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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 a base line set of mechanics is important for players and Game masters to referance.


Sub-Class Augments

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.

What is Required?

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.

  • 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.

The same process for a formula but that is for potions and Elixirs

These should be recorded as an item in your inventory or in a journal of some sort.

Spellcasting Ability
The ability to understand and weave magic is a requirement. how else do you expect to be able to weave magic into an object if you cannot wield it yourself.
The ability to cast 3rd level spells

Level Requirement
The character must be an appropriate level for the rarity of magic item they intend to create. as follows.

  • Common: Lv 1-3
  • Uncommon: Lv 4-8
  • Rare: Lv 9-13
  • Very Rare: Lv 14-17
  • Legendary: Lv 18-20*1)

Location/ Access to Generic materials
Your character needs a safe and well established location to be able to craft or brew magic items. A Workshop, Home or similar place that is safe against unwannted visitors and can be closed or locked in someway. and has suitable space to work for extended periods of down time.
Also it needs to be in a location with access to mundane materials, generic ingredients and the like. things like salt, cloth, metals, glass, fruit etc. things a general store may have or a plentiful land may hold.

Special Materials
Most Magic items or Potions require a key ingredient that is not available at a general store. Something that needs to be gathered by the character in a mini quest of sorts or obtained during their travels. There will be a list bellow of what magic items and their special material they are required bellow.
Example: Health potions require Regen Root or Trolls blood as their special material, With more being required for higher tiers of health potion.

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.

  • 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
    • Cost: Cost of the item to be crafted is normally half of the generic cost of the item (Price Obtained from Official Content) there may be some exceptions depending on your DM.
    • Time: Crafting a magic item is based on its rarity with as minimum of 2 days.
      • Common: 3 Days
      • Uncommon: 5 Days
      • Rare: 21 Days
      • Very Rare: 60 Days
      • Legendary: 365 Days 2)
  • Potions Brew
    • Cost: Cost to brew a potion is the same cost as a single potion (Price Obtained from Official content) but you will brew 1d4+1 Potions so at least doubling your product for the price.
    • Time: Brewing a potion is based on its rarity with a minimum of 2 days.
      • Common: 2 Days
      • Uncommon: 5 Days
      • Rare: 12 Days
      • Very Rare: 21 Days
      • Legendary: 31 Days 3)
    • 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
Getting everything ready is for nothing if your character doesn't have the necessary tools and skills required to start and finish a project. The character needs to have suitable tools and proficiency with those tools for crafting or brewing each magic item they want.
Example: Leather workers for a leather bag of holding, Jewelers tools for a ring of protection, Brewers tools for potions etc.
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

Note: When an ingredient references 'Essence' that means any decent part of the creature may work, blood, flesh, horn, claw. root, flower etc

Poison Raw Cost Shelf Cost Time Special Ingredient Rarity Style DC Damage Duration
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 Con, 13 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 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 a 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.

1)
Some Legendary Items may not be able to be crafted at all, Check with your DM
2) , 3)
Some Legendary Items may be impossible to craft, Check with your DM
  • item/recipe.1773967760.txt.gz
  • Last modified: 22 hours ago
  • by Cinder