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Making a Arcane Focus
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<blockquote data-quote="Jaelommiss" data-source="post: 6753666" data-attributes="member: 6775925"><p>Crafting is a downtime activity where work is completed in 5gp increments each day if the character is proficient in the relevant artisan's tools. The character must expend half that in consumed resources to purchase supplies. </p><p></p><p>Crystal, 10gp (2 days) - glassblower's tools, jeweler's tools</p><p>Orb, 20gp (4 days) - glassblower's tools, jeweler's tools</p><p>Rod, 10gp (2 days) - glassblower's tools, smith's tools, woodcarver's tools</p><p>Staff, 5gp (1 day)/ Quarterstaff, 2sp (0.04 days) - woodcarver's tools</p><p>Wand, 10gp (2 days) - glassblower's tools, smith's tools, woodcarver's tools</p><p></p><p>Other tools might be possible with a good justification.</p><p></p><p>That's the RAW answer. I personally believe that, in your situation (assuming that your first level wizard in the Underdark is at the start of OotA), it would be horribly out of place and makes little sense for your DM to allow this.</p><p></p><p></p><p>Were I your DM, I would make sure you understand the importance of a spellcasting focus. It allows you to bypass material requirements for spellcasting that do not have an attached gp cost. That's it. You can still cast spells as long as they either don't have a material component or if you possess the material component. Depending on your spell choices you can probably get by without one for a few sessions.</p><p></p><p>Hopefully your DM explained the limited resources you would have access to at the start of the adventure before you picked spells. If you chose those spells anyway, then it's harder to be sympathetic. In that case, I'd understand if your DM made it harder to create an arcane focus while running for your life through a hostile environment. If you were not made aware that you would not have an arcane focus before playing, talk to your DM. You might be allowed to change spells or make a different character instead. </p><p></p><p>With that all aside, there are a few ways that I can think of, subject to DM approval, that <em>might</em> allow you to make an arcane focus.</p><p></p><p>The most obvious way to make one would be to search around for potentially magical objects in your travels. Find some gnarled roots and make an improvised staff or wand. Maybe it has a chance of breaking with each spell cast, but it will work for now. Take that sparkly stone there, chip the away the rocky exterior, and collect the fingernail sized quartz inside. There's a crystal that is good for four spells. Remove the femur from an enemy, polish it smooth over a few hours, and use it as a rod for the next three days until the residual life energy in the bone dissipates. Once you escape you can purchase a properly made focus in town.</p><p></p><p>Taking time to look for material components is a great way to mitigate your current weakness, if your DM allows you. Look through your spells and see what items you will need, then start searching if any of them seem reasonable.</p><p></p><p>Alternatively, don't bother making a crude focus that is as likely to backfire as not. Spring an ambush on the drow pursuing you and steal one of theirs, or sneak into their camp and steal it. If you come across someone likely to have one (a merchant or other spellcaster) then your rogue could pick their pockets for it. I haven't read the adventure myself, so I'm not sure what situations you will end up facing.</p><p></p><p>When players show effort in trying to solve a problem, most DMs allow it to work. Perhaps it won't be perfect, and complications may arise, but at least a temporary fix is likely to be provided unless it is vital for the game that you cannot cast those select spells.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6753666, member: 6775925"] Crafting is a downtime activity where work is completed in 5gp increments each day if the character is proficient in the relevant artisan's tools. The character must expend half that in consumed resources to purchase supplies. Crystal, 10gp (2 days) - glassblower's tools, jeweler's tools Orb, 20gp (4 days) - glassblower's tools, jeweler's tools Rod, 10gp (2 days) - glassblower's tools, smith's tools, woodcarver's tools Staff, 5gp (1 day)/ Quarterstaff, 2sp (0.04 days) - woodcarver's tools Wand, 10gp (2 days) - glassblower's tools, smith's tools, woodcarver's tools Other tools might be possible with a good justification. That's the RAW answer. I personally believe that, in your situation (assuming that your first level wizard in the Underdark is at the start of OotA), it would be horribly out of place and makes little sense for your DM to allow this. Were I your DM, I would make sure you understand the importance of a spellcasting focus. It allows you to bypass material requirements for spellcasting that do not have an attached gp cost. That's it. You can still cast spells as long as they either don't have a material component or if you possess the material component. Depending on your spell choices you can probably get by without one for a few sessions. Hopefully your DM explained the limited resources you would have access to at the start of the adventure before you picked spells. If you chose those spells anyway, then it's harder to be sympathetic. In that case, I'd understand if your DM made it harder to create an arcane focus while running for your life through a hostile environment. If you were not made aware that you would not have an arcane focus before playing, talk to your DM. You might be allowed to change spells or make a different character instead. With that all aside, there are a few ways that I can think of, subject to DM approval, that [I]might[/I] allow you to make an arcane focus. The most obvious way to make one would be to search around for potentially magical objects in your travels. Find some gnarled roots and make an improvised staff or wand. Maybe it has a chance of breaking with each spell cast, but it will work for now. Take that sparkly stone there, chip the away the rocky exterior, and collect the fingernail sized quartz inside. There's a crystal that is good for four spells. Remove the femur from an enemy, polish it smooth over a few hours, and use it as a rod for the next three days until the residual life energy in the bone dissipates. Once you escape you can purchase a properly made focus in town. Taking time to look for material components is a great way to mitigate your current weakness, if your DM allows you. Look through your spells and see what items you will need, then start searching if any of them seem reasonable. Alternatively, don't bother making a crude focus that is as likely to backfire as not. Spring an ambush on the drow pursuing you and steal one of theirs, or sneak into their camp and steal it. If you come across someone likely to have one (a merchant or other spellcaster) then your rogue could pick their pockets for it. I haven't read the adventure myself, so I'm not sure what situations you will end up facing. When players show effort in trying to solve a problem, most DMs allow it to work. Perhaps it won't be perfect, and complications may arise, but at least a temporary fix is likely to be provided unless it is vital for the game that you cannot cast those select spells. [/QUOTE]
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