D&D (2024) 2024 Magic Items, Crafting, Etc

pukunui

Legend
I feel like a lot of folks are glossing over the requirements to craft a magic item. If I understood the previews right, you need three things: an Arcana skill proficiency, the appropriate Artisan Tool proficiency for the item type, and the appropriate spell prepared for the specific item. And each participating crafter needs all three individually, not collectively.

Which means that maybe a Human Wizard with the Artisan Background and Skilled as their bonus Origin feat who was specifically designed to be an omni-crafter could make most of the items in the book. Assuredly there will be some items that require non-Wizard spells, after all. But you average PC caster? One that's not using Custom Backgrounds?

You average PC might grab Arcana proficiency, and they might make an effort to get one or two Artisan Tool proficiencies. But they don't have the Tool proficiency for a lot of items. They don't have the right spells available for a lot of items, especially if they're not a caster than can freely swap their spells out.

So I don't expect most parties to suddenly be self-sufficient with these rules. It's something that will fill a few gaps and be a possible use for downtime and gold. But a lot of time they'll still need to loot, purchase, or commission what they really want. And hey, these rules double a great template for commissioning NPCs to make what you want.
This is where Eberron's magewrights come in - low-level NPC spellcasters who make a living crafting specific kinds of magic items. One might specialize in making magical torches and lanterns to illuminate the streets at night, while another might specialize in making magic missile wands for their nation's military stockpile.
 

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If I understood the previews right, you need three things: an Arcana skill proficiency, the appropriate Artisan Tool proficiency for the item type, and the appropriate spell prepared for the specific item.
Minor quibble: You only need to have the spell prepared if you're creating an item that can be used to cast the spell. (see: 5:30 in Pack Tactics' video) If the item isn't being used to cast spells, then you only need Arcana and the tool proficiency.
 


Kurotowa

Legend
Minor quibble: You only need to have the spell prepared if you're creating an item that can be used to cast the spell. (see: 5:30 in Pack Tactics' video) If the item isn't being used to cast spells, then you only need Arcana and the tool proficiency.
I reviewed the video, and he goes over it pretty quickly. If you're right, and you don't need (for example) the Magic Weapon spell to make a +1 sword, that lessens the barrier quite a bit. But I want my hands on the DMG to get the full details.
 


Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
This makes me want to play a transmuter with a custom background as a spell-smith. Just have to find a way to get my hands on Cure Wound to create those staves of healing.
 


I am generally pro-crafting in my games, but I do think there needs to be some more refinement. We use the "sane item prices" from Saidoro, which puts the wand of Magic Missiles at 2,700gp. And we happily pay to get magic zots that work at range.

At 400gp every PC would want a pair (and would be dumb not to). There's just not enough granularity here. There needs to be ticks between 400gp and 4,000gp. That's a whole order of magnitude. It feels weird there is nothing in the vast void between.

3e was super fiddly and I see the merit in not doing that level of granularity but still, an order of magnitude? Use the minor/major as at least midway steps. Like, a major uncommon is 1,500gp.
 

The book states that for any given item, the DM determines whether the appropriate raw materials are available. So you can easily ban and allow items at your discretion by gating when those "appropriate raw materials" show up in your world.

I'll definitely be utilizing these rules but leaning heavily on the raw materials being found during adventures, either from harvesting monster components or as direct loot
I agree. But, conversely, it will make all those gems that were rolled out individually to determine the exact type a lot more useful than just being basically just lightweight gp values, since you can call for certain types of gems to be part of those recipes.
 

Hussar

Legend
That's a thought.

Make the recipe for items be somewhat random. This wand of magic missiles needs an emerald. But that one needs a amethyst. A couple of randomized tables and that becomes a fairly decent source of adventures.

Hrm...

I like that idea better than magic is just technology where every wand of magic missiles needs exactly the same components.
 

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