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<blockquote data-quote="dmnqwk" data-source="post: 6786927" data-attributes="member: 6804204"><p>Going with the cost listed in the DMG I'd consider using the following rules for Magical Item Creation:</p><p></p><p>Potion Creation (including Poisons): </p><p>Common - 4 hours, Herbalism DC 5, 1st level or higher</p><p>Uncommon - 8 hours, Herbalism DC 10, 1st level or higher</p><p>Rare - 3 days, Herbalism DC 15, 5th level or higher</p><p>Very Rare - 7 days, Herbalism DC 20, 11th level or higher</p><p>Legendary - 31 days, Herbalism DC 25, 17th level or higher</p><p></p><p>Scrolls can be created at a cost of 1 day per spell level and automatically succeed if the player can cast the spell.</p><p></p><p>Permanent Items</p><p>Common, 1 week, DC 5, 1st level or higher</p><p>Uncommon, 3 weeks, DC 10, 1st level or higher</p><p>Rare, 7 weeks, DC 15, 5th level or higher</p><p>Very Rare, 25 weeks, DC 20, 11th level or higher</p><p>Legendary, 101 weeks, DC 25, 17th level or higher.</p><p></p><p>Potions and Permanent Items follow the same pattern - every increment (day or week) the player must make a check. At the end of the period, 50% or more successful checks are required to create the item (eg a Rare Permanent Items requires 7 weeks and 7 checks, 4 or more meaning the player creates the item).</p><p>If a PC chooses to abandon a project, or fails 50% or more of the checks, the PC loses 50% of the total cost and all the time spent.</p><p></p><p>As for checks required for Creating Items I would leave that up to you as to what is appropriate. Perhaps when creating a Scroll of Protection you could use Calligraphy, whereas Arcana or Woodcarving might be appropriate when creating Magical Wands.</p><p></p><p>If in doubt, allow a Player to justify how they are creating the item and to which skill/proficiency they are going to use. It's fair to assume an Armoursmith could create a Magical Suit of Armour, but at the same token someone trained in Arcana could know the best armour to purchase to then enchant.</p></blockquote><p></p>
[QUOTE="dmnqwk, post: 6786927, member: 6804204"] Going with the cost listed in the DMG I'd consider using the following rules for Magical Item Creation: Potion Creation (including Poisons): Common - 4 hours, Herbalism DC 5, 1st level or higher Uncommon - 8 hours, Herbalism DC 10, 1st level or higher Rare - 3 days, Herbalism DC 15, 5th level or higher Very Rare - 7 days, Herbalism DC 20, 11th level or higher Legendary - 31 days, Herbalism DC 25, 17th level or higher Scrolls can be created at a cost of 1 day per spell level and automatically succeed if the player can cast the spell. Permanent Items Common, 1 week, DC 5, 1st level or higher Uncommon, 3 weeks, DC 10, 1st level or higher Rare, 7 weeks, DC 15, 5th level or higher Very Rare, 25 weeks, DC 20, 11th level or higher Legendary, 101 weeks, DC 25, 17th level or higher. Potions and Permanent Items follow the same pattern - every increment (day or week) the player must make a check. At the end of the period, 50% or more successful checks are required to create the item (eg a Rare Permanent Items requires 7 weeks and 7 checks, 4 or more meaning the player creates the item). If a PC chooses to abandon a project, or fails 50% or more of the checks, the PC loses 50% of the total cost and all the time spent. As for checks required for Creating Items I would leave that up to you as to what is appropriate. Perhaps when creating a Scroll of Protection you could use Calligraphy, whereas Arcana or Woodcarving might be appropriate when creating Magical Wands. If in doubt, allow a Player to justify how they are creating the item and to which skill/proficiency they are going to use. It's fair to assume an Armoursmith could create a Magical Suit of Armour, but at the same token someone trained in Arcana could know the best armour to purchase to then enchant. [/QUOTE]
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