BASE CHALLENGES
The following two challenges bookend the dynamic magic item creation process. Preparing the vessel is always the first challenge, and completing the item is always last.
PREPARE THE VESSEL
You must create or prepare an item to handle the magic you intend to instill within it.
TASKS
Forge a New Vessel Craft (item’s type) DC 15 + item’s caster level
Mystical Preparations Spellcraft DC 15 + item’s caster level
RESULTS
Critical Success You have a superlative and efficient vessel. Set the base cost at 75% of the market price, and set the item’s creation time to 1 day per 2,000 gp of the item’s market price.
Success You have a satisfactory vessel. Set the base cost at 85% of the market price, and set the item’s creation time to 1 day per 1,000 gp of the item’s market price.
Failure You have a flawed vessel. Set the base cost at 100% of the market price, set the item’s creation time to 1 day per 500 gp of the item’s market price, and add one flaw.
Critical Failure The vessel is destroyed.
COMPLETE THE ITEM
You put the finishing touches on the item.
TASKS
Improvise Use Magic Device DC 15 + item’s caster level
Provide the Requirements Meet all the item’s prerequisites
RESULTS
Critical Success You complete the item with a masterful flourish. Reduce the item’s cost by 10%.
Success You have completed the item.
Failure The item is destroyed.
Critical Failure —
RANDOM CHALLENGES
The Game Master should roll on the table below to determine which challenges the player characters face while making the item. Alternatively, the GM can instead choose a particular challenge based on the circumstances of the campaign.
d% Challenge
01–04 Aberrant mutation
05–08 Challenging construction
09–12 Contradictory instructions
13–16 Cryptic cross-reference
17–20 Distracting visitor
21–24 Emotion requirement
25–28 Energy overload
29–32 Enticing offer
33–36 Fragile components
37–40 Historic stumbling block
41–44 Illegal ingredients
45–48 Infested ingredients
49–52 Ingredients develop quasi-sentience
53–56 Intrusive spirit
57–60 Ley line convergence
61–64 Magical resonance
65–68 Planar peculiarity
69–72 Rare reference
73–76 Reagent shortage
77–80 Regal requisite
81–84 Sesquipedalian elucidation
85–88 Structural flaw
89–92 Sudden inspiration
93–100 Class-specific challenge (see page 185)
ABERRANT MUTATION
The item’s components have mutated, and so has your item, evolving in strange new ways.
TASKS
Alter Mutation Spellcraft DC 15 + item’s caster level
Analyze Mutation Knowledge (dungeoneering) DC 25
RESULTS
Critical Success Mutation proves helpful. 1 perk.
Success Mutation proves harmless. 1 quirk.
Failure Mutation proves harmful. 1 flaw.
Critical Failure Mutation spirals out of control. Item switches to a random item of the same type or slot, but of lesser value. If none exists, the item is instead destroyed; you lose 25% of the item’s market price and must start over.
CHALLENGING CONSTRUCTION
One or more elements of your item’s design are particularly
difficult to execute.
TASKS
Blueprint and Plan Knowledge (engineering) DC 25
Rely on Your Craftsmanship Craft (item’s type) DC 20 + item’s caster level
RESULTS
Critical Success Challenge exceeded. –1 day, –10% cost.
Success Challenge overcome. No adjustment.
Failure Construction proved costly. +2 days, +5% cost.
Critical Failure Construction botched. +15% cost, 1 flaw.
CONTRADICTORY INSTRUCTIONS
Two respected sources disagree vehemently on the next step in the process.
TASKS
Discern the Sounder Choice Knowledge (arcana) DC 15 + item’s caster level
Take a Middle Path Spellcraft DC 20 + item’s caster level
RESULTS
Critical Success Best of both worlds. –3 days, –5% cost.
Success Contradiction resolved. No adjustment.
Failure Misstep. +3 days, +5% cost.
Critical Failure Worst of both worlds. +7 days, +10% cost.
CRYPTIC CROSS-REFERENCE
You’re having trouble figuring out where to find the information you need across multiple volumes.
TASKS
Follow the Footnotes Linguistics DC 20
Make Something Up Use Magic Device DC 15 + the item’s caster level
RESULTS
Critical Success Perfect coordination. –3 days, –5% cost.
Success Excellent notes. –1 day.
Failure Lost in paperwork. +3 days.
Critical Failure Series of missteps. +3 days, 1 flaw.
DISTRACTING VISITOR
An unwanted interloper shows up while you’re trying to work,
making it challenging to concentrate.
TASKS
Ignore the Distraction concentration DC 15 + item’s caster level
Send the Visitor Away Diplomacy or Intimidate DC 20
RESULTS
Critical Success Unexpected helpfulness. –1 day, –5% cost.
Success Short chat. No adjustment.
Failure Distracted. +1 day, 1 quirk.
Critical Failure Offended visitor interferes. +2 days, +5% cost, 1 flaw.
EMOTION REQUIREMENT
In order to create the item, you need to harness a particular raw emotion.
TASKS
Elicit through Performance Perform (any) DC 20 + item’s caster level
Manipulate Others Bluff DC 20 + item’s caster level
RESULTS
Critical Success Power from emotional surge. –5% cost, 1 perk.
Success Harnessed emotions. No adjustment.
Failure Tepid emotions. +1 day, +5% cost, 1 quirk.
Critical Failure Interference from opposing emotions. +3 days, +10% cost, 1 flaw.
ENERGY OVERLOAD
A sudden surge of energy builds up within your item, threatening to damage or destroy it.
TASKS
Channel into Your Body Fortitude DC 20 + item’s caster level
Divert to Another Item Craft (item’s type) DC 20 + item’s caster level
RESULTS
Critical Success Overload leveraged. –2 days, –10% cost, 1 perk.
Success Overload diverted. 1 quirk.
Failure Expensive damage. +7 days, +15% cost.
Critical Failure Eldritch explosion. Item destroyed. Creators take 1d6 points of damage per caster level of the item.
ENTICING OFFER
A shady figure approaches you with an offer that would make
completing your item faster and cheaper.
TASKS
Discern True Worth Sense Motive DC 20
Incorporate Offer Spellcraft DC 20 + item’s caster level
RESULTS
Critical Success It actually worked! –1 day, –5% cost, 1 quirk.
Success Avoid mischief. No adjustment.
Failure Not exactly as advertised. –1 day, –5% cost, 2 flaws.
Critical Failure Completely duped. +1 day, +5% cost, 2 flaws.
FRAGILE COMPONENTS
Some of the most important components of your item are extremely fragile.
TASKS
Reinforce Design Craft (item’s type) DC 15 + item’s caster level
Use a Delicate Touch Sleight of Hand DC 15 + item’s caster level
RESULTS
Critical Success Flawless components. –10% cost.
Success Undamaged components. No adjustment.
Failure Damaged components. +1 day, +5% cost.
Critical Failure Item destroyed. Lose 25% of the item’s market price and start over.
HISTORIC STUMBLING BLOCK
Your creation techniques have run across a challenging difficulty experienced by many past crafters.
TASKS
Learn from History Knowledge (history) DC 25
Solve It Yourself Spellcraft DC 20 + item’s caster level
RESULTS
Critical Success An amazing workaround overcomes the issue. –3 days, –5% cost.
Success Stumble avoided. –1 day.
Failure Doomed to repeat the same mistake. +3 days, +10% cost.
Critical Failure Misapplied techniques result in disaster. +7 days, +10% cost, 1 flaw.
ILLEGAL INGREDIENTS
One or more of the necessary ingredients is flagrantly illegal, and needs to be acquired through criminal means.
TASKS
Entreat the Black Market Knowledge (local) DC 25
Smuggle It Yourself Sleight of Hand DC 30
RESULTS
Critical Success Sell surplus to a fence. –10% cost.
Success Found just enough. No adjustment.
Failure Failed procurement. +5 days, +5% cost, 1 quirk.
Critical Failure Arrested and fined. +15% cost, creator attempting smuggling is arrested and sentenced to jail time or escapes custody and is on the run.
INFESTED INGREDIENTS
Critical ingredients were infested by an exotic rot or colony of vermin, rendering them unusable.
TASKS
Procure Inexpensive Replacements Appraise DC 25
Purge the Infestation Heal DC 30
RESULTS
Critical Success Seller’s market. –5% cost.
Success Crisis averted. No adjustment.
Failure Gouged on prices. +10% cost.
Critical Failure Infestation spreads into item. +5% cost, 1 quirk, 1 flaw.
INGREDIENTS DEVELOP QUASI-SENTIENCE
Somehow, one or more of your item’s components have developed a limited intelligence.
TASKS
Coax Ingredients to Greater Performance Handle Animal DC 30
Magically Force Ingredients into Order Spellcraft DC 15 + item’s caster level
RESULTS
Critical Success Item proceeds as normal but becomes an intelligent item of your alignment, and it likes you.
Success Ingredients work with you. 1 perk if you coaxed the ingredients; –5% cost if you coerced the ingredients.
Failure Ingredients rebel against you and escape or sabotage the item. +15% cost, 1 flaw.
Critical Failure Item proceeds as normal but becomes an intelligent item of a contrary alignment, and it hates you.
INTRUSIVE SPIRIT
Your item’s creation draws the attention of a wandering spirit with some affinity for the item.
TASKS
Exorcise Spirit Knowledge (religion) DC 25
Seek Spirit’s Aid Diplomacy DC 20 + item’s caster level
RESULTS
Critical Success Spirit’s release. –3 days, –5% cost, 1 perk.
Success No adjustment for exorcising the spirit; –1 day, –5% cost, 1 quirk for seeking the spirit’s aid.
Failure Spirit’s interference. +3 days, +5% cost, 1 quirk.
Critical Failure Spirit’s wrath. Item is cursed.
LEY LINE CONVERGENCE
The item’s creation is dependent on the energy of intersecting ley lines or of another magical location.
TASKS
Adjust Accordingly Knowledge (arcana) DC 20 + item’s caster level
Find the Perfect Spot Knowledge (geography) DC 25
RESULTS
Critical Success Auspicious convergence. –2 days, 1 perk.
Success Satisfactory location. No adjustment.
Failure Misaligned location. +3 days, 1 quirk.
Critical Failure Deleterious convergence. +10% cost, 1 flaw.
MAGICAL RESONANCE
The magical auras of several components thrum with a strange resonance whenever they are near each other.
TASKS
Analyze the Cause Spellcraft DC 15 + item’s caster level
Follow the Rhythm Perform (any) DC 15 + item’s caster level
RESULTS
Critical Success Resonant power revealed. –1 day, 1 perk.
Success Resonance limited. 1 quirk.
Failure Resonance interferes. +1 day, +5% cost, 1 quirk.
Critical Failure Out of control! +3 days, +10% cost, 1 flaw.
PLANAR PECULIARITY
You realize that your item’s creation is influenced by planar convergences or other peculiarities.
TASKS
Consult a Planar Orrery Knowledge (planes) DC 25
Secure Outsider’s Assistance Diplomacy DC 20 + item’s
caster level
RESULTS
Critical Success Perfectly aligned. –3 days, –5% cost, 1 perk.
Success Well aligned. –1 day.
Failure Poorly aligned. +1 day, 1 quirk, 1 flaw.
Critical Failure Catastrophically aligned. +3 days, +5% cost, 1 flaw.
RARE REFERENCE
You uncovered a reference that a rare book located in a large library will help with the item’s creation.
TASKS
Check the Card Catalog Linguistics DC 20
Scan the Shelves Perception DC 30
RESULTS
Critical Success Expedient search. –3 days.
Success Found it! –1 day.
Failure Lengthy search. +3 days.
Critical Failure Huge delays and fees. +10 days, +5% cost.
REAGENT SHORTAGE
You suddenly realize that you don’t have enough stock of an important ingredient.
TASKS
Improvise a Substitution Craft (alchemy) DC 30
Search for More Survival DC 25
RESULTS
Critical Success Amazing combination. –5% cost, 1 perk.
Success Sufficient components. No adjustment.
Failure Missing component. +10% cost.
Critical Failure Terrible mix. +5% cost, 1 flaw.
REGAL REQUISITE
Your item requires a king’s hair, a prince’s kiss, or some other participation from high-ranking nobility.
TASKS
Exploit Noble Ties Knowledge (nobility) DC 25
Falsify the Ingredients Use Magic Device DC 20 + item’s caster level
RESULTS
Critical Success Regal synergy. 1 perk.
Success No adjustment for noble ties; 1 quirk for falsified ingredients.
Failure Introduced impurities. 1 flaw.
Critical Failure Impurities and ostracism. +3 days, 1 flaw, creator attempting to exploit noble ties is ostracized at court.
SESQUIPEDALIAN ELUCIDATION
The instructions for your next component are nearly impossible to understand due to abstruse language.
TASKS
Consult a Dictionary Linguistics DC 15 + item’s caster level
Make Up Your Own Big Words Use Magic Device DC 20 + item’s caster level
RESULTS
Critical Success Master of erudition. –3 days, –5% cost.
Success Instructions elucidated. –1 day.
Failure Nonplussed. +3 days, +5% cost.
Critical Failure Confounded. +7 days, +10% cost.
STRUCTURAL FLAW
Partway through the creation process, you notice a flaw in the item’s physical design.
TASKS
Disassemble and Adjust Disable Device DC 30
Turn to Your Advantage Craft (item’s type) DC 20 + item’s caster level
RESULTS
Critical Success Surprising benefits. +1 day, –10% cost, 1 perk.
Success Meticulousness pays off. +1 day, –5% cost.
Failure Insurmountable flaw. +3 days, +5% cost, 1 flaw.
Critical Failure Item destroyed in disassembly. Lose 25% of the item’s market price and start over.
SUDDEN INSPIRATION
You are struck with a sudden stroke of brilliance and alter the creation process.
TASKS
Improve the Item Spellcraft DC 20 + item’s caster level
Improve the Methodology Knowledge (arcana) DC 20 + item’s caster level
RESULTS
Critical Success Incredible breakthrough. –2 days, –5% cost, 1 perk.
Success Breakthrough. 1 perk for improved item; –2 days for improved methodology.
Failure False lead. +1 day, 1 quirk.
Critical Failure Terrible idea. +2 days, +5% cost, 1 flaw.
CLASS-SPECIFIC CHALLENGES
To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options. If none of these applies, choose a fitting challenge from the previous section (such as illegal ingredients for a rogue or rare reference for a wizard).
Challenge Appropriate Creators
Crisis of faith Divine spellcaster with a patron deityInstability from within Spellcaster who draws power from within, such as an oracle or a sorcerer
Natural disaster Creator with a connection to nature, such as a druid or a ranger
Natural wonder Creator with a connection to nature, such as a druid or a ranger
Otherworldly aid Creator with a connection to outsiders, spirits, a patron, or a curse, such as an infernal sorcerer, an oracle, or a witch
Otherworldly interference Creator with a connection to outsiders, spirits, a patron, or a curse, such as an infernal sorcerer, an oracle, or a witch
Personal surge Spellcaster who draws power from within, such as an oracle or a sorcerer
Sign from the gods Divine spellcaster with a patron deity
CRISIS OF FAITH
During the creation process, you experience ill omens from your patron deity that make you question your very faith.
TASKS
Persevere Will DC 20 + item’s caster level
Search for Answers Knowledge (religion) DC 15 + item’s caster level
RESULTS
Critical Success Perseverance pays off. 1 perk.
Success Crisis overcome. No adjustment.
Failure Shaken faith. +1 day, +5% cost, 1 quirk.
Critical Failure Patron’s ire. +3 days, +10% cost, 1 flaw.
INSTABILITY FROM WITHIN
Something within you emerges at an inopportune time and threatens the item’s creation.
TASKS
Account for the Instability Knowledge (arcana) DC 15 + item’s caster level
Roll with It Use Magic Device DC 20 + item’s caster level
RESULTS
Critical Success Instability exploited. –5% cost, 1 quirk.
Success Instability avoided. No adjustment.
Failure Erratic item. +5% cost, 1 quirk.
Critical Failure Unstable item. +5% cost, 1 quirk, 1 flaw.
NATURAL DISASTER
During a stage of the item’s creation in a natural setting, there’s an unexpected natural disaster.
TASKS
Harness the Power Use Magic Device DC 20 + item’s caster level
Take the Proper Precautions Survival DC 15 + item’s caster level
RESULTS
Critical Success Shaped by the disaster’s power. –10% cost, 1 quirk, 1 perk.
Success Danger avoided. 1 quirk for harnessing the power; no adjustment for precautions.
Failure Damaging disaster. +7 days, +10% cost.
Critical Failure Disastrous consequences. Item destroyed. Lose 25% of the item’s market price and start over. Creators take 1d6 points of damage per item’s caster level of an energy type appropriate to the disaster.
NATURAL WONDER
During a stage of the item’s creation in a natural setting, a rare wonder of nature reveals itself.
TASKS
Reflect on the Wonder’s Beauty Craft (item’s type) DC 20 + item’s caster level
Show Respect for Nature Knowledge (nature) DC 20 + item’s caster level
RESULTS
Critical Success Wondrous boon. –10% cost, 1 perk.
Success Inspiring wonder. –5% cost, 1 quirk.
Failure Ephemeral wonder. +1 day, 1 quirk.
Critical Failure Distracting wonder. +7 days, +5% cost, 1 quirk.
OTHERWORLDLY AID
Otherworldly beings are tampering with your item’s creation in an attempt to assist you.
TASKS
Alter Construction Accordingly Craft (item’s type) DC 20 + item’s caster level
Respectfully Redirect Their Efforts Diplomacy DC 20 + item’s caster level
RESULTS
Critical Success Incredible Aid. –6 days, –10% cost, 1 quirk.
Success Effective Aid. –3 days, –5% cost, 1 quirk.
Failure Ineffective Aid. 1 quirk.
Critical Failure Disaster. +3 days, +10% cost, 1 quirk, 1 flaw.
OTHERWORLDLY INTERFERENCE
Otherworldly beings are meddling with your item’s creation, whether from near or afar.
TASKS
Convince Them to Stop Diplomacy DC 20 + item’s caster level
Use Protective Measures Knowledge (religion or planes) DC 20 + item’s caster level
RESULTS
Critical Success Otherworldly repairs. –3 days, –10% cost, 1 quirk.
Success Inconsequential interference. No adjustment.
Failure Unrelenting interference. +5% cost, 1 quirk.
Critical Failure Severe interference. +3 days, +5% cost, 1 quirk, 1 flaw.
PERSONAL SURGE
A surge of beneficial power springs up from unknown depths within you.
TASKS
Embrace the Power Use Magic Device DC 20 + item’s caster level
Focus the Surge Spellcraft DC 20 + item’s caster level
RESULTS
Critical Success Incredible surge. –3 days, –5% cost, 1 perk.
Success Surging boost. –1 day, –5% cost.
Failure Squandered surge. 1 quirk.
Critical Failure Overload. +5% cost, 1 quirk, 1 flaw.
SIGN FROM THE GODS
During the creation process, you receive signs that indicate your patron’s favor.
TASKS
Donate to the Faith Donate 5% of the item’s market price or more to the patron’s interests
Offer Prayers of Thanks Knowledge (religion) DC 20 + item’s caster level
RESULTS
Critical Success Divine intervention. Halve the remaining
number of days, 1 perk.
Success Favor’s blessing. 1 perk.
Failure Ingratitude’s comeuppance. 1 flaw.
Critical Failure —