Part I — Mundane Crafting #
1.1 Craft Tools and Ability Checks #
Every craft is associated with a tool proficiency and a primary ability. To craft an item, make an ability check using the relevant tool. Add your proficiency bonus if you are proficient with those tools; add double your proficiency bonus (expertise) if you have expertise.
| Craft | Tool | Primary Ability |
|---|---|---|
| Smithing (weapons, armor) | Smith’s Tools | STR |
| Armorsmithing | Smith’s Tools | STR |
| Weaponsmithing | Smith’s Tools | STR |
| Fine Metalwork (jewelry, fittings) | Jeweler’s Tools | DEX |
| Leatherworking | Leatherworker’s Tools | DEX |
| Tailoring and Clothwork | Weaver’s Tools | DEX |
| Carpentry and Woodwork | Carpenter’s Tools | STR |
| Alchemy | Alchemist’s Supplies | INT |
| Calligraphy and Bookbinding | Calligrapher’s Supplies | DEX |
| Engineering (structures, ships) | Mason’s Tools or Carpenter’s Tools | INT |
| Brewing and Distilling | Brewer’s Supplies | INT |
| Pottery | Potter’s Tools | DEX |
| Glassblowing | Glassblower’s Tools | DEX |
A character without the relevant tool proficiency may still attempt to craft an item but does so with disadvantage on the crafting check and cannot achieve Masterwork quality.
1.2 Crafting DCs and Item Quality #
The DC of the crafting check determines what quality the character can achieve. Higher-quality items require both a higher DC and more time.
Standard DC: 10 for simple items, 15 for complex items, 20 for intricate items. The DM sets the DC based on the item’s complexity, material, and design demands.
Item Quality:
| Quality | Effect | How Achieved |
|---|---|---|
| Inferior | −1 to all uses | Failed check by 5 or more |
| Fair (Standard) | Normal item, normal value | Meet or beat the DC |
| Fine | +10% market value | Beat the DC by 5 or more |
| Masterwork | +1 to all relevant uses; +100% market value | Beat the DC by 10 or more; must have proficiency |
Masterwork quality is the minimum required for magic item enchantment.
A character who fails the DC by less than 5 produces a Fair-quality item unless the DC was 20 or higher, in which case a failure of any margin produces an Inferior item.
1.3 Production Time #
Base time: 1 day of work (8 hours) per 5 gp of the item’s base material cost.
Shortcuts: Multiple trained crafters working on the same item divide the base time by the number of workers. All workers must be proficient with the relevant tools.
Quality time additions:
- Fine quality: +1 day
- Masterwork quality: +3 days
Minimum time: 1 day regardless of modifiers.
1.4 Material Costs #
Material cost is 50% of the item’s base market value before quality adjustments.
Example: A longsword (15 gp market value) requires 7 gp 5 sp in raw materials.
1.5 Exotic Materials #
Certain materials modify the item’s base cost and grant special combat or magical properties. The DM determines which exotic materials are available in a given region.
| Material | Cost Modifier | Notable Properties |
|---|---|---|
| Adamantine | ×100 | Ignores the Fragile condition; weapons score a critical hit on any attack roll that hits a construct or object |
| Mithral | ×1,000 | Armor imposes no disadvantage on Stealth checks; weapons count as silvered |
| Silver | ×10 | Weapons count as silvered; armor provides some protection against incorporeal creatures |
| Cold Iron | ×15 | Weapons are effective against creatures with vulnerability to cold iron (fey, certain fiends) |
| Bronze | ×1.5 | Functional; reduces durability by half compared to steel |
| Eisenmond Steel | ×50 | Glows faint blue; −10% to enchantment material cost; +2 to all enchantment checks using this item |
| Gold | ×100 | Ceremonial only; fragile; grants advantage on Charisma checks related to the item’s display |
Crafting exotic materials requires proficiency with the relevant tools and a crafting check against DC 18 or higher, as determined by the DM. Some materials (Adamantine, Mithral) require specialized forge facilities not available in every settlement.
1.6 Construction Projects #
Large constructions — buildings, ships, roads, bridges — use a different formula.
Time: 1 day per 500 gp of construction cost.
Engineering oversight: Any construction worth more than 5,000 gp requires a character proficient in the appropriate tool (Mason’s Tools for stone, Carpenter’s Tools for wood, Shipwright’s Tools for vessels) to oversee the project. The overseer makes an Intelligence check using their tool proficiency once per month of construction. DC 13. On a failure, a structural flaw is introduced — the DM rolls secretly for when it manifests (1d100 days after completion).
Part II — The Mystara Crafting Codex #
The Crafting Codex is a Mystara-specific rule that does not appear in standard 5e. It represents the accumulated technical knowledge required to produce items of Fine quality or higher — and all enchanted items without exception.
A Codex is a personal record of blueprints, formulae, tested techniques, and annotated failures. It is the physical expression of expertise. It can be a leather-bound volume, a set of inscribed metal plates, or a collection of illustrated scrolls. Treat it like a wizard’s spellbook: it can be encrypted, trapped, copied, stolen, or destroyed.
2.1 When a Codex Entry Is Required #
| Item Type | Codex Entry Required? |
|---|---|
| Any item crafted at Fair (standard) quality | No |
| Any item crafted at Fine or Masterwork quality | Yes |
| Any magic item, regardless of quality | Yes |
| Any potion, scroll, or charged item | Yes |
Attempting Fine, Masterwork, or magical work without a Codex entry imposes disadvantage on the crafting check, and Masterwork quality cannot be achieved at all.
2.2 Research — Adding an Entry to the Codex #
Before a crafter can reliably produce Fine or Masterwork work, or attempt enchantment, they must research and develop a Codex entry for that specific item.
Research check: At the end of the research period, make a relevant ability check (using your tool proficiency) against the Research DC.
| Item Tier | Research DC | Research Time | Research Cost (gp) |
|---|---|---|---|
| Common | 12 | 1 week | 100 |
| Uncommon | 15 | 2 weeks | 250 |
| Rare | 18 | 4 weeks | 1,000 |
| Very Rare | 21 | 8 weeks | 5,000 |
| Legendary | 25 | 16 weeks | 25,000 |
Modifiers to the research check:
- Already own a lower-tier Codex entry for the same item family: +2
- Access to a master’s Codex (borrowed or copied from): +3
- Working in a qualified workshop for the tier: +2
- Interrupted during research (each interruption): −2
On failure: All time and cost are spent. You may try again immediately; each previous failed attempt on the same item grants +1 to future research checks for that entry (cumulative).
On success: The entry is added to your Codex. You may now produce the item at the researched tier without disadvantage and may attempt Masterwork quality.
2.3 Workshop Requirements #
All Fine, Masterwork, and enchanted item production requires a qualified workshop for the relevant craft tier. A workshop is a dedicated space with the tools, reference materials, and infrastructure appropriate to the work.
| Workshop Tier | Minimum Setup Cost (gp) | Items It Supports |
|---|---|---|
| Basic | 200 | Common items; Fair quality |
| Journeyman | 500 | Fine quality; Common tier enchantments |
| Master | 2,500 | Masterwork quality; Uncommon and Rare tier enchantments |
| Grand Master | 10,000 | Very Rare tier enchantments |
| Arcane Sanctum | 50,000 | Legendary tier enchantments |
A workshop above minimum tier for the work being done grants +2 to the crafting or enchantment check.
Part III — Magic Item Enchantment #
Creating a magic item in 5e Mystara requires two things working together: a physical item of Masterwork quality and an enchantment bound to it by a qualified spellcaster. These two roles may be filled by the same character or by two characters working in collaboration.
3.1 The Two-Role Model #
| Role | Requirement | What They Do |
|---|---|---|
| Crafter | Relevant tool proficiency; Masterwork Codex entry | Produces the Masterwork physical base item |
| Enchanter | Spellcasting ability; Enchantment Codex entry; required spell known or prepared | Binds the magical effect to the item during enchantment |
For permanent items (weapons, armor, rings, amulets) the crafter and enchanter must work simultaneously throughout the enchantment period. You cannot enchant a completed mundane item — the magic must be woven in during the final stages of production.
For charged items (wands, staves, potions, scrolls) the physical item or vessel may be prepared first, then enchanted separately.
One person may fill both roles if they have both tool proficiency and the required spellcasting capability.
3.2 The Enchantment Codex #
The Enchantment Codex is the enchanter’s record of magical formulae — parallel to the crafter’s Codex but maintained by the spellcaster. It records the precise sequence of spells, material components, and ritual techniques required to produce each specific enchanted item.
Attempting to enchant an item without an Enchantment Codex entry for that item imposes disadvantage on the enchantment check. The enchantment cannot produce a permanent item without a Codex entry — charged items only.
Researching an Enchantment Codex entry: As Section 2.2 above, using the enchantment DC table (Section 3.4) rather than the crafting Research DC.
3.3 Spell Prerequisites #
Every enchanted item requires at least one spell that relates to its magical effect. The enchanter must have that spell known or prepared at the time of enchantment.
If no existing 5e Mystara spell covers the required effect, a new spell must be researched before the item can be created (see Part VI — Spell Research). Some items may require spells that have no application outside of item creation.
When an item has multiple magical effects, each effect requires its own spell and its own enchantment check. Each check is made separately:
- If the first check fails, the entire item is ruined and all costs are lost.
- If a later check fails, all earlier successful enchantments remain but no further enchantments can be added.
3.4 Enchantment Checks and DCs #
Enchantment check: d20 + spellcasting ability modifier + proficiency bonus vs. the Enchantment DC.
| Tier | Rarity | Enchantment DC | Min. Caster Level |
|---|---|---|---|
| 1 | Common | 12 | 3rd |
| 2 | Uncommon | 15 | 5th |
| 3 | Rare | 18 | 9th |
| 4 | Very Rare | 21 | 13th |
| 5 | Legendary | 25 | 17th |
Modifiers to the enchantment check:
| Condition | Modifier |
|---|---|
| Masterwork base item | +2 |
| Eisenmond steel base item | +2 |
| Workshop one tier above minimum | +2 |
| Each additional qualified enchanter assisting | +1 (max +3) |
| Enchantment Codex entry owned | +0 (required; no entry = disadvantage) |
| Rare component of exceptional quality (DM discretion) | +1 to +3 |
| Each interruption during enchantment | −2 (cumulative) |
Degree of success: Beating the DC by 5 or more on any enchantment check grants Dispel Resistance — the item’s effective caster level is treated as 2 higher than the enchanter’s actual level when resisting Dispel Magic.
3.5 Enchantment Costs #
Weapons and armor: The enchantment cost is based on the item’s physical properties and the bonus sought.
| Bonus | Cost |
|---|---|
| +1 | Base enchantment cost |
| +2 | Base × 3 |
| +3 | Base × 6 |
Maximum crafted bonus: +3. Items of +4 or +5 are Legendary artifacts; they cannot be created through this process and must be found, gifted, or granted by an Immortal.
Base enchantment cost for weapons: (nonmagical base price gp × encumbrance in lbs.) × 5. Minimum 100 gp. Base enchantment cost for armor: (nonmagical base price gp × encumbrance in lbs.) ÷ 3. Minimum 3,000 gp.
Restricting bonus to a specific opponent type: Reduces cost by 20% per restriction layer. (One restriction = a broad creature type; two = a specific species; three = a named individual.)
Miscellaneous items (non-weapon, non-armor):
- Base cost: spell levels of all effects × 1,000 gp
- Permanent item: base cost × 5
- Charged item: (10% of base cost) × number of charges
- Non-rechargeable charged item: reduce total cost by 20%
3.6 Enchantment Time #
Standard: 1 week + 1 day per 1,000 gp of total enchantment cost (rounded up).
The enchanter must work a minimum of 8 hours per day. Taking 1–2 consecutive days off delays the process by the same amount. More than 2 consecutive days off ruins the enchantment: all materials are lost, all costs are spent, and the item cannot be re-enchanted.
3.7 Rare Components #
Every magic item requires at least one adventure-acquired rare component appropriate to its magical effect. The component must be gathered through adventuring — it cannot simply be purchased, though exceptionally wealthy buyers may occasionally find one for sale at extraordinary prices.
The DM and player determine the component together. It should evoke the item’s magical nature:
- A +1 longsword might require red dragon blood to temper the blade
- A ring of protection might require the shed scale of a basilisk whose gaze was survived
- A cloak of elvenkind might require hair voluntarily given by an elf of at least 500 years
Component quality affects the enchantment check:
| Component Quality | Check Modifier |
|---|---|
| Exceptional (far more potent than required) | +2 |
| Appropriate (meets the requirement) | +0 |
| Marginal (barely suitable) | −2 |
| Unsuitable | Enchantment automatically fails |
3.8 Repeating a Known Enchantment #
Once a specific enchanted item has been successfully completed, it may be reproduced without an enchantment check. All costs, time, and component requirements remain the same, but the result is guaranteed.
Experience points are not awarded for repeated work.
Part IV — Spellbooks #
4.1 Physical Construction #
A standard spellbook is a bound tome with vellum, parchment, or paper pages. A blank spellbook of 50 pages costs 50 gp. A Masterwork-bound spellbook with metal fittings and lock costs 150 gp.
Page requirements:
- 1 page per spell level the owner is capable of casting (these pages contain the caster’s personal magical annotations — without them, the book cannot be used for spell preparation)
- 1 page per spell recorded in the book
A caster who needs to add pages may disassemble the book’s binding, insert new pages, and rebind it. This takes 1 day and costs 5 gp per 10 pages added.
Only the owner of a spellbook can prepare spells from it. A copied backup cannot be used for spell preparation and cannot have pages used as scrolls.
4.2 Adding Spells to a Spellbook #
From your own research: No additional cost. The spell is recorded during the research process.
Copying from another spellbook (with owner’s consent): No material cost. Takes 2 hours per spell level, copying up to 4 spell levels per day.
Copying from a captured spellbook or scroll without consent: Copying destroys the original. Same rate as above. Material cost: 50 gp per spell level.
Recovering spells from a lost spellbook: Treat each spell as a new spell to research (see Part VI).
4.3 Cosmetic Variants #
When transcribing a spell into a new spellbook, a caster may create a cosmetic variant — a version with identical mechanics but different appearance — by incorporating an appropriate material into the ink or pages. This requires DM approval and an appropriate adventure-acquired material, or 50 gp per spell level in purchased components.
The cosmetic variant is a distinct entry — any caster who copies it needs no special materials.
Part V — Scrolls #
5.1 Scroll Creation #
Any caster of 3rd level or higher who has the relevant Spellbook feature or ability may create spell scrolls.
A caster below 3rd level cannot create scrolls.
Cost: 25 gp per spell level of the spell inscribed.
Time: 1 day per spell level, minimum 1 day.
Requirements: The spell must be in the caster’s spellbook or known spells. All material components the spell normally requires (that are not consumed) must be present during scribing. If the spell has a costly material component, that cost is added to the scroll cost.
Success: Scroll creation never fails. There is no check — if the caster meets the requirements and completes the time and cost, the scroll is produced.
Using a scroll: Any caster who has the scroll’s spell on their class list may use it without a check. A caster who does not have the spell on their class list may attempt to use it with an Arcana check against DC 10 + the spell’s level; on a failure the scroll is destroyed with no effect.
Part VI — Spell Research #
Before creating any magic item that requires a spell the caster does not know, the caster must research that spell.
6.1 Research Requirements #
Library: The caster must have access to a magical library. A personal library has a minimum value for the research to be possible:
| Min. Library Value (gp) | Max. Spell Level Researchable |
|---|---|
| 2,000 | 1st level |
| 4,000 | 2nd level |
| 6,000 | 3rd level |
| 8,000 | 4th level |
| 10,000 | 5th level |
| 12,000 | 6th level |
| 14,000 | 7th level |
| 16,000 | 8th level |
| 18,000 | 9th level |
A library worth more than the minimum for the spell level being researched grants +1 to the research check for every 2,000 gp above the minimum, to a maximum of +5.
Special component: All spell research requires an adventure-acquired component appropriate to the spell’s nature (see Section 3.7 for guidance on component selection). Components for spells of 4th level and lower may be purchased at the DM’s discretion.
6.2 Research Cost and Time #
Cost: 200 gp per spell level. Spent whether the research succeeds or not.
Time: 1 week + 1 day per 200 gp spent.
6.3 Research Check #
At the end of the research period, make an Intelligence (Arcana) check.
| Spell Type | Research DC |
|---|---|
| Common (on the standard spell list for your class) | 10 + spell level |
| Novel (not on your class list, or a new original spell) | 14 + spell level |
Modifiers to the research check:
| Condition | Modifier |
|---|---|
| Library above minimum value | +1 per 2,000 gp above minimum (max +5) |
| Possess a related lower-level spell | +2 |
| Have already failed this research once before | +1 per prior failure (cumulative) |
| Interrupted during research (each interruption) | −2 |
| Exceptionally potent or appropriate component | +1 to +3 (DM discretion) |
On failure: All cost and time are spent. You may begin again; apply the cumulative +1 per prior failure on the next attempt.
On success: The spell is added to your spellbook and is available for casting, scroll creation, and enchantment use. Add 10% of the research cost to your library’s value as personal notes.
Part VII — Potions #
7.1 Standard Potions #
Potions are single-use magic items created by a caster of 5th level or higher (or 3rd level with the Artisan’s Infusion feature, if available). They follow the charged item enchantment rules.
Cost: (Spell level of the effect × 1,000 gp) × 10% × 1 charge. Minimum 100 gp.
| Potion Type | Spell Level | Cost (gp) | Tier |
|---|---|---|---|
| Healing (basic) | 1st | 100 | Common |
| Healing (greater) | 2nd | 200 | Uncommon |
| Cure Disease | 3rd | 300 | Uncommon |
| Neutralize Poison | 4th | 400 | Rare |
| Extra-Healing | 3rd | 300 | Uncommon |
| Superior Healing | 4th | 400 | Rare |
| Supreme Healing | 5th | 500 | Very Rare |
Time: 1 week + 1 day per 1,000 gp of total cost.
Enchantment check: As Section 3.4, at the tier appropriate to the potion.
Rare component: Required for all potions (Section 3.7).
7.2 Potion Miscibility #
When a creature imbibes a second potion while still under the effects of a first, the DM makes a secret d20 roll to determine interaction. Healing potions are exempt — they may always be combined freely.
| d20 | Effect |
|---|---|
| 1 | Explosion — 10d6 force damage to the imbiber (no save); 4d6 to all within 5 feet (DC 13 DEX save for half) |
| 2–3 | Lethal — DC 15 Constitution saving throw or die; on a success, both potions are negated |
| 4–6 | Poisonous — both potions negated; imbiber is Poisoned for 1 hour |
| 7–9 | Immiscible — both potions negated; imbiber is Incapacitated until the start of their next turn |
| 10–12 | Cancellation — one random potion is negated; the other works normally |
| 13–15 | Cross-reactive — both potions work at half duration or effect |
| 16–18 | Miscible — both potions work normally |
| 19 | Compatible — both work; one random potion at 150% effect or duration |
| 20 | Discovery — one random potion only, but permanent; can be negated only by Wish; DM determines side effects |
Part VIII — Magical Constructs #
8.1 Requirements #
Creating a magical construct (golem, animated armor, bound elemental, etc.) requires both a skilled craftsman and a spellcaster working in collaboration.
Craftsman: Proficient with the relevant tools (Smith’s Tools for metal constructs, Mason’s Tools for stone, Carpenter’s Tools for wood). Must have a Masterwork Codex entry for the construct’s physical form. Minimum 9th level character.
Spellcaster: Must know or have researched the appropriate animation spell. Minimum caster level equal to the construct’s Challenge Rating, or 9th level, whichever is higher. For constructs of CR 10 or higher, minimum 17th level.
8.2 Costs #
Base cost: 500 gp per point of the construct’s Challenge Rating, plus 2,000 gp per special trait (fly speed, damage immunity, special attack, etc.).
Time: As the Legendary enchantment tier — minimum 1 year for constructs of CR 10+; shorter constructs use the Very Rare tier time (12 weeks) for CR 5–9, and Rare tier (4 weeks) for CR 1–4.
8.3 Enchantment Check #
Make an enchantment check as Section 3.4, using the tier appropriate to the construct’s CR:
| Construct CR | Tier |
|---|---|
| 1–4 | Rare (DC 18) |
| 5–9 | Very Rare (DC 21) |
| 10+ | Legendary (DC 25) |
On failure: All costs and time are lost. The construct does not animate. The physical form remains but cannot be re-enchanted without first dismantling and rebuilding it.
8.4 Large Magical Constructions #
Magically animated vessels and buildings — flying ships, submarines, rolling fortresses — require a 17th level minimum spellcaster.
The Frame: The entire structural frame must be enchanted during construction, not after. Interior partitions may be non-magical.
Oversight: A character proficient in the relevant construction tools (Mason’s, Carpenter’s, or Shipwright’s Tools) must make an Intelligence check (DC 15, using their tool proficiency) three times per construction month. The DM makes these rolls secretly. Three failures in one month introduce a structural flaw that manifests at a time of the DM’s choosing.
Cost and time: Treat as multiple Legendary-tier enchantments — one per major structural component. Each component requires its own enchantment check.
Part IX — Selling Prices #
The standard market price for a crafted magic item is twice its total production cost (materials + enchantment). This accounts for the maker’s expertise, the cost of securing rare components, storage, and profit.
Selling found magic items: A seller with no established magical market typically receives 25–50% of market value. Connecting with the right private buyer (a noble, a guild, a court mage) may recover closer to full market value.
Market value by tier:
| Tier | Rarity | Typical Production Cost (gp) | Typical Market Value (gp) |
|---|---|---|---|
| 1 | Common | 100–500 | 200–1,000 |
| 2 | Uncommon | 500–2,500 | 1,000–5,000 |
| 3 | Rare | 2,500–15,000 | 5,000–30,000 |
| 4 | Very Rare | 15,000–75,000 | 30,000–150,000 |
| 5 | Legendary | 75,000+ | 150,000+ |
Regional modifiers: Major arcane centers (equivalent to Glantri City, the Alphatian heartland, large Thyatian cities) command premiums of 25–50% above standard. Frontier settlements rarely pay more than 75% of standard market value, and may lack buyers entirely for Rare and above items.
