Cost of using the component for crafting will discount the overall price of the item. For instance, if you are wanting to craft a magical weapon with a boneshard enchantment, then it would only cost you the base cost of the magical weapon (+1 sword for instance) and a nominal fee from the crafter you elect to construct your weapon. In this way, you can see that you can enchant magic items already in your possession with extra benefits.

The crafting fee will depend on the level of the end product, and also your affinity with the crafter. At this moment, the only crafter you have affinity with is Hadaad, who sohuld be able to do any heroic level crafting for you, and at a low price due to your good standing with him.

As to knowing the end result, when the party acquires craftable materials, I will endeavour to give a good indication of the power it gives, and what categories of items its enchantment can be applied to (weapon, armour, hands, neck, etc)

So in the example of the Boneshard, you will see it listed in the Wrap Up as: “Boneshard (necrotic Crafting Material)”, so you know it will impart a necrotic power upon crafting. I should have also stated something like “(Weapon, Armour)” so you would know what equipment could be crafted.

The exact enchantment benefits given upon crafting will often be stated by me upon the party’s acquisition of the material, and will now be listed as part of the wrap up in future. If there is no exact stats given, you may just have to take your chances!

I’ll also enforce an arbitrary limit on the amount of crafting done on the same item: no flaming, shocking, acidic, thundering longswords please. Some materials obviously can’t be placed on the same item without cancelling each other, or diluting each other’s power.

The above ‘rules’ are just a guide to lend you assisstance when glancing through the possible recipes of additional equipment customisation given by crafting materials you’ll stumble across throughout your adventures.

As with all magical item purchases however, it’s all down to consultation with me. Give me a heads up on what you’re trying to craft/purchase, I’ll let you know if it works/how it works, and hopefully everyone’s happy.

Also, in the same way as item requests, you can request specific types of enchantments you’d like to search for. A bit of research by the party could start a quest to hunt down a specific beast, or locate a hidden mine, etc, to acquire a material for you to craft with.

The use of the Enchant Magic Item ritual is straightforward enough, allowing characters to make magic items of their level or lower. However, the ritual can also be used to place a property in a magic item that has no property, or to upgrade a magic item to a more powerful version 5 levels higher. This use of the ritual follows the same rules for enchanting a magic item from a mundane item but reduces the cost. The ritual caster must still be high enough level to create the final item, but the caster pays only the difference in cost between the final version and the item in its current form.

For example, a 5th-level ritual caster wishing to imbue a +1 longsword (1st level, 360 gp) with the properties of a +1 flaming longsword (5th level, 1,000 gp) needs to pay a component cost of only 640 gp. Likewise, a 6th-level ritual caster could spend 1,440 gp to make a +1 wand (360 gp) into a +2 wand (1,800 gp), while a 10th-level ritual caster could spend 4,640 gp to make a suit of +1 chainmail (360 gp) into +2 exalted chainmail (5,000 gp), a huge leap in the armor’s potency.

The Enchant Magic Item ritual cannot convert one item property into another. For example, a character could not use the ritual to turn a +1 flaming longsword into a +2 lifedrinker longsword. However, at the DM’s option, a character can upgrade a magic item to another item with similar properties. For example, a thundering bow might be upgraded to a thunderburst bow in this way.

As normal, this use of the Enchant Magic Item ritual does not allow a character to ignore restrictions on the creation of magic items. A ranged weapon cannot be given a property restricted to melee weapons, nor can the ritual imbue a pair of boots with an enchantment normally given to a hands slot item. Likewise, magic item properties and powers cannot be stacked, so that a character cannot imbue a suit of sylvan armor with the property and power of sunleaf armor as well.

Moving Magic

A rogue might find potent hide armor in an ogre’s horde, but she wears leather. The holy symbol taken from a fallen foe has formidable power, but the party’s cleric of Ahura Vairya doesn’t feel like clutching a symbol of Angra Mainyu as he prays. The Transfer Enchantment ritual helps you to customize magic items by moving enchantments from one magic item to another.

Transfer Enchantment With great care and concentration, you carefully strip magical power from one object to imbue it in another. Level: 4 Component Cost: 25 gp Category: Creation Market Price: 175 gp Time: 1 hour Key Skill: Arcana (no check) Duration: Permanent

You transfer the magical qualities (properties, powers, and enhancement bonus) of an enchanted item into another object. You must maintain physical contact with both items for the duration of the ritual. The receiving item must occupy the same magic item slot (head, waist, armor, and so on) and be the same type (wand, rod, weapon, and so on) as the original item. The enchantment to be moved must be valid for the receiving item, so that you cannot transfer ranged weapon properties to melee weapons, cloth-only armor properties to chainmail, and so on. You can transfer an enchantment to an item that already contains a lower-level enchantment, but the receiving item’s previous magic is lost.

For example, the enhancement bonus and power of a suit of +1 barkskin hide (5th level) could be placed into a suit of +1 curseforged scale (3rd level), but the scale armor’s existing power is lost in doing so. You cannot transfer an enchantment to an item that already has a higher level enchantment.


Avesta Ainsoph