This Chapter covers the rules for Crafting, Repairing, and Modifying standard and Magical Items.
There are two kinds of Crafting that a Character may take part in, the first is traditional Crafting, this involves using known Recipes and techniques to create an Item. The second is Experimentation where with certain kinds of Items you can try using unknown materials to discover new effects, though this comes with risk as the crafter will not know how to treat or use the material to gain its full benefits.
To craft an Item, you will need the required Materials, knowledge of how to make the Item, and an appropriate Tool. Specific Item requirements will be listed in an Item's description below for generic Items and in a Magic Item’s entry in the Magic Items Chapter.
Generic Items listed in this Chapter are of public knowledge, as such if you believed your Character would know how to make an Item, you can make the generic Items presented in this Chapter, otherwise it is considered Experimentation. Rarer Items may need research for the Recipies of how to make them or require teaching from a master of the craft, this also applies to working with certain kinds of crafting Materials you have not worked with before.
Finally, each kind of Item requires a specific kind of Artisan's Tool, with some also requiring multiple Tools for different stages of the construction. As a reminder, if you are Trained in the use of an Artisan's Tool, you gain its Item Bonus for Trait Tests made using it. The usual Tools required for different kinds of construction are:
| Item Type | Artisan’s Tools | Recommended Trait & Skill |
|---|---|---|
| Alchemical Concoction | Alchemist’s Supplies or Herbalism Kit/Poisoner’s Kit (For specific kinds of Concoction) | Agility (Focus) |
| Breakable Containers | Glassblower’s Tools & Potter’s Tools | Agility (Skullduggery) |
| Fine Detail Components | Tinker’s Tools | Agility (Focus) |
| Food & Drink | Brewer’s Supplies & Culinarian's Utensils | Agility (Focus) |
| Gems | Jeweler’s Tools | Agility (Focus) |
| Leather & Hide Armour | Leatherworker’s Tools | Agility (Skullduggery) |
| Metallic Weapons, Armour & Shields | Smith’s Tools | Physique (Athletics) |
| Padded Armour & Clothing | Weaver’s Tools | Agility (Skullduggery) |
| Runes | Mason’s Tools | Agility (Magical Lore) |
| Spell Scrolls | Calligrapher's Supplies | Agility (Magical Lore) |
| Wooden Weapons & Shields | Carpenter’s Tools | Agility (Skullduggery) |
Each Material has an Ingredient Quality Level, the higher the Quality the easier they are to manipulate during the Crafting process. Higher Ingredient Quality Levels also mean they are more likely to provide additional benefits, as certain Quality Levels will create maximum or minimum limits for what your TTV can be when Crafting with them.
The Item Quality Levels are:
| Ingredient Quality Level | Trait Test Modifier | Max/Min TTV |
|---|---|---|
| Corrupted | -5 | Max (7) |
| Impure | -3 | Max (10) |
| Poor | -1 | Max (15) |
| Standard | +0 | Max (15) |
| Rich | +1 | Min (7) |
| Exceptional | +3 | Min (10) |
| Pure | +5 | Min (15) |
Once a Character is able to begin Crafting, look at the entry for the Item they want to create. The entry should have a Crafting Progress Goal or have a series of stages each with an individual Crafting Progress Goal, if this is the case it should note which Tool is needed for each stage. This will give the crafter a sense of how long it will take to complete the whole Item.
Now make a Trait Test. Unless otherwise stated each Trait Test represents an Hour’s work on the Item. Each Tool has a suggested Trait and Skill that are recommended to use for the Trait Test, however certain Features may provide alternatives, the crafter also has the option of suggesting to the Table other Traits or Skills if they can describe why they would make sense, the GG has final say if this is enough of a reason.
Add modifications for other Features and Ingredient Quality and then compare the TTV to the Table below to determine the result:
| TTV | Result |
|---|---|
| 0 | A Flaw Occurs. All the Material is Consumed, and you must reduce your Crafting Progress Total by a 1d20. |
| 5 | Minor Imperfection. All the Material is Consumed, and you must reduce your Crafting Progress Total by 1d10. |
| 7 | Stalled Progress. All the Material is Consumed; however, no Crafting Progress is made. |
| 10 | Minor Progress. All the Material is Consumed, and you make a standard Crafting Progress roll. |
| 13 | Progress. All the Material is Consumed, and you make a standard Crafting Progress roll, adding your SB to the roll. |
| 15 | Significant Progress. All the Material is Consumed, and you make a standard Crafting Progress roll, adding your Character Level to the roll. |
| 18 | Excellent Progress. Half the number of Units (minimum of 1) for each Material is Consumed, and you make a standard Crafting Progress roll, adding your Character Level to the roll. |
| 20 | Masterwork. As with Excellent Progress, with the addition that if this Progress completes the Item, it gains the Masterwork Item Property. |
| 25 | Awakening. As with Masterwork, with the addition of the Item becoming Awakened. |
| 30 | Heart & Soul. A quarter of the number of Units (minimum of 1) for each Material is Consumed, and you make two standard Crafting Progress rolls, adding your Character Level to both rolls. The Item becomes Awakened and will gain the Masterwork Item Property when completed. |
An Inspired Event increases the TTV result Tier by 2, this does not ignore the Min/Max TTV from Ingredient Quality.
A Critical Failure reduces the TTV to 0, unless the Material used had a Minimum TTV, at which point the TTV is reduced to the minimum amount, however a Curse is applied to the Item. See the Curses section below.
If the result says you increase or decrease your Crafting Progress Total of the Item (if the Item is new the current Crafting Progress Total is set at 0) do so as stated in the above Table. A standard Crafting Progress roll is calculated by rolling a d100 + modifications from your TTV result. Then compare the new Crafting Progress against the current Crafting Progress Goal, it equals or exceeds the Goal the Item or stage of Item construction is completed.
Once an Item is completed, the Item ca be added to the crafter's inventory, certain Materials or TTV results may have added modifications to the Item at which point be sure to edit the Item’s stats appropriately.
When Experimenting with Materials the crafter does not know the effects of or how to use them, they must inform the GG what Materials they are hoping to use, and how they are using them in the crafting process.
If they are using a known Recipe with an unknown Material like a Healing Potion replacing one key herb with a ground Dragon’s Tooth, or Hide Armour using a Dragon’s Hide rather than normal Leather. Then they treat the Recipe as above, however, only the GG knows the Ingredient Quality and effects it bestows, meaning they will need to help calculate the crafter's Crafting TTV. But once the Material has been used successfully, the crafter will know the Properties of the Material in terms of being used for Crafting Items of the type just made.
If they are truly Experimenting, then all the details will remain hidden by the GG and Trait Tests will be made at Disadvantage. However, upon successfully Crafting with the Material and method, the crafter will consider it a new Recipe that they know, with the knowledge of the Materials uses for that kind of Item.
It should be warned some Materials are not suitable for the kind of Item the crafter wants to create, upon finishing a Trait Test no matter the TTV, they will become aware of the Material's lack of suitability for Crafting that kind of Item.
To repair a degraded Item requires an Activity during a Short or Long Rest, and a single Crafting Test whose TG equals 10 + the negative modifier applied to the Item’s stats.
On a successful Test the Target is repaired to being as good as new. If they rolled an Inspired Event, the Item Awakens see the Awakened Item section.
On a failed Test, its negative modifier is reduced by half the Character's SB. If they rolled a Critical Failure, the Item becomes Shattered.
To repair a Shattered Item requires the pieces, instead of normal Materials, and works like Crafting an Item from scratch. Though it could have other Materials added, especially suitable ones are those that can act as binding agents, potentially adding extra effects to the original Item.
If the Shattered Item was a Magic Item, it will need Enchanting or suitable Materials to reinforce the powers of the Item in its restoration. Otherwise the Character must roll a d20 without any modifiers, the TG equals 20 - their SB/Spellcasting Trait/Manifesting Trait (If they have one).
On a failed Test, the Item loses its magical effects.
Sometimes during the Crafting process or via other means, the Item draws power from the crafter's emotions and soul. This process can Awaken an Item, unlocking new abilities and powers from even mundane Items. When an Item Awakens, if it has not been Awakened before, the Item gains a Tier 1 Awakening. Each subsequent time during the Crafting process or via a Feature the Item is Awakened again, it increases its Awakening Tier by 1 to a maximum of 3.
Consult the Tier descriptions below to determine their effects:
The Item gains a magical effect, though is not considered a Magic Item. Select one Concept of the Character who Awakened the Item. Work with the GG to determine a minor magical effect based off of the Concept chosen, it should not provide a numerical benefit. Consult the example Awakening Table’s Tier 1 entries below for ideas of suitable effects.
| 1 | Wayfinder. Placing this Item on the surface of water, the tip or a distinct point of the Item will point towards north or another conditional location that you set when determining the power. |
| 2 | Foe-Sense. When a specified Entity Type enters within 30m (At Range) of you, this Item glows a colour chosen when the power is determined. |
| 3 | Sensory Effect. When a specified condition occurs, a specified smell, sound, and/or visual effect occurs, emitted from this Item. |
| 4 | Nature’s Ally. When a specified condition occurs, flowers bloom around where this Item touches. If this Item is ever dropped, it falls 0.5m before plants sprout to catch this Item, as they attempt to never let it touch the ground. |
| 5 | Musician’s Paramor. Whenever this Item hears a song being sung, it will either repeat the song back at the singer or vibrate to produce accompanying magical instrumentals to compliment the singer. |
| 6 | Bond’s Reminder. Whenever an entity the wielder has a Shared Bond Concept with experiences a specified emotion or condition, this Item will produce a specified effect. Potentially for this Item there may be multiple states for different emotions/conditions that could be chosen or the effect could have multiple states depending on which bonded entity is feeling the emotion. |
The Item develops its magical effects, gaining enough power to become a Magic Item. Select one Concept of the Character who Awakened the Item, it cannot be the same Concept previously applied. Work with the GG to determine a moderate magical effect based off of the original Concept chosen for Tier 1, with some influence from the second Concept. It can be a development of the Tier 1 effect or a new one, it still should not provide a numerical benefit. Consult the example Awakening Table’s Tier 2 entries below for ideas of suitable effects.
| 1 | Wayfinder. Upon completing a Long Rest, you may request while holding this Item, a destination you wish to travel to. You gain a vision of a landmark you would be able to see within a Day’s travel of you on the route to the specified destination, this landmark could include a constellation. |
| 2 | Foe-Sense. As Activity during a Short or Long Rest, you can gain flashes of visions about the location of or emotions around a foe you have applied the Marked condition to. |
| 3 | Sun Warder. This Item makes it so that any bearer of the Item is always covered in shadow, and that their vision always is shaded such that the harshness of the sun does not impact their ability to see. |
| 4 | Nature’s Ally. You may force a tip of this Item into the ground or the surface of a structure, plants immediately start to grow from where you place the Item. |
| 5 | Moon’s Radiance. This Item when in darkness emits slight moonlight, creating a Dimly Lit area in a 2m (Near) Radius around it. |
| 6 | Bond’s Reminder. The wielder of this Item can always sense the direction, though not distance, of entities of which they have a Shared Bond Concept. |
The Item fully awakens its magical potential, becoming a Magic Item with a +2 Item Bonus for a normal Item, a +1 Magic Bonus to HT for Armour and Shields, or a +1 Magic Bonus to Attack and Damage Rolls for Weapons.
Select one Concept of the Character who Awakened the Item, it cannot be the same Concepts previously applied. Work with the GG to determine a magical effect based off of the original Concept chosen for Tier 1, with some influence from the new Concept. It can be a development of the Tier 1 and/or Tier 2 effect or a new one, it may provide a conditional numerical benefit or a non-numerical effect. Consult the example Awakening Table’s Tier 3 entries below for ideas of suitable effects.
| 1 | Wayfinder. The wielder of this Item gains the Skill Foci Survival:Navigation and Survival:Tracking. |
| 2 | Foe-Sense. This Item has Advantage on Attack Rolls against a specified Entity Type. |
| 3 | Blessing of the Frost Crown. The wielder of this Item gains Reduction 10 to Cold damage. |
| 4 | Nature’s Ally. Animals and Flora that the wielder of this Item and their allies have not attacked, will not be hostile to the wielder and their allies so long as they bear this Item. |
| 5 | Crown’s Guard. The wielder of this Item has Advantage on Trait Tests to resist, avoid, or end the Poisoned condition and Reduction 5 to Poison damage. |
| 6 | Bond’s Reminder. Whenever the wielder of this Item sees an enitity with whom they have a Shared Bond Concept be reduced to 0HP, the wielder may as a reaction (1 RP) move up to half their Movement speed towards the Target that caused the HP reduction and make a single attack with this Item or an Unarmed Strike against the Target. |
A GG may also allow for the Class Features or Ancestry/Template Features of the Awakener to also influence the effect. As an example, if you were a Realmwalker who made an Item choosing the Wayfinder example Tier 1 Feature, you may set its conditional direction to be the Target of your Marked condition or to the nearest source of magic from a Realm which you have a Realmwalker’s Bond with.
Sometimes during the Crafting process or via other means the Item draws power from your emotions and soul. This process can cause the Item to gain a Curse, unlocking new abilities and powers from even mundane Items but with a price. When an Item gains a Curse work with the GG to determine an effect.
A Curse should have a benefit and a negative trait based off one of your Concepts. The benefit should be something of reasonable power equivalent of a Tier 2 or 3 Awakened benefit, this is because Curses can be punishing and should have a reason for you to want to use the Item and try to outwit the Curse or overcome it.
In terms of the Curse, it should have a negative effect, and a Trigger of some kind that activates the negative effect. The power of the negative effect alongside how common the Trigger is should be reflective of the power of the benefit. Remember the Curse should never be so bad or commonly Triggering that it makes you never want to use the Item.
Once the Curse and benefit have been applied to the Item, it also gains the Cursed Item Tag. The crafter will be aware of the Curse and its full effects.
Further rules for Cursed Items in play can be found in the Magic Items Chapter, it also is where you could find examples of Curse effects for different levels of benefits.
Masterwork Items are of such high quality that they become naturally absorbent of arcane energies. The effect of this special Item Property depends on the kind of Item.
All Items. Trait Tests made to apply Enchantments, Gemstones, and Runes are made with Advantage. This Item if it is a Magic Item, it also gains an additional Gemstone Slot whose size equals the Item Grade of the Item.
Accessory. A Masterwork Accessory gains no additional special properties, until the holder casts a spell or manifests a power of 1st Circle/Grade or a Cantrip/Talent with an AP cost of 1AP or 2AP.
Note down the spell/power on the Item, if it was a Cantrip or Talent, the holder can cast/manifest those spells/powers at will. If it was a 1st Circle spell or 1st Grade power, then the holder of the Item may cast the spell or manifest the power once per Day without requiring a resource or even the ability to cast spells or manifest powers. The Spellcasting/Manifesting Trait was the one used by the original caster who gave the Item its magic.
Armour Pieces/Shield. A Masterwork Armour Piece gains the Reinforced Armor Property.
The next time a spell/power that deals damage is cast/manifested by the Armour’s wearer/Shield's wielder, or the wearer/wielder is hit by a spell/power that deals damage, the Armour Piece/Shield permanently grants Damage Reduction 2 to the Damage Type dealt by the spell/power.
Tool. A Masterwork Tool has no additional special properties, until the wielder casts a spell or manifests a power. Note down with the Item, the cast spell’s/power's Spell/Power School and Spell/Power Tags. The Item permanently gains in its Item description the following effect:
“If this Tool is used as a Spellcasting Focus, and the spell cast/power manifested is of the [stored Spell/Power School] Spell/Power School or has the [stored Spell/Power Tags] Spell/Power Tag then it increases it doubles the Item Bonus to the Spell/Power TG and Spell/Power Attack and Damage Rolls.
If this Tool is used to gather Material or Craft an Item which has an Item Tag in common with the [stored Spell/Power School] Spell/Power School or [stored Spell/Power Tag] Spell/Power Tag, the Crafting/Gathering Roll result increases its Degrees of success by 1.“
Weapon. A Masterwork Weapon gains the Silvered Weapon Property.
The next time the Cosmic Strike, Elemental Weapon, Eternal Strike, Eternal’s Weapon, Keen Edge, Magic Weapon, Psiblade Strike, Psionic Edge, or Psionic Strike spell/power is cast on it.
When that spell/power ends, the Weapon retains the magic permanently, becoming a Magic Weapon with the full effects of the spell/power as its Magic Item description. If the spell/power allowed you to choose a Damage Type the Damage Type conferred to the item was the once chosen during the casting.
Sometimes a Character may wish to imbue magic into an object they are Crafting or that is already made. This may automatically occur without their intervention, due to using specific Materials with magical potential as found in some Magic Items’ entries.
However, some Materials may need magic added to activate them, and other Enchantments may be simple enough to just add, these Common Enchantments are listed at the end of this section.
To activate an Material or apply a Common Enchantment, the crafter must have the ability to cast spells or manifest psionic powers. Note, depending on the Spell/Power List the crafter has access to, there may be modifications to some Enchantment effects and some Enchantments that they cannot apply.
After selecting the Enchantment the crafter wishes to apply wish to apply, or the Material they wish to activate, they must make a Trait Test using their Spellcasting/Manifesting Trait. Appropriate Skills depending on what they are doing may be the Magical Lore, Faiths, Nature, or the Focus Skills. Each Enchantment and Material will have a TTV to apply their effect.
On a failed Test, nothing happens though the time taken still is lost, and the crafter will be unable to attempt to magically interact with the Item again until they have completed a Long Rest.
On a successful Test, the Enchantment is applied/Material awoken, this does not contribute to the Crafting Progress Goal, but may still be an important step in the finalising of a Magic Item.
If the Item is made of Materials of a Quality Level higher than Standard, the crafter gains the Trait Test modifier to this roll (always use the modifier of the lowest Quality Material if it is made of multiple Materials), as magic finds it easier to get purchase on such fine materials.
It should be noted some Materials are renowned for their antimagic or psionic properties will be unable to be enchanted, and any Item made of Materials of a Quality Level less than Standard cannot be enchanted, as the material is so weak, magic cannot take a hold of it.
Rare Enchantments may be learnt over the time of a Character's adventures, they follow the rules above, however, the crafter will have to learn the Enchantment from an arcane tome or a teacher before it can be used.