Magic Item Creation

Magic Item Classifications:


Single Use, the simplest to create and the most common to find in treasure hoards. These items are generally disposable tokens created by wizards or clerics and usually contain low level buffs. Cyphers function similarly to scrolls, but are both more limited and more accessible. They can be used by anyone regardless of their ability to cast spells, however the spell cannot be written from the Cypher unless it is destroyed with the Eldritch Researcher Feat. When creating a Cyper, the cost of creation is 100gp per spell slot you use to cast the spell into the token (Max 3rd level). Any material component needed for the spell is consumed as well in the creation of the item, regardless of whether the description of the spell says it is consumed. Creating a Cypher takes 8 hours of work and a spell slot of the proper level. This is also an exhausting process and may entail more effects depending on the nature of the Cypher being created. An Arcana check (DC 18+ spell level) must be passed at the end of the crafting time or the Cypher is not created successfully and both the time and gp expended are lost.



Like Cyphers but with charges. Generally contain 1d4 charges, and are more complicated to create, but still reflect a disposable convenience. Cost of creation is 300gp per spell slot cast for the spell, and the material components are consumed for each slot, if the spell used has a material component. Secret DM roll to determine how many charges are successfully bestowed on the item. Creating a Relic takes 3 8 hour days, and 3 spell slots of the given level across the course of those days. This is also an exhausting process and may entail more effects depending on the nature of the Cypher being created. An Arcana check (DC 19+ spell level) must be passed at the end of the crafting time or the Relic is not created successfully and both the time and gp expended are lost.

  • Player generated  Cyphers and Relics can only use existing spells up to 3rd level, except for Cyphers created from a formula discovered with the Eldritch Researcher Feat.
  • Player generated Cyphers and Relics can only apply single target effects, unless duplicating the effect of a found Relic or Cypher via the Eldritch Researcher Feat.
  • Attempting to carry more than 5 Cyphers or Relics more than 10 feet causes random Cyphers to lose their magical effects until the number carried is reduced to 5.


Commonly brewed by many beings, potions are drunk in order to benefit from their effects. Oils and poisons fall into the same general category, but are not ingested in all cases. Recipes for potions are required, as are herbalism kit or alchemist's tools proficiency. Anyone with proficiency in either of these tools knows the recipe for standard healing potions, antivenom, fake potions of healing, and knows Cure wounds only for the purposes of creating potions (see below). 1d4 Standard healing potions can be created in an hour during a long rest, assuming a supply of special herbs worth 50gp is on hand. 1d4 doses of antivenom can be crafted in like manner. Fake potions of healing require 1 hour, and 100gp of herbs to craft 1d4 doses and further require a deception check during crafting. They appear to be standard healing potions and Deception Check=Investigation DC to determine something is amiss, short of the identify spell. Upon drinking a fake healing potion, the victim takes 1d8 poison damage and is poisoned for up to 10 minutes, or until they make a CON save DC 12, or take a dose of antivenom. Higher level healing potions are created 1 at a time in an 8 hour period and additionally require expenditure of a Cure Wounds spell of the appropriate level and 150gp worth of rare herbs and reagents for Greater, 300gp for Superior, and 750gp for Supreme. Potions created in this manner degrade in potency over time, losing 1 level of potency every 1d4 weeks, until they become standard potions of healing. (Master Brewer Feat removes this restriction)

Potions and oils other than healing potions from the DMG are craftable with the GP cost for their rarity as listed in the DMG, but take at most a month to brew. Oils and potions created in this fashion also degrade over time, but generally at a slower rate, fading in duration but not in effect to a minimum of 1 minute’s duration in 1d8 weeks. Created potions that have been left to sit for too long may also develop side effects.

  • Rare or better potions require a successful INT check, or may have side effects when drunk (see wild magic table in PHB).
  • Found potions do not degrade.

Permanent Items:

The standard magical items found in the DMG fall into this classification. Creating a permanent magical item is a vast undertaking, and requires 25gp worth of raw materials per day, and 8 hours of work in order to complete an item. Gp Cost based on item rarity as in the DMG, with the following additional rules:

  • Special materials and reagents can be applied during the creation process, reducing the gp cost as well as the time. If personally harvested monster parts, etc. are used, they can significantly reduce these requirements. If a very thematic component is used, that reduction is amplified. Generally this reduction caps at 20% of cost for a single appropriate component. (DMs discretion). However very appropriate items can provide up to 1/3 cost reductions.
  • Breaking down an item for parts is generally considered taboo, but can also provide significant build time and cost improvements. Breaking down an item of the same rarity provides up to 2/3 reduction. This is the largest possible reduction from a special component.
  • After reducing costs by using special components, time may be saved by having additional characters assist,  splitting up the work. Additional helpers provide diminishing returns. (1 helper = 50% reduction, 2 helpers = 60%, 3 helpers =67% which is again the maximum reduction. Further helpers just get in the way.) 


Magic Item Creation

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