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Prices listed are always for fully charged items. When an item is created, it is fully charged. This is because wands are the most cost-effective form of expendable spellcasting in the game the minimum price is 15 gp per charge, as compared to a minimum price of 25 gp per use for a scroll or 50 gp per use for a potion.

Allowing wand recharging devalues scrolls and potions in the game, especially as using a wand does not provoke attacks of opportunity.

A GM who wants to allow wand recharging can require a minimum of 25 charges added to the item to help offset this advantage, as it forces you to spend a larger amount of gold at once instead of smaller amounts more frequently.

Many GMs might decide that these kinds of transformations are impossible, beyond the scope of mortals, or not as cost-efficient as crafting a new item from scratch.

Others might allow these sorts of transformations for free or a small surcharge. Keep in mind the following warnings. Some item slots are very common and are shared by many useful items boots, belts, rings , and amulets in particular , while some slots are used by only a few items such as body, chest, and eyes.

Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.

Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear.

In particular, the magic belts and circlets that give enhancement bonuses to ability scores are in this category—characters who want to enhance multiple physical or mental ability scores must pay extra for combination items like a belt of physical might or headband of mental prowess.

If there is a trend of all items of a particular type using a particular slot such as items that grant physical ability score bonuses being belts or items that grant movement bonuses being boots , GMs should be hesitant to allow you to move those abilities to other slots; otherwise, they ignore these deliberate restrictions by cheaply spreading out these items over unused slots.

This is a combination of the two previous warnings. Because most belts enhance physical abilities, wizards rarely have need for standard belt items.

Likewise, fighters have little use for most standard head items, so altering an existing fighter item to use the head slot means it has little risk of competition from found head slot items.

GMs should consider carefully before allowing you to bypass these intentional, built-in item slot restrictions. You might be tempted to create rings that have charges like wands , or bracers with multiple charge-based effects like staves.

GMs who wish to allow some of these sorts of alterations should consider using the original item as a talismanic component for the final item.

You can take advantage of the item creation rules to hand-craft most or all of your magic items. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign.

For example, a newly created 4th-level character should have about 6, gp worth of gear, but you can craft up to 12, gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.

Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table.

Unfortunately, that has the net result of negating the main benefit of crafting magic items — in effect negating your choice of a feat. If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment.

Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.

The Character Wealth by Level table states that an 8th-level character should have about 33, gp worth of items. The expectation in a standard campaign is that the PCs go on quests to fighting monsters and collect treasure.

This prevents you from profiting by crafting an item and paying half the price to do so and selling it for the full market price.

You might want to use an appropriate business to sell crafted items for more than half price, but the downtime system already accounts for using a building to generate money, as well as spending personal time helping run the business see Run a Business.

A typical magic shop earns about 3 gp per day, or perhaps 4—5 gp per day if a skilled owner PC directly participates in running the business.

Because magic items are very expensive with the most common potions costing 50 gp or more, far higher than what most commoners can afford , this income represents many days where the business sells nothing, followed by selling one or two high-priced items, which averages out to a few gp of profit per day.

The GM has two options for resolving this mercantile dilemma. Use the Downtime System: This is the simplest solution, and assumes you are spending downtime running the business rather than crafting specific items.

Patrick owns a magic shop and has 5 days free between adventures. Instead of crafting specific items for his own use, he uses that time on the run a business downtime activity, with the assumption that he is using his crafting feat to create minor magic items for customers to increase the money generated by his magic shop.

Alter Wealth By Level: Similar to using the item crafting rules to adjust wealth by level , this just applies a flat adjustment to your expected wealth.

Each general type of magic item gets an overall description, followed by descriptions of specific items.

General descriptions include notes on activation, random generation, and other material. The AC , hardness , hit points , and break DC are given for typical examples of some magic items.

Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form as part of its entry.

Most of the time, a detect magic spell reveals the school of magic associated with a magic item and the strength of the aura an item emits.

See the detect magic spell description for details. The next item in a notational entry gives the caster level of the item, indicating its relative power.

It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

For potions , scrolls , and wands , the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level.

For other magic items, the caster level is determined by the item itself. Most magic items can only be utilized if worn or wielded in their proper slots.

If the item is stowed or placed elsewhere, it does not function. This is the cost, in gold pieces, to purchase the item, if it is available for sale.

Generally speaking, magic items can be sold by PCs for half this value. This is the weight of an item. When a weight figure is not given, the item has no weight worth noting for purposes of determining how much of a load a character can carry.

Potions, scrolls , staves, and wands refer to various spells as part of their descriptions see Spell Lists for details on these spells. With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites.

This section describes those prerequisites. Certain requirements must be met in order for a character to create a magic item.

These include feats, spells, and miscellaneous requirements such as level, alignment , and race or kind. A spell prerequisite may be provided by a character who has prepared the spell or who knows the spell, in the case of a sorcerer or bard , or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect.

For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites.

In some cases, cooperation may even be necessary. This is the cost in gold pieces to create the item. Generally this cost is equal to half the price of an item, but additional material components might increase this number.

I looked over the magic item crafting rules and was unable to find an explicit statement on this question:. Does creating a magic item require the creator to be of the same or higher caster level of the item itself?

Though the listed Caster Level for a pearl of power is 17th, that caster level is not part of the Requirements listing for that item.

Therefore, the only caster level requirement for a pearl of power is the character has to be able to cast spells of the desired level.

However, it makes sense that the minimum caster level of the pearl is the minimum caster level necessary to cast spells of that level—it would be strange for a 2nd-level pearl to be CL 1st.

For example, a 3rd-level wizard with Craft Wondrous Item can create a 1st-level pearl, with a minimum caster level of 1.

At the end of this process, the spellcaster must make a single skill check usually Spellcraft , but sometimes another skill to finish the item.

If an item type has multiple possible skills, you choose which skill to make the check with. Failing this check means that the item does not function and the materials and time are wasted.

Failing this check by 5 or more results in a cursed item. Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created.

The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory.

In addition, you cannot create potions , spell-trigger, or spell-completion magic items without meeting its prerequisites. While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item.

A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell.

Using metamagic feats, a caster can place spells in items at a higher level than normal. Magic supplies for items are always half of the base price in gp.

For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price.

The item cost does not influence the base price which determines the cost of magic supplies , but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs.

The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items.

Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create if their base price is gp or less. Scrolls and potions whose base price is more than gp, but less than 1, gp, take 8 hours to create, just like any other magic item.

The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit.

This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.

If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine.

Work that is performed in a distracting or dangerous environment nets only half the amount of progress just as with the adventuring caster.

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

Standard items can be made unique without changing their mechanics by adding flavorful descriptions or backstories. Alternatively, making an item intelligent or cursed, combining two items into one, or adding an unusual power to an existing item are all perfectly good changes that can make items more memorable.

Similar to providing a historical background for an item, creating a story that directly connects the item to one or more player characters in the game allows a GM to spin a fascinating story—possibly one that is directly connected to a story feat.

A restless spirit haunts the item. This lingering spirit might be something that evokes sympathy from the PCs, such as a young child who died in a tragic way or a grandmother who was killed by her family so they could gain her fortune.

Alternatively, a nasty spirit could inhabit the item, in which case each use might require a battle of wills.

A mundane sword wielded by a famous war hero or a suit of leather armor crafted by artisans of a long-lost civilization could provide adventure hooks involving the historical figures or cultures associated with the item.

Historians and collectors alike would prize such items simply to study or own, and may send PCs on adventures to retrieve them. Bards in particular may be interested in tracking down such pieces, as the recovery could earn the lore masters prestige as procurers of museum-worthy items.

Give an item a spark of intelligence to make it more intriguing. Certainly the player characters are used to intelligent weapons, but what about an intelligent folding boat?

Once an item is imbued with intelligence, its use can no longer be taken for granted, instead requiring a diplomatic encounter or battle of wills.

Can the PCs convince the boat to unfold? If so, can they then persuade or cajole it to allow them aboard to make their journey? When you name an item, many players automatically think of it as something special.

Proper names pique interest, and you may find players asking to research the named item at various libraries and taking notes about the discovered references.

Sometimes, finding an item is necessary before a larger adventure can commence. Though required, such an item may have no further importance beyond being necessary to achieve another goal.

For example, suppose the PCs need to find the key to an otherwise impenetrable vault. The search for the sword thus becomes part of a larger campaign.

Who says every rod of rulership , cape of the mountebank , or flying carpet has to look exactly the same? Sure, the item works the same as the other ones, but making a small variation, even if just a minor or superficial change, opens a tremendous host of possibilities for making treasure more wondrous.

To make a fairly mundane item more prized, alter the materials used to craft it. Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch.

Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.

For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to compare the new item to an item that is already priced, using that price as a guide.

Otherwise, use the guidelines summarized on Table: The correct way to price an item is by comparing its abilities to similar items see Magic Item Gold Piece Values , and only if there are no similar items should you use the pricing formulas to determine an approximate price for the item.

If you discover a loophole that allows an item to have an ability for a much lower price than is given for a comparable item, the GM should require using the price of the item, as that is the standard cost for such an effect.

The formula indicates this would cost 2, gp spell level 1, caster level 1. For these items, just replace the price of the non-magical masterwork item with the cost of the new type of item.

A 0-level spell is half the value of a 1st-level spell for determining price. If the spell has a hour duration or greater, divide the cost in half.

If it has some daily limit, determine as if it had 50 charges. If the GM is using the downtime system , both you and the other character must use downtime at the same time for this purpose.

Only you make the skill check to complete the item — or, if there is a chance of creating a cursed item , the GM makes the check in secret.

Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost.

Once you have a cost figure, reduce that number if either of the following conditions applies:.

Item Requires Skill to Use: Some items require a specific skill to get them to function. Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different.

An item is only worth two times what the caster of the lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.

Not all items adhere to these formulas. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point.

The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly.

Staves follow the formulas closely, and other items require at least some judgment calls. To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools.

He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value.

Additional magic supply costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.

Creating magic armor has a special prerequisite: If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Magic armor or a magic shield must have at least a 1 enhancement bonus to have any armor or shield special abilities.

If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard and must provide any material components or focuses the spells require.

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Time Required Crafting magic armor requires one day for each 1, gp value of the base price. Craft Magic Arms and Armor.

Spellcraft or Craft armor. The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells.

A single suit of armor can be inscribed with a number of spells equal to its base armor bonus not including its enhancement bonus. If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed.

The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed. Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.

An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate , and only if he is proficient with the type of armor worn.

The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation.

Spells inscribed on armor can be dispelled as if they were separate magic items treat them as scrolls , wholly independent of the suit of armor on which they are etched.

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.

Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value.

Creating a magic weapon has a special prerequisite: A magic weapon must have at least a 1 enhancement bonus to have any melee or ranged special weapon abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard but need not provide any material components or focuses the spells require.

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it.

This decision does not affect the price or the creation time, but once the item is finished, the decision is binding. Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a magic weapon requires 1 day for each 1, gp value of the base price.

Spellcraft , Craft bows for magic bows and arrows , or Craft weapons for all other weapons. The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew.

In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion: All ingredients and materials used to brew a potion must be fresh and unused.

The character must pay the full cost for brewing each potion. Economies of scale do not apply. The imbiber of the potion is both the caster and the target.

Spells with a range of personal cannot be made into potions. The creator must have prepared the spell to be placed in the potion or must know the spell, in the case of a sorcerer or bard and must provide any material component or focus the spell requires.

Material components are consumed when he begins working, but a focus is not. The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells.

Time Required Brewing a potion requires 1 day. Spellcraft or Craft alchemy. To create a magic ring, a character needs a heat source.

He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled.

The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to determine.

Estimating Magic Item Gold Piece Values and use the ring prices in the ring descriptions as a guideline. Having a spell with a costly component as a prerequisite does not automatically incur this cost.

Creating some rings may entail other prerequisites beyond or other than spellcasting. Spellcraft or Craft jewelry.

To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled.

The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to determine. Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline.

Creating a rod costs half the market value listed. If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard but need not provide any material components or focuses the spells require.

Creating some rods may entail other prerequisites beyond or other than spellcasting. Spellcraft , Craft jewelry , Craft sculptures , or Craft weapons.

To create a scroll , a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll: All writing implements and materials used to scribe a scroll must be fresh and unused.

A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must have prepared the spell to be scribed or must know the spell, in the case of a sorcerer or bard and must provide any material component or focus the spell requires.

A material component is consumed when she begins writing, but a focus is not. A focus used in scribing a scroll can be reused.

The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. Time Required Scribing a scroll requires 1 day per 1, gp of the base price.

Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

Spellcraft , Craft calligraphy , or Profession scribe. To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The materials cost is subsumed in the cost of creation: Staves are always fully charged 10 charges when created. If desired, a spell can be placed into the staff at less than the normal cost, but then activating that particular spell drains additional charges from the staff.

Divide the cost of the spell by the number of charges it consumes to determine its final price. Note that this does not change the order in which the spells are priced the highest level spell is still priced first, even if it requires more than one charge to activate.

The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored or must know the spells, in the case of a sorcerer or bard and must provide any focus the spells require as well as material component costs sufficient to activate the spell 50 times divide this amount by the number of charges one use of the spell expends.

Material components are consumed when he begins working, but focuses are not. A focus used in creating a staff can be reused.

Creating a few staves may entail other prerequisites beyond spellcasting. Spellcraft , Craft jewelry , Craft sculptures , or Profession woodcutter.

To create a rune , a character needs a supply of arcane inks and scar-inducing irritants. The cost for the materials is subsumed in the cost for creating the rune.

Rune costs are difficult to determine. Creating a rune costs half the market value listed. If spells are involved in the prerequisites for making the rune, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard but need not provide any material components or focuses the spells require.

Creating some rune may entail other prerequisites beyond or other than spellcasting. Spellcraft or an applicable Craft or Profession skill check.

To create a magic wand , a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled.

The cost for the materials is subsumed in the cost for creating the wand: Market value is double this creation cost. Wands are always fully charged 50 charges when created.

The creator must have prepared the spell to be stored or must know the spell, in the case of a sorcerer or bard and must provide any focuses the spell requires.

Fifty of each needed material component are required one for each charge. Material components are consumed when work begins, but focuses are not.

A focus used in creating a wand can be reused. To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item.

She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled.

The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine.

Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast or must know the spells, in the case of a sorcerer or bard but need not provide any material components or focuses the spells require.

Creating some items may entail other prerequisites beyond or other than spellcasting. Time Required Crafting a wondrous item requires 1 day for each 1, gp of the base price.

With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate.

Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.

Along with adding flavor to the crafting of magic items, this system changes the average cost of magic item creation to be variable—generally more expensive for a single creator, and possibly less expensive for a group that works together.

The standard system for the creation of magic items leads to automatic successes during crafting, and given enough days of downtime, it can lead to a wild power imbalance between PCs who opt into the crafting system and all other characters.

For groups that prefer a more in-depth experience, replace the required skill checks below with roleplaying scenes. The magic item creation system in this section divides the creation of magic items other than potions and scrolls into a series of challenges that the creators try to overcome.

These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: Between those steps, the characters face a number of random challenges based on the total market price of the item.

Each challenge the PCs face represents a setback or opportunity in the magic item creation process.

This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables.

It allows the entire party to participate, so anyone who wishes to help counts as a creator, and only one creator needs to have the required item creation feat.

Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. This choice of tasks to attempt must be made before rolling any associated checks.

If a creator takes on such a task, it must be completed before attempting a task that involves a check. If the creators decide to attempt both tasks for a given challenge, each task must be attempted by a different creator.

For instance, when faced with a sesquipedalian elucidation challenge, a wizard might pull out his dictionary and attempt a Linguistics check, while a rogue might choose to make up her own big words and attempt a Use Magic Device check.

The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.

These are the options a creator can choose from when trying to complete the challenge. They contain only short titles, and the GM should interpret the specifics in an interesting way that makes sense based on the story.

These entries cover the consequences of success or failure. Various challenges can raise and lower this amount. You must purchase weapons, armor, and other items that require masterwork or ingredient components separately to begin the process.

As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments. The PCs can abandon an item at any time.

The default amount of time it takes to create an item with this system is the same as in the normal item creation rules. Space the challenges out evenly.

For instance, having four challenges for a 10, gp item two base, two random means having a challenge at the beginning, another after 3 days of work, the third challenge 7 days in, and the final on day The first challenge, preparing the vessel, sets some base statistics for the new magic item.

Further challenges can cause adjustments to the magic item. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.

Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly.

The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item.

For example, if on day 3 of a 5-day process a successful challenge decreases the time by 1 day, the final challenge will happen on day 4 instead. But if the result says to decrease the time by 3 days, the PC is instead able to attempt the final challenge immediately.

Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item see pages — These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind.

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