With the appropriate tools, a creature -- hereafter called an artisan -- can craft an object out of raw materials. To craft an item, the artisan must have familiarity with the necessary materials and methods (in other words, crafting is a trained-only task).

Raw Materials: The price of raw materials required for the project usually equals half the item's price. For instance, a weapon (10 gold) requires 5 gold in raw materials. Most raw materials are readily available for purchase, but a precious or supernatural material might only be obtainable via adventuring.

Crafting Time: The number of hours required to craft an item equals its price in gold. If the item's price is at least 100 gold, up to ten artisans can work on it together (dividing the time evenly between them).

Test of Skill: Once the necessary time has been invested, the artisan makes an Intellect test. The GM sets the target number, taking into account the item's complexity, the raw materials' quality, and the degree of artistry required. In the case of multiple artisans, a group Intellect test may be appropriate (see Group Tests).

  • Success: The item is crafted. The raw materials are consumed.

  • Failure: The crafting attempt yields no usable product, and half of the raw materials are consumed.

  • Costly Success: The item is crafted, but it has a flaw that negatively impacts its function. The raw materials are consumed.

Repairing Items: Repairing an item works just like crafting one, except faster and cheaper. The item's "price" for the purpose of raw materials and time is reduced. This reduction is a percentage equal to the item's current hit points divided by its hit point maximum (therefore, fixing an item that has 0 hit points is the same as crafting it from scratch).

Repairing an Item Example: The GM determines that a steel greatsword has a hit point maximum of 10. In a recent battle, a dragon attempted to smash the greatsword, reducing its hit points to 6 (a 40% reduction). Because the artisan effectively needs to craft 40% of a greatsword, the repairs will cost 2 gold and take 8 hours to complete.

Crafting Magic Items: A magic item can be crafted just like an ordinary one, with the exception that its raw materials aren't usually available for purchase. A hero might uncover such a material during the course of an adventure, or harvest it from a monster's corpse. The crafting of some magic items also requires the artisan to conduct a ritual (see Using Rituals).

Upgrading Items: Some rituals and ritualistic acts can imbue an item with magical properties. For instance, bathing a blade in the lost Fountain of Purity might hallow it and enhance it with the power of the Prayer spell.

The crafting of a magic item can be the impetus for a personal quest. Finding ritual instructions, ritual components, and raw materials can make for an exciting adventure. The GM should reward the piecing together of these elements with a potent, character-defining item.