Contents
-
2024 Rules
- 2024 PHB Rules
- Magic Item Crafting Rules
- Magic Item Recipes
- Magic Item Costs for Purchase
- 2024 Changes
- Homebrew Items
- 2024 DMG Rules
UPDATED
October 05, 2025
- Collected 3 main types...
See Also
- Work in Progress: Primer on Dierde
- Work in Progress: Atlas of Dierde
- Active Campaign: Wild Cards of Dierde
- Active Campaign: WC Homebrew Collection
- Homebrew: Property Rules
- Homebrew: Tools & Kits
- Homebrew: Tattoo Kit
- Homebrew: Magic Item Crafting Rules (This Book)
- Homebrew: Harvesting
- WIP: 2014 Races
- WIP: 2014 Classes
Settlements
- Outding Refuge, Vyerith's Crown
- Skola Vale
- Forlione
- Sutley
- Rotham
- River's Keep
- New Haven
- Thornwinds
Characters
Not related: Sace
Consumable Crafting
These are modified to use the new pricing for potions and scrolls based on DS Spreadsheet. These are the current cost and time requirements. Then we will discuss the NEW crafting method, that does not replace pre-established methodd, but is another option. It should be more player friendly and it is opened up with the access to the book they found. I also listed the Material Components Consumed since those are a cost added to the cost of making a scroll.
Brewing Potions of Healing
A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).
Brewing Potions of Healing
Healing Potions fall into a Special category for item Crafting, separate from other magic items. A character who has proficiency with the Herbalism Kit can create these Potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
Potion of Healing Creation
| Type | Time | Cost |
|---|---|---|
| Healing | 1 day | 25 gp |
| Greater Healing | 3 days | 80 gp |
| Superior Healing | 3 workweeks | 400 gp |
| Supreme Healing | 4 workweeks | 1,000 gp |
Potion of Healing
Potion, Common
Cost 25 gp; or
Ingredients Mundane herbs
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the cure wounds spell
Proficiency Bonus Required +2
DC 10
Time to Craft 2 Days
Potion of Greater Healing
Potion, Uncommon
Cost 80 gp; or
Ingredients Large quantities of mundane herbs
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the cure wounds spell; heightened to 3rd-level
Proficiency Bonus Required +3
DC 15
Time to Craft 3 Days
Potion of Superior Healing
Potion, Rare
Cost 220 gp; or
Ingredients Large quantities of magical herbs
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the cure wounds spell; heightened to 5th-level
Proficiency Bonus Required +4
DC 20
Time to Craft 4 Days
Potion of Supreme Healing
Potion, Very Rare
Cost 530 gp; or
Ingredients Large quantities of rare magical herbs
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the cure wounds spell; heightened to 7th-level
Proficiency Bonus Required +5
DC 25
Time to Craft 5 Days
Scribing Spell Scrolls 🔗
A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below.
Resources
Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Scribing a Scroll Table. In addition, the character must have proficiency in the Arcana or Religion skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Time and Cost
Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn't be consecutive.
Prerequisites for the Scribe
To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher's Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll's spell uses your spell save DC and spell attack bonus.
Spell Scroll Costs
| Spell Level | Time | Cost |
|---|---|---|
| Cantrip | 1 day | 25 GP |
| 1 | 1 day | 50 GP |
| 2 | 3 days | 150 GP |
| 3 | 5 days | 250 GP |
| 4 | 10 days | 495 GP |
| 5 | 25 days | 690 GP |
| 6 | 40 days | 1385 GP |
| 7 | 50 days | 1780 GP |
| 8 | 60 days | 2225 GP |
| 9 | 120 days | 4535 GP |
Spell Scroll, Cantrip
Scroll, Common
Cost 15 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +2
DC 10
Time to Craft 1 Day
Spell Scroll, 1st
Scroll, Common
Cost 50 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +2
DC 10
Time to Craft 2 Days
Spell Scroll, 2nd
Scroll, Uncommon
Cost 150 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +3
DC 15
Time to Craft 3 Days
Spell Scroll, 3rd
Scroll, Uncommon
Cost 250 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +3
DC 15
Time to Craft 4 Days
Spell Scroll, 4th
Scroll, Rare
Cost 495 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +4
DC 20
Time to Craft 5 Days
Spell Scroll, 5th
Scroll, Rare
Cost 690 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +4
DC 20
Time to Craft 6 Days
Spell Scroll, 6th
Scroll, Very Rare
Cost 1,385 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +5
DC 25
Time to Craft 7 Days
Spell Scroll, 7th
Scroll, Very Rare
Cost 1,780 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +5
DC 25
Time to Craft 8 Days
Spell Scroll, 8th
Scroll, Very Rare
Cost 2,225 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +5
DC 25
Time to Craft 9 Days
Spell Scroll, 9th
Scroll, Legendary
Cost 4,535 gp; or
Ingredients arcane paper and magically enriched inks
Prerequisites have Calligrapher’s Supplies or Scrollscriber’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the scroll’s spell, provide the spell’s ingredients (only once)
Proficiency Bonus Required +6
DC 30
Time to Craft 10 Days
Material Components Consumed
(alphabetical)
| Spell Name | Component | Level |
|---|---|---|
| Arcane Lock | 25gp Gold Dust | 2 |
| Astral Projection | 1,000gp & 100gp Silver Bar per person | 9 |
| Awaken | 1,000gp Agate | 5 |
| Ceremony | 25gp Silver Powder | 1 |
| Clone | 1,000gp Diamond | 8 |
| Create Homonculus | 1gp Ash | 6 |
| Continual Flame | 50gp Ruby Dust | 2 |
| Divination | 200gp Incense & 25gp Sacrificial Offering | 4 |
| Drawmij's Instant Summons | 1,000gp Sapphire | 6 |
| Find Familiar | 10gp Herbs & Charcoal | 1 |
| Globe of Invulnerability | 1sp Glass Bead | 6 |
| Glyph of Warding | 200gp Diamond Dust & 60gp Incense | 3 |
| Greater Restoration | 100gp Diamond Dust | 5 |
| Guards and Wards | 120gp Incense | 6 |
| Hallow | 1,000gp Herbs, Oils & Incense | 5 |
| Heroes' Feast | 1,000gp Gem-Encrusted Bowl | 6 |
| Hypnotic Pattern | 60gp Incense | 3 |
| Illusory Script | 10gp Ink & Lead | 1 |
| Invulnerability | 500gp Adamantine | 9 |
| Legend Lore | 250gp Incense | 5 |
| Magic Circle | 100gp Silver & Iron Powder | 3 |
| Magic Jar | 500gp Ornamental Container | 6 |
| Magic Mouth | 10gp Jade Dust | 2 |
| Mighty Fortress | 500gp Diamond | 8 |
| Nondetection | 25gp Diamond Dust | 3 |
| Planar Binding | 1,000gp Jewel | 5 |
| Raise Dead | 500gp Diamond | 5 |
| Reincarnate | 1,000gp Oils & Unguents | 5 |
| Resurrection | 1,000gp Diamond | 7 |
| Revivify | 300gp Diamond | 3 |
| Sequester | 5,000gp Gem Powder | 7 |
| Simulacrum | 1,500gp Ruby Dust | 7 |
| Snare | 25ft Rope | 1 |
| Stoneskin | 100gp Diamond Dust | 4 |
| Symbol | 1,000gp Diamond & Opal Dust | 7 |
| Teleportation Circle | 50gp gems | 5 |
| True Resurrection | 25,000gp Diamond | 9 |
| True Seeing | 25gp Ointment for the Eyes | 6 |
Material Components Consumed
(by level)
| Spell Name | Component | Level |
|---|---|---|
| Ceremony | 25gp Silver Powder | 1 |
| Find Familiar | 10gp Herbs & Charcoal | 1 |
| Illusory Script | 10gp Ink & Lead | 1 |
| Snare | 25ft Rope | 1 |
| Arcane Lock | 25gp Gold Dust | 2 |
| Continual Flame | 50gp Ruby Dust | 2 |
| Magic Mouth | 10gp Jade Dust | 2 |
| Glyph of Warding | 200gp Diamond Dust & 60gp Incense | 3 |
| Hypnotic Pattern | 60gp Incense | 3 |
| Magic Circle | 100gp Silver & Iron Powder | 3 |
| Nondetection | 25gp Diamond Dust | 3 |
| Revivify | 300gp Diamond | 3 |
| Divination | 200gp Incense & 25gp Sacrificial Offering | 4 |
| Stoneskin | 100gp Diamond Dust | 4 |
| Awaken | 1,000gp Agate | 5 |
| Greater Restoration | 100gp Diamond Dust | 5 |
| Hallow | 1,000gp Herbs, Oils & Incense | 5 |
| Legend Lore | 250gp Incense | 5 |
| Planar Binding | 1,000gp Jewel | 5 |
| Raise Dead | 500gp Diamond | 5 |
| Reincarnate | 1,000gp Oils & Unguents | 5 |
| Teleportation Circle | 50gp gems | 5 |
| Create Homonculus | 1gp Ash | 6 |
| Drawmij's Instant Summons | 1,000gp Sapphire | 6 |
| Globe of Invulnerability | 1sp Glass Bead | 6 |
| Guards and Wards | 120gp Incense | 6 |
| Heroes' Feast | 1,000gp Gem-Encrusted Bowl | 6 |
| Magic Jar | 500gp Ornamental Container | 6 |
| True Seeing | 25gp Ointment for the Eyes | 6 |
| Resurrection | 1,000gp Diamond | 7 |
| Sequester | 5,000gp Gem Powder | 7 |
| Simulacrum | 1,500gp Ruby Dust | 7 |
| Symbol | 1,000gp Diamond & Opal Dust | 7 |
| Clone | 1,000gp Diamond | 8 |
| Mighty Fortress | 500gp Diamond | 8 |
| Astral Projection | 1,000gp & 100gp Silver Bar per person | 9 |
| Invulnerability | 500gp Adamantine | 9 |
| True Resurrection | 25,000gp Diamond | 9 |
Crafting Magic Items
This will be most "cost-effective" and "expedient" crafting method, but still is costly and time-consuming.
Crafting Magic Items
We want to craft magic items, and here are the problems I’m thinking of going into this.
- We need some sort of gate to keep just anyone from crafting anything they want. If we want magic items to feel ‘special’ or ‘rare’, this gate might be even more restrictive (you’ll see) and I think the solution for this one is making a feat that you have to take in order to craft items (unless you have proficiency in a specific tool, like scrollscriber’s supplies, alchemist’s supplies, or something else in which case, you can only craft those specific things that are associated with your tool - since, you know, specific beats general)
- Need a limit on what items you can craft, so while you might be a 1st-level adventurer, you could have a million gold pieces. This shouldn’t mean you can just make whatever you want as your power is still quite minute. I think this can also let us incorporate Proficiency Bonus into this system.
- Crafting requires a cost, this could be a gold cost or maybe you find a specific item you need. I think what we could do (to try and appease everyone which will all but guarantee everyone hates it) is that we provide both things, a cost that a player can just pay if they don’t want to think about it and ingredients so maybe they can quest for specific ingredients, get ingredients as rewards for questing, and allow the GM to ignore gold costs if they so wish. In addition, for the gold cost, it’ll be based on what I’ve made in the Pricing Magic Items series so you’ll have to adjust gold costs if you don’t like my numbers.
- DC to make our checks against. Crafting has its ups-and-downs, and I think it’s nice to force players to roll those shiny dice they spent way too much money on.
- A time commitment, so that you can’t just keep churning magic items out just because your dice you bought only have 20s on their sides.
- In order for the crafter to actually know how to craft an item, they need to know how it is designed and how to build it themselves. This means they need a recipe or formulae to follow to build the item. They can either take one item, break it down (thus destroying it) in order to learn its construction (this would be mostly handy for consumables, less so flame tongues since your barbarian might still be using it), or finding its recipe out in the wild, either in the hands of a crafter, as treasure, or a wizard in a lonely tower who is quite tired of having visitors.
- We need another, small, gate to keep out any riff-raff from simply picking up this feat and doing whatever they want, like crafting holy avengers or belts of giant strength just because they can. Many items will require you to have access to certain levels of spells, be a cleric, etc to craft them. These will be prerequisites and are passive guards at the gates to crafting.
- Lastly, we need something for the players to interact with. This will be specific requirements, in excess of the ingredients, that the players will have to provide. These simply can’t be bypassed by going on an adventure, but are something so specific to the magic item you will need to get this item. Not every magic item is going to need a specific item, but it might require spell slots, or something else active. This will be a requirement and requires the player to actively interact with it instead of just rolling the crafting check and ticking away gold pieces.
Crafting Magic Items
If you wish to craft magic items, you must first become trained in the craft. You must select the Craft Magic Item feat. Upon gaining the feat, you automatically learn the recipes for three common magic items. If you wish to learn more, you will either have to deconstruct a magic item, see the Deconstruct Magic Items section, or find its recipe in the world. Some crafters, enchanters, arcane masters, and more may have a copy of the recipe they are willing to trade, sell, or barter for your adventuring services. Most sellers will sell a copy of the recipe for 10% of the magic item’s value, but may require you take on a quest or provide compensation in a different way.
Once you have the recipe for the magic item you wish to construct, you must either spend the gold in a city to gather the required ingredients, or find the listed ingredients on your adventures. If you find the listed ingredients, you do not have to pay the gold cost. If you find only a few of the listed ingredients, the GM determines how much of the gold cost you must pay, typically at a pro-rated amount. Ordinarily, only cities or large towns will have all the required ingredients you need, up to the GM’s discretion.
Once you have the required materials, you must meet any prerequisites the item has and fulfill any requirements. If an item lists a requirement or prerequisite, this must be fulfilled every day you are working on the magic item. If your item requires you expending a 3rd-level slot, you must expend that spell slot every day that you are working on the item (or have someone who can expend that spell slot). Typically, if you are using another creature to fulfill requirements or prerequisites on creating a magic item, they must spend 1d4 hours for every requirement they are assisting with every day (maximum of 8 hours a day), or they must be there all day if they are fulfilling a prerequisite.
If a creature assists you, known as an assistant, you treat their skills, spells, and abilities as if they were your own. You can not use their proficiency in the Arcana skill at the end of crafting the magic item to attempt the check, but must make the check yourself. If you must hire an assistant, they typically charge 2 gp per day for being proficient in a specific skill. If you need an assistant with access to spellcasting, their services cost more per the GM’s discretion. Typically, per day, it is 50 gp per level of spell, at 4th-level spells or higher, it becomes 100 gp per level, and at 7th-level spells or higher, it becomes 500 gp per level of spell.
For example, if you are crafting an item that requires an 8th-level spell to be cast on it, it will cost you 4,000 gp per day to have their assistance.
Once you are ready to craft your item, you can begin work and it takes 8 hours a day for a number of days based on the rarity of the magic item. Once you have finished the required time, you must make an Intelligence (Arcana) check against the DC of the magic item. On a success, you build the item. On a failure, you fail to build the item and you lose a quarter of the ingredients to build the item and must find more. If you roll 5 or more below the DC, you instead lose half of the ingredients. You then must spend one more day of work and re-attempt the check.
So we have our basic rules laid out. You need a Craft Magic Item feat, you need the recipe to craft the magic item, you need either the gold or the ingredients to make the item (with limits on where you can do your shopping to give more levers for the GM to play with), we go over prereqs, how long it takes, requirements, and the basic crafting of the item. Which is great and all, but this is only part of the system. We need to talk about gaining recipes, ***deconstructing a magic item***, edge-cases to help out GMs, base DCs for magic items, restrictions based on your Proficiency Bonus, and a few other things.
Restrictions on Magic Item Creation
When building a magic item, there are a few restrictions that limit which items you can create. The rarity of an item determines what Proficiency Bonus you need to craft the item, it’s DC, and how long it takes to craft the item. See the table below.
Restrictions & DC by Rarity
Rarity Proficiency Bonus DC Time to Craft Common +2 10 2d4 Days Uncommon +3 15 3d4 Days Rare +4 20 4d4 Days Very Rare +5 25 5d4 Days Legendary +6 30 6d4 Days
Crafting Consumables
If you wish to craft a consumable, like a potion of healing, it takes the minimum amount of time. A potion of healing is a common item and would ordinarily requires 2d4 days to craft, but because it is a consumable, it takes the minimum amount of time to craft – 2 days to craft. A potion of superior healing is a rare item and so would ordinarily require 4d4 days, but due to being a consumable, it only takes 4 days to craft.
There are certain consumable items, like spell scrolls, that have a different time requirement, which will be listed in their crafting statistics.
We now have another big section done for crafting. We have our handy table which utilizes Proficiency Bonus to some effect, and magic item rarity to some effect. I’m not a_huge_ fan of tying things to Proficiency Bonus — cause what happens when a level 20 adventurer gains the crafting feat and now all of a sudden they can craft legendary items without ever having crafted a_potion of healing_? But this also happens in spellcasting and class abilities so whatever—I’m in the minority, I get it. Proficiency Bonus is just too binary for me in 5e, I prefer Pathfinder 2e’s scaling proficiency system.
So we have our base rules for the crafting system. We now need to create the Magic Item Feat, how to Deconstruct magic items, and magic item statistics for crafting. If you are confused right now by the system, I think once you see the magic item ‘recipe cards’ – a lot of things will make more sense.
Feat: Craft Magic Item
Prerequisites: The ability to cast one spell and proficiency in the Arcana skill
You have learned to imbue items with magic, allowing you to craft magic items. Your Proficiency Bonus determines what rarity of magic items you can craft, see the chart above. The chart also details how long it takes and the DC to craft an item of that rarity.
This feat also gives you an advantage on using the Deconstructing Magic Items action.
Deconstructing Magic Items
To learn how to create a magic item, you must have its recipe or magical formulae. Must have Arcana proficiency for magic items. Can use herbalism/Alchemy/Poisonkit if applicable.
If you are unable to find the set of instructions, you can deconstruct a magic item, destroying it in the process, but have a chance at learning the secrets to crafting the item.
To deconstruct the item, you must spend 8 hours, or 4 hours if it is a consumable, and then attempt an Intelligence (Arcana) check against the DC of the magic item, per its rarity. (this check can change for potions if using herbalism/alchemy/poison.)
- On a success, you have learned how to craft the magic item and can add its recipe to the list of magic items you know how to create.
- On a failed check, you are unable to learn its secrets, but have advantage on future checks made to deconstruct that magic item if you attempt it again and for all future attempts at this specific item.
Regardless of the check, the magic item is destroyed, the magic is lost, and the item becomes a mundane item. If precious gems, metals, or similar materials were used to craft the item, you retain those materials, but they are damaged during this process and only retain half of its original value.
For example, if a magic item required a 100 gp diamond, after you deconstruct it, that diamond is only worth 50 gp.
NOTE: this can also be for alchemy and potions, so you can try to learn how to deconstruct a potion this way.
Using Residuum to Enchant and Disenchant Magic Items
These spells have not been found, and are rare so the characters have become aware of them, but not the actual spells.
With a bit of Residuum it is possible to create a magic item or upgrade other magic items. It is always a risk and still takes a bit of time, but nothing like the other systems. If you have just a bit of Residuum and knowledge of the Disenchant Magic Item you can always make more of this magical dust.
This is currently a lost form of crafting, if used it is still done in secret.
Historically when magic was too easy to obtain or manipulate it led to issues. Governments feared people rising up and the people feared governments using these to control them too easily. So, if anyone has access to these spells or how to use them -- it is a very well kept secret.
Disenchant Magic Item
3rd Level Transmutation (Ritual)
- Casting Time: Varies, 1-8 hours
- Range: Touch
- Components: V, S, M (1 oz. of Residuum per level of Rarity (see chart))
- Duration: Instantaneous
Casting this ritual allows you to turn a magic item into residuum. When you touch an item after casting this ritual, you destroy its magic but leaving a plain item. The magic item ignites in a brief flash of brilliant light, then leaves a pile of silvery or golden dust in your hands or on the item, turning it into a quantity of residuum valued at 1/5 of the item’s price (based on DM's pricing).
A magic item can only be disenchanted by casters with a spell casting level that matches the rarity of the magic item according to the table below.
| Rarity | Spell Casting Level | Casting Time | Amount of Residuum Necessary |
|---|---|---|---|
| Common or Uncommon | 3rd Level or Higher | 1 Hour | 1 oz. |
| Rare | 5th Level or Higher | 2 Hours | 2 oz. |
| Very Rare | 7th Level or Higher | 4 Hours | 3 oz. |
| Legendary | 9th Level | 8 Hours | 4 oz. |
NOTE: Ritual is dependant upon rarity level!
Available for: Any Caster
Enchant Magic Item
3rd Level Transmutation (Ritual)
- Casting Time: Varies, 1-8 hours
- Range: Touch
- Components: V, S, M (Quantity of Residuum equal to half the cost of the magic item, and Gold equal to half the cost of the magic item)
- Duration: Instantaneous
Magic drawn from the warp and weft of the universe infuses the item you hold in your hands. Casting this ritual allows you to create a magic item or upgrade an existing magic item using a quantity of gold and residuum equal to the cost of the magic item (50% each).
To create a magical item, the component cost is the price of magical item. For an existing magical item that your are magically upgrading, the component cost is the difference in price between the existing item and the upgraded magical item. (based on DM's pricing)
A magic item can only be enchanted by magic users with a spell casting level that matches the rarity of the magic item according to the table below.
This spell gets the caster away from many of the other stipulations of enchanting a magic item and so the spell is never shared freely and residuum is coveted by anyone who comes in possession of it.
| Rarity | Spell Casting Level | Casting Time |
|---|---|---|
| Common or Uncommon | 3rd Level or Higher | 1 Hour |
| Rare | 5th Level or Higher | 2 Hours |
| Very Rare | 7th Level or Higher | 4 Hours |
| Legendary | 9th Level | 8 Hours |
NOTE: Ritual is dependant upon rarity level!
Available for: Any Caster
Residuum (ri-zij-oo-uh m)
Residuum is the residue of arcane energy that is useful in several magical applications. It can look different based on how it is manufactured or manipulated, and can offer different benefits based on how it has been affected.
This is a very rare and expensive element. It can be processed from various sources, but one of the most notable is to take an ounce of this (for every level of its rarity) and cast the "Disenchant Magic Item" spell. it will take the magic out of an enchanted item and leave behind more Residuum.
Residuum can also be a material component for the "Enchant Magic item" spell.
Residuum can also also replace material components of most spells, it takes an equal cost amount to be used and it is destroyed in the casting, regardless of the regular material would be or not.
Many have sought ways to discover if a source exists for large amounts and of ways of turning other things into residuum without the initial cost used with disenchanting magic items.
It can be a variety of colors, generally Gold, Silver, or purple and generally has a slight glow with the texture of mica powder - but less sticky. Many wizards like to use Prestidigitation to better manipulate it so as to not lose too much in spillage. 10,000 gp worth being just larger than a Gold piece itself. A pound is called out as having a value around 500k gp.
There is a very expensive procedure to create a "refined Residuum" and after the purification and heating it to a dark green glass-like state it can retain some magical energies (requires spell slots to create)… this displays stronger magical properties. A table topped with an enchanting slate made of residuum can greatly speed the production of all magic items; these slates are sold for at least 200,000 gp.
Any attempts to enchant or disenchant a magical item atop such an altar decreases the time required to enchant the item by 50%.
There is another type of Residuum based on the energies of gods, so it is very rare in Dierde as they have not been physically present for a long time and even then they were not as frequent visitors as some would believe. This is a Whitestone that has very small green flecks. Anyone enchanting a piece of Whitestone, or an item infused with Whitestone dust (at least 1 oz.), reduces the time required to enchant the item by 75%. Some alchemists have discovered that dissolving Whitestone with specific acids can leave behind pure residuum, which can substitute for expensive spell components when such materials are not readily available. If a spell has a component cost that consumes the component, its caster can substitute the required component for an amount of residuum of an equal value. One pound of pure residuum is worth approximately 500 gp in most markets, though difficult to come by and so is generally only found with select trusted connections. This same residuum, if heated into a green glass- like state, can expedite localized Enchantment rituals.
Enchantment Altars using this residuum glass as a primary construction component are extremely expensive to produce and generally only found at places of higher arcane learning or homesteads of powerful archmages.
Residuum is generally a black market item, and even there it is rare. Many locations Fear too much of it in their locations or economy as it can Lead to too much of magic being misused. It can also be turned into a drug, that is highly sought after and so it is a very complicated affair all around.
Known Recipes
Potion of Healing
Potion, Common
Cost 25 gp; or
Ingredients Mundane herbs
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the cure wounds spell
Proficiency Bonus Required +2
DC 10
Time to Craft 2 Days
Potion of Animal Friendship
Potion, Uncommon
Cost 75 gp; or
Ingredients tufts of squirrel fur
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use, you (or an assistant) are a druid
Requirements cast the animal friendship spell
Proficiency Bonus Required +3
DC 15
Time to Craft 3 Days
Potion of Gaseous Form
Potion, Rare
Cost 495 gp; or
Ingredients Rare gases from the Plane of Air, a cloud mephit
Prerequisites have Alchemist’s Supplies on hand, and you (or an assistant) is proficient in its use
Requirements cast the gaseous form spell; heightened to 5th-level
Proficiency Bonus Required +4
DC 20
Time to Craft 4 Days
Crystal Jars of Trapping
Wondrous Item, Very Rare
Cost 10,395 gp; or
Ingredients cursed gold, glass infused with the ash of prisoners, purified silver, large gemstones
Prerequisites have Engraver’s Tools or Glassblower’s Tools on hand, and you (or an assistant) is proficient in its use
Requirements cast the hold monster, magic jar and_banishment_ spell
Proficiency Bonus Required +5
DC 25
Time to Craft 5d4 Days
Crystal Jars of Trapping
Wondrous Item, Very Rare (Requires Attunement. A creature must be attuned to the jar to use its trapping ability.)
Description: This small, clear crystal jar, typically standing 6 inches tall and 3 inches wide, shimmers with barely perceptible arcane runes etched into its surface. Its stopper is a perfectly cut, deep red ruby, shaped to fit snugly into the jar's neck. The jar feels surprisingly sturdy and emits a faint, almost imperceptible hum when held.
Effect: This jar can trap one living creature. To activate its trapping capabilities, you must be attuned to the jar, hold the jar in one hand, and the ruby stopper in the other.
Trapping a Creature: To initiate the trapping process, you must speak a magic word (revealed upon attunement or discovery). Upon speaking the word:
-
Willing/Incapacitated: If a creature is willing to be trapped, or is unconscious, restrained, paralyzed, or otherwise incapacitated such that it cannot resist, it is automatically shrunk and pulled into the jar. You must then seal the stopper into the jar before the end of your current turn to successfully trap it.
-
Unwilling/Resisting: If an unwilling and not incapacitated creature is targeted, it must meet the following criteria:
-
It must have less than 100 hit points.
-
It must be size Large or smaller.
-
It must be within 5 feet of the jar.
-
The creature must make a Wisdom saving throw. The DC for this saving throw is 5 + the creature's Challenge Rating (CR) (use its Character Level if targeting an NPC or PC with class levels).
-
On a failed save, the creature is shrunk and pulled into the jar. You must then seal the stopper into the jar before the end of your current turn to successfully trap it.
-
On a successful save, the creature resists the magic word, avoids being trapped, and is not affected by the jar for the rest of this turn.
-
While Trapped: Upon being trapped, the creature's size is magically reduced to Tiny (if not already Tiny) and it is held in a state of suspended animation. While trapped within the jar:
-
The creature remains alive and conscious (unless it was unconscious or otherwise incapacitated before trapping), it can still move and do things, but no action will affect the jar or is captivity.
-
It cannot get out short of a wish spell from someone outside of the jar, the jar being broken, or the stopper being removed.
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It does not need to eat, drink, breathe, or sleep. It does not age.
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It is immune to all damage and conditions.
-
It cannot use any of its abilities, spells, or features, nor can it be targeted by spells or effects from outside the jar.
Releasing a Creature: A trapped creature can be released in one of two ways:
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Removing the Stopper: As an action, a creature holding the jar can remove the ruby stopper. The trapped creature immediately returns to its normal size (expanding to fill its space if possible) in the nearest unoccupied space adjacent to the jar.
-
Breaking the Jar: The Crystal Jar of Trapping has an AC of 15 and 10 hit points. It is immune to psychic and poison damage. If the jar is broken, the trapped creature is immediately released as described above.
Multiple Creatures: Only one creature can be trapped in the jar at a time. Attempting to trap a second creature while one is already inside will fail.
Emptying the Jar: If the jar is empty, the stopper can be removed or replaced without consequence.
Sending Stones
Wondrous Item, Uncommon
Cost 590 gp; or
Ingredients rare stones taken from the same quarry, a thin gold wire to stretch between the two stones, chisel crafted from platinum
Prerequisites have Mason’s Tools on hand, and you (or an assistant) is proficient in its use
Requirements cast the sending spell
Proficiency Bonus Required +3
DC 15
Time to Craft 3d4 Days
Stone of Good Luck
Wondrous Item, Uncommon (requires attunement)
Cost 1,050 gp; or
Ingredients stone found under a clump of four-leaf clovers, emeralds that are mined already finished and cut or Polished Agate (value minimum: 250gp)
Prerequisites have Engraver’s Tools or Mason’s Tools on hand, and you (or an assistant) is proficient in its use
Requirements cast the guidance spell
Proficiency Bonus Required +3
DC 15
Time to Craft 3d4 Days
Imprint Sphere
Wonderous Item, Uncommon
Cost 2,500 gp; or
Ingredients Iron sourced from Carceri, silver from Gehenna, brass from the Nine Hells, a 500 gp Ruby.
Prerequisites have Smith’s Tools on hand, and you (or an assistant) is proficient in its use
Requirements cast the hold monster spell
Proficiency Bonus Required +3
DC 15
Time to Craft 3d4 Days
Imprint Sphere
Wonderous Item, Uncommon
This sphere has been used by adventurers for an instant mount, and it is used in some places for sport as they like to compare the creatures imprinted and then let them fight.
1x a day you can call the bestial spirit from within to perform for you with an action. It will be an obedient creature of the type you summon. It can only be one of the creatures that someone has put an imprint into. You can also expand an action to recall the creature. Once recalled you can summon a new creature in your next action.
To summon a creature that has been imprinted you hold the sphere in one hand and point where you want the creature, within 30 feet of you, and call out the name you have chosen for the creature. This means you use one hand and a somatic component, and with concentration in effect for this turn you will summon the creature and it will have a telepathic bond (within 100 feet) whereas you can communicate demands. It is not a living creature so it does not need anything and does not think.
To add a new imprint you must come within 30 feet of a living creature that is a beast. Then with an animal handling you can attempt to make an imprint. This takes an action and concentration.
| CR | DC |
|---|---|
| 0 | 5 |
| 1/8 | 6 |
| 1/4 | 7 |
| 1/2 | 8 |
| 1 | 10 |
| 2 | 12 |
| 3 | 14 |
| CR | DC |
|---|---|
| 4 | 16 |
| 5 | 18 |
| 6 | 20 |
| 7 | 22 |
| 8 | 23 |
| 9+ | 25 |
Only 1 creature can come out a day at a time. If it hits 0 hit points it disappears and the ball can't be used to until the next day. Once a creature is trapped it is always trapped, as it is not actually the creature, but an "imprint"
Homebrew
Enderbox
Wonderous Item, legendary/very rare
Cost 4,000
Ingredients
Prerequisites have woodworking tools on hand, and you (or an assistant) is proficient in its use
Requirements cast *Leomund's
Proficiency Bonus Required
DC
Time to Craft
Enderbox
Wonderous Item, Legendery/Very rare This box is the size of a "ring box", (1" x 1" x 1") but if grabbed by opposite sides it can be stretched out to the maximum size of 1' x 1' x 1', or any size in between. You would extend length, height, depth one at a time. The hinged lid can be opened to reveal a dark "space" which is a pocket dimension similar to a bag of holding. An enderbox always has at least 1 twin, and that box also goes to the same space. This allows for people to transport smaller items very quickly. The box weighs 5 lbs, regardless of its contents. The interior space is considerably larger than outside dimensions, about 4 feet deep with the opening maxing at 1 ft by 1 ft. It can hold up to 250 lbs. not exceeding a volume of 64 cubic feet. Retrieving an item requires an action. If it is overloaded, pierced, or torn, broken, or damaged -- it ruptures and is destroyed. If both are destroyed the contents are scattered in the Astral Plane. breathing is the same as a bag of holding. The same rules of extradimensional space apply here as well, similar to a bag of holding. The "twin" is the size of a chest is 12 cubic feet, 25 lbs. Cost: 8,000 gp each set

