price (Determined by DMG) 
 +      *Cost becomes the full cost if the unique Ingredient needs to be purchased.
 +    *Time: Brewing a poison is based on its specify Type (Determined by DMG) with a minimum of 1 day.
 +    *All Poisons Require proficiency with the poisoners kit as well as the kit itself.
  
 **Tools & Skills** \\ **Tools & Skills** \\
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 But also some magic items may require proficiency in certain skills. **Arcana** is almost always a requirement but there may be others depending on the item But also some magic items may require proficiency in certain skills. **Arcana** is almost always a requirement but there may be others depending on the item
  
-  *Reducing time: (Test RulesNot implemented yet+===== List of Brewables ===== 
-    *Characters have the opportunity to try an decrease the time for crafting magic item with skill checks at the risk of ruining the item if they fail +**Note:** //When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc// 
-  *Multiple Brews: (Test Rules, Not implemented yet+^ Poison ^ Raw Cost ^ Shelf Cost ^ Time ^ Special Ingredient ^ Rarity ^ Style ^ DC ^ Damage ^ Duration ^ 
-    *Characters have the opportunity to set up multiple potion brewing stations based on if thay have suitable room and the ability to manage multiple magic brews at once.+| Basic Poison | 50 gp | 100 gp | 1 Day | Simple Venom | Common | Injury | Con, 10 | 1 D4 | Instantaneous | 
 +| Assassin's Blood | 75 gp | 150 gp | 1 Day | Simple Venom | Common | Ingested | Con, 10 | 1D12 | 24 Hours | 
 +| Burnt Othur Fumes | 250 gp | 500 gp | 1 Day | Hell-Spawn 'Essence' | Common | Inhaled | Con, 13 | 3D6 (1D6 Repeating) | 3 Successful Saves | 
 +| Crawler Mucus | 100 gp | 200 gp | 1 Day | Carrion Crawler Mucus | Common | Contact | Con13 | Paralyzed | 1 Minuet | 
 +| Drow Poison | 150 gp | 300 gp | 2 Days | Underdark Flora | Common | Injury | Con, 13 | Unconscious | 1 Hour | 
 +| Essence of Ether | 150 gp | 300 gp | 3 Days | Ethereal 'Essence' | Un-Common | Inhaled | Con, 15 | Unconscious | 8 Hours | 
 +| Malice | 125 gp | 250 gp | 1 Day | Blight 'Essence' | Common | Inhaled | Con, 15 | Blinded | 1 Hour | 
 +| Midnight Tears | 750 gp | 1500 gp | 3 Days | Celestial 'Essence' | Un-Common | Ingested | Con, 17| 9D6 | Instant at Midnight | 
 +| Oil of Taggit | 200 gp | 400 gp | 1 Day | Deep-Dream Nectar | Common | Contact | Con, 13 | Unconscious | 24 Hours | 
 +| Pale Tincture | 125 gp | 250 gp | 1 Day | Liquid Metal | Un-Common | Ingested | Con, 16 | 1D6 To Max HP (1D6 Repeating| 24 Hours (Restes on a failed save) | 
 +| Purple Poison | 1000 gp | 2,000 gp | 1 Day | Purple Worm Mucus | Rare | Injury | Con, 19 | 12 D6 | Instantaneous | 
 +| Empress's Venom | 100 gp | 200 gp | 1 Day | Quality Venom | Common | Injury | Con, 16 | 3 D6 | Instantaneous | 
 +| Torpr | 300 gp | 600 gp | 1 Day | Quality Venom | Common | Ingested | Con, 15 | Incapacitated | 4 D6 Hours | 
 +| Truth Serum | 75 gp | 150 gp | 1 Day | [[item:spell:Zone-of-Truth]] | Common | Ingested | Con, 11 | Cannot Lie Knowingly | 1 Hour | 
 +| Wyvern's Bane | 600 gp | 1,200 gp | 1 Day | Wyvern's Venom | Un-Common | Injury | Con, 15 | 7 D6 | Instantaneous | 
 +| Bane of the Mage | RAW | SHELF | TIME | Mage Ripper Mucus | RARITY | STYLE | DC | Damage | Duration | 
 + 
 +**Assassin's Blood** //(Ingested)// \\ 
 +  *DC = Constitution 10 
 +  *Poisoned Condition?: Yes 
 +  *A creature subjected to this poison must make a __DC 10 Constitution saving throw__. On a failed save, it takes 6 (1d12) poison damage and is **poisoned** for 24 hours. \\ On a successful save, the creature takes half damage and isn’t poisoned. 
 + 
 +**Burnt Othur Fumes** //(Inhaled)// \\ 
 +  *DC = Constitution 13 
 +  *Poisoned Condition?: No 
 +  *A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. \\ After three successful saves, the poison ends. 
 + 
 +**Crawler Mucus** //(Contact)// \\ 
 +  *DC = Constitution 13 
 +  *Poisoned Condition?: Yes 
 +  *A creature subjected to this poison must succeed on DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. \\ The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 + 
 +**Drow Poison** //(Injury)// \\ 
 +  *DC = Constitution 13 
 +  *Poisoned Condition?: Yes 
 +  *A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. \\ The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 
 + 
 +**Essence of Ether** //(Inhaled)// \\ 
 +  *DC = Constitution 15 
 +  *Poisoned Condition?Yes 
 +  *A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. \\ The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 
 + 
 +**Malice** //(Inhaled)// \\ 
 +  *DC = Constitution 15 
 +  *Poisoned Condition?: Yes 
 +  *A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. 
 + 
 +**Midnight Tears** //(Ingested)// \\ 
 +  *DC = Constitution 17 
 +  *Poisoned Condition?: Yes (Secretive) 
 +  A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. 
 + 
 +**Oil of Taggit** //(Contact)// \\ 
 +  *DC = Constitution 13 
 +  *Poisoned Condition?: Yes 
 +  * A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. \\ The creature wakes up if it takes damage. 
 + 
 +**Pale Tincture** //(Ingested)// \\ 
 +  *DC = Constitution 16 
 +  *Poisoned Condition?: Yes 
 +  *A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. \\ After seven successful saving throws, the effect ends and the creature can heal normally. 
 + 
 +**Purple Poison** //(Injury)// \\ 
 +  *DC = Constitution 19 
 +  *Poisoned Condition?: No 
 +  *A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. 
 + 
 +**Empress's Venom** //(Injury)// \\ 
 +  *DC = Constitution 16 
 +  *Poisoned Condition?: No 
 +  *A creature subjected to this poison must succeed on a DC 16 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. 
 + 
 +**Torpor** //(Ingested)// \\ 
 +  *DC = Constitution 15 
 +  *Poisoned Condition?: No 
 +  *A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. 
 + 
 +**Truth Serum** //(Ingested)// \\ 
 +  *DC = Constitution 11 
 +  *Poisoned Condition?: Yes 
 +  * A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell. 
 + 
 +**Wyvern's Bane** //(Injury)// \\ 
 +  *DC = Constitution 15 
 +  *Poisoned Condition?: No 
 +  *A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. 
 + 
  
  
  
  
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