Seaskipper
2018-09-20, 03:04 AM
So I happen to have started DMing a urban campaign where one of the PC is a wizard with the future intention of creating magic items. This is my first attempt DMing a 5th edition campaign so I am not too familiar with certain rules. I checked how magic item creation works and came across something that needs clarification.
In the DMG pg. 129 mentions the cost and the minimum level required to create a magic item:
Cost & minimum level
Common - 100 GP - 3rd
Uncommon - 500 GP - 3rd
Rare - 5,000 GP - 6th
Very rare - 50,000 GP - 11th
Legendary - 500,000 GP - 17th
A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid, which means that to create a legendary item will take 20000 days. Considering there are 7 days in a week that's 2857 weeks.
In Xanathar Guide however pg. 129 mentions something different:
Workweek & cost
Common - 1 - 50 GP
Uncommon - 2 - 200 GP
Rare - 10 - 2,000 GP
Very rare - 25 - 20,000 GP
Legendary - 50 - 100,000 GP
Xanathar guide mentions also different "lower" values for scrolls and potions, which makes sense considering that they are consumables.
(1) I was wondering what rules you guys use in your campaign. Since the cost to create the item determines the item's price, usually double the cost, this is important for the campaign since a legendary item could cost 100,000 x2 based on Xanathar Guide or 500,000 x2 based on DMG. I am leaning towards using the DMG regarding the cost and also thinking about changing the amount of gold that must be spent on the item creation per day increasing it from 25 GP to maybe 50 GP or 100 GP. I am also thinking about keeping the reduced cost for scrolls and potions.
(2) Another thing that I need your opinions on is the skills required to create magic items. If a wizard would like to create let's say gloves of missile snaring does he need some skill or tool proficiency to do that? In this case leatherworker's tools? Or can the wizard use an already manufactured product to imbue it with magic? As I understand it all comes down to the magic item recipe and its ingredients: If a specific leather and possibly specific method is needed to create the gloves. I am leaning towards to require wizards to have tool proficiency to create a magic item to limit a PC's magic item creation spree, should he find enough recipes. I was thinking to use the chart below:
Tool proficiency & Magic Item
Alchemist's supplies - Potions, Antitoxin, ointments, waxes, etc
Herbalism kit - Antitoxin, potion of healing
Jeweler's tools - Rings, brooch, bracelet, necklace
Leatherworker’s tools - Leather armor, boots
Smith’s tools - Armor, weapons
Weaver's tools - Cloaks, robes
Tinker's tools - Constructs
+ Arcana or Religion depending on if a wizard or a cleric wants to create the magic item. Although clerics are limited to certain clerical potions and divine powered items. No checks are required during or at the end of the process but the proficiency is required. What are your thoughts?
Many thanks for any input,
Seaskipper
In the DMG pg. 129 mentions the cost and the minimum level required to create a magic item:
Cost & minimum level
Common - 100 GP - 3rd
Uncommon - 500 GP - 3rd
Rare - 5,000 GP - 6th
Very rare - 50,000 GP - 11th
Legendary - 500,000 GP - 17th
A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid, which means that to create a legendary item will take 20000 days. Considering there are 7 days in a week that's 2857 weeks.
In Xanathar Guide however pg. 129 mentions something different:
Workweek & cost
Common - 1 - 50 GP
Uncommon - 2 - 200 GP
Rare - 10 - 2,000 GP
Very rare - 25 - 20,000 GP
Legendary - 50 - 100,000 GP
Xanathar guide mentions also different "lower" values for scrolls and potions, which makes sense considering that they are consumables.
(1) I was wondering what rules you guys use in your campaign. Since the cost to create the item determines the item's price, usually double the cost, this is important for the campaign since a legendary item could cost 100,000 x2 based on Xanathar Guide or 500,000 x2 based on DMG. I am leaning towards using the DMG regarding the cost and also thinking about changing the amount of gold that must be spent on the item creation per day increasing it from 25 GP to maybe 50 GP or 100 GP. I am also thinking about keeping the reduced cost for scrolls and potions.
(2) Another thing that I need your opinions on is the skills required to create magic items. If a wizard would like to create let's say gloves of missile snaring does he need some skill or tool proficiency to do that? In this case leatherworker's tools? Or can the wizard use an already manufactured product to imbue it with magic? As I understand it all comes down to the magic item recipe and its ingredients: If a specific leather and possibly specific method is needed to create the gloves. I am leaning towards to require wizards to have tool proficiency to create a magic item to limit a PC's magic item creation spree, should he find enough recipes. I was thinking to use the chart below:
Tool proficiency & Magic Item
Alchemist's supplies - Potions, Antitoxin, ointments, waxes, etc
Herbalism kit - Antitoxin, potion of healing
Jeweler's tools - Rings, brooch, bracelet, necklace
Leatherworker’s tools - Leather armor, boots
Smith’s tools - Armor, weapons
Weaver's tools - Cloaks, robes
Tinker's tools - Constructs
+ Arcana or Religion depending on if a wizard or a cleric wants to create the magic item. Although clerics are limited to certain clerical potions and divine powered items. No checks are required during or at the end of the process but the proficiency is required. What are your thoughts?
Many thanks for any input,
Seaskipper