Crafting has always been a significant aspect of the game, capturing the attention of countless players from the outset. After all, who wouldn’t desire to enhance their gear, be better prepared, and leave their personal touch on their equipment?
Who Can Craft?
Anyone can succeed in crafting something useful! However, the path to mastery varies. Crafting isn’t limited to specific classes, although some, may offer advantages. Your background or profession might grant tool proficiencies, or you might learn crafting skills out of necessity during your adventures. It primarily involves time, effort, knowledge, and materials. Knowing the recipe and having the necessary resources are crucial. Skilled craftsmen work faster and more effectively, improving with practice. You need not be proficient in a tool to craft, but you do need to have in your possession the appropriate crafting tools and materials.
What Can I Craft?
The fundamentals of crafting are similar across different fields, but the specific recipes, materials, and outcomes can vary significantly. Crafting a healing potion, a catapult, or a magic sword all require distinct processes.
How To Craft
Crafting within this system is straightforward. You find, purchase or invent a recipe, then gather the necessary ingredients for the item you wish to create and utilize your tool (adding your proficiency bonus if proficient) to craft it using your downtime. While some downtime is required, it’s measured in hours rather than days or weeks. Consequently, the primary obstacles to crafting are the materials required and your proficiency level, rather than time and gold. However, gold can still be used to purchase materials in certain cases.
Crafting Time
All items have a crafting time measured in hours, with crafting completed in 2-hour increments. Due to the method for crafting (discord) all checks must be made consecutively; the crafting command takes care of this for you.
A crafting roll is made every 2 hours of work on an item. On a successful roll, you mark 2 hours of completed time. Once the completed time equals the crafting time, the item is considered complete. However, on a failure, the crafting time is lost, and no progress is made during the 2-hour period.
If you fail three times in a row, the crafting attempt fails, and all materials are lost.
Tools
- ALL
- Alchemy
- Brewing
- Calligraphy
- Carpentry
- Cartography
- Chandlery
- Climbing
- Cobbling
- Cooking
- Disguise
- Enchanting
- Engraving
- Engineering
- Forgery
- Glassblowing
- Gunsmithing
- Healing
- Herbalism
- Jewelcrafting
- Leatherworking
- Masonry
- Navigation
- Painting
- Poisoncraft
- Runecarving
- Scrollscribing
- Smithing
- Spellcrafting
- Snaring
- Tailoring
- Taming & Training
- Tattooing
- Tinkering
- Wand Whittling
- Weaving
- Woodcarving
Name | Tool | Associated Ability |
---|---|---|
Alchemy | Alchemist’s Supplies | Wisdom or Intelligence |
Brewing | Brewer’s Supplies | Wisdom |
Callilgraphy | Calligrapher’s Tools | Intelligence |
Carpentry | Carpenter’s Tools | Dexterity |
Cartography | Cartographer’s Tools | Intelligence |
Chandlery | Chandlery Supplies | Wisdom |
Climbing | Climber’s Kit | Strength |
Cobbling | Cobbler’s Tools | Dexterity |
Cooking | Cook’s Utensils | Wisdom |
Disguise | Disguise Kit | Charisma |
Enchanting | Arcana | Intelligence |
Engineering | Carpenter’s Tools | Intelligence |
Engraver | Engraver’s Tools | Dexterity |
Forgery | Forgery Kit | Dexterity |
Glassblowing | Glassblower’s Tools | Dexterity |
Gunsmithing | Gunsmithing Tools | Intelligence |
Healer | Healer’s Kit | Wisdom |
Herbalism | Herbalism Kit | Wisdom |
Jewelcrafting | Jeweler’s Tools | Dexterity |
Leatherworking | Leatherworker’s Tools | Dexterity |
Masonry | Mason’s Tools | Strength |
Nagivation | Navigator’s Tools | Wisdom |
Painting | Painter’s Supplies | Wisdom |
Poisoncraft | Poisoner’s Kit | Wisdom or Intelligence |
Runecarving (Academic) | Calligrapher’s Tools | Intelligence |
Runecarving (Ancient) | Mason’s Tools | Wisdom |
Scrollscribing | Calligrapher’s Tools | Intelligence |
Scrollscribing (Martial) | Calligrapher’s Tools | Intelligence |
Smithing | Smith’s Tools | Strength |
Snaring | Snarecrafter Tools | Intelligence |
Tailoring | Weaver’s Tools | Dexterity |
Taming / Training | Animal Handling | Wisdom |
Tattooing | Tattoo Supplies | Dexterity |
Tinkering | Tinker’s Tools | Intelligence |
Wandwhittling | Woodcarver’s Tools | Dexterity |
Weaving | Weaver’s Tools | Dexterity |
Woodcarving | Woodcarver’s Tools | Dexterity |
Related Tool & Ability Score
- Tool Proficiency: Alchemist’s Supplies (not required)
- Related Ability Modifier: Intelligence or Wisdom
- Other Requirements: Possession of Alchemist’s Supplies
Related Tool & Ability Score
- Tool Proficiency: Brewer’s Supplies (not required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Brewer’s Supplies
Related Tool & Ability Score
- Tool Proficiency: Calligrapher’s Supplies (not required)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Calligrapher’s Supplies
Related Tool & Ability Score
- Tool Proficiency: Carpenter’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Carpenter’s Tools
Related Tool & Ability Score
- Tool Proficiency: Cartographer’s Tools (required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Cartographer’s Tools
Activating a Candle
Anyone can use an Action to light and activate a candle unless it specifies otherwise. Some candles might require a command word, else they fail to light, or require a prayer to be uttered to a divine entity. When a candle is activated, its effects begin immediately. The candle may require to be held in a hand to grant its benefit or by placing it on the ground, creating an area of effect helping or hindering all creatures within the space. A candle is incapable of discerning friend from foe and affects all creatures unless stated otherwise.Reuse
A candle that hasn’t finished its full duration can be extinguished as an Action and used again later. If it is in the middle of a layer of effects, that layer is expended and breaks off the candle, revealing the layer below it.Light
All candles, unless specified otherwise, shed bright light in a 5-foot radius and dim light for an additional 5 feet. When a specialty candle is lit, it stays lit until its effects end and immediately extinguishes itself.Related Tool & Ability Score
- Tool Proficiency: Chandlery Supplies (not required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Chandlery Supplies
Climbing
There are many dangerous situations you can climb into when out on the cliffs, on the side of a building, or scaling a tower. Falling is the most common danger, though sudden rock or mud slides, frayed ropes, storms, avalanches, and magic all present unique obstacles to climbers.Anchors
The most basic action a climber uses its Climber’s Kit is to anchor itself to a wall so that the climber doesn’t fall. You can use the Climber’s Kit as an Action to anchor yourself to a stone surface you are climbing. When you do so, you can’t fall more than 25 feet from the anchor, and you can’t climb more than 25 feet away without removing the anchor or untying and then tying yourself to a new anchor. You can create a number of anchors equal to the number of pitons that you have available, allowing others to utilize your anchors or for you to use them later.Movement
Climbing doesn’t typically require a check, though each foot of movement costs 1 extra foot, or 2 extra feet if you are climbing difficult terrain, like a slippery surface.Dangerous Terrain
When attempting to climb dangerous terrain, you must make a Strength (Athletics) check against the appropriate terrain’s DC. This check is only made if you aren’t climbing a rope and you must make a new check every 100 feet you climb. If you are using your Climber’s Kit, and proficient with the kit, you have advantage on the check.Magical Terrain
Climbing magical surfaces is typically much harder than mundane surfaces. You might make Strength (Athletics) checks more often, your Climber’s Kit may not be effective, you can not use pitons to anchor yourself, or there may be some other hindrance as determined by the GM.Utilizing Rope
When climbing, using a rope typically removes any Strength (Athletics) checks. Climbing the rope still costs 1 extra foot of movement for each foot you climb, and requires that you use both of your hands. This rope must be properly anchored or tied off to a sturdy object such as the crenellations along a wall or to a suitably large outcropping or tree. If it is not tied to anything, you can not climb it.Falling
If you fail a check to climb, you do not make any progress on your climb. If you failed the check by 5 or more, you fall. If a creature is using the pitons found in a Climber’s Kit and have anchored itself, it is caught by the anchor.Related Tool & Ability Score
- Tool Proficiency: Climber’s Kit (not required)
- Related Ability Modifier: Strength
- Other Requirements: Possession of Climber’s Kit
Related Tool & Ability Score
- Tool Proficiency: Cobbler’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Cobbler’s Tools
Related Tool & Ability Score
- Tool Proficiency: Cook’s Utensils (not required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Cooks Utensils
Related Tool & Ability Score
- Tool Proficiency: Disguise Kit (not required)
- Related Ability Modifier: Charisma
- Other Requirements: Possession of Disguise Kit
Related Skill & Ability Score
Rather than any one tool, Enchanting primarily uses the Arcana skill. Due to the subdomains of scrolls (Scroll Scribing) and runes (Runecraft) being part of enchanting, proficiency in Calligraphy Tools is often useful. Enchanting uses your Intelligence modifier. While magic comes in many forms (Arcane, Primal, Divine) and many casters are able to control it with other aspects of their talent, the ability to systematically bind it into magic items requires a deep understanding of its inner workings that can only be accomplished through meticulous study and knowledge.Related Tool & Ability Score
- Tool Proficiency: Arcana (required)
- Used in place of Tool Proficiency
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Calligraphy Tools
Related Tool & Ability Score
- Tool Proficiency: Engraver’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Engraver’s Tools
Related Tool & Ability Score
- Tool Proficiency: Carpenter’s Tools (not required)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Carpenter’s Tools
Related Tool & Ability Score
- Tool Proficiency: Forgery Kit (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Forgery Kit
Related Tool & Ability Score
- Tool Proficiency: Glassblower’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Glassblower’s Tools
Cleaning and Maintenance
At the end of every day, if you have fired your firearm, you must spend 30 minutes cleaning and maintaining the weapon. You must have your Gunsmith’s Kit on you, but you need not be proficient with gunsmithing tools to use it to clean and maintain a firearm. Cleaning and maintenance of a firearm uses 1 use of the kit for simple firearms, and 2 uses for martial firearms. If you do not clean your firearm, you run the risk of it jamming if you roll a 1 on the d20 for an attack roll with the weapon. While the firearm is jammed, you are unable to use it until you spend time to maintain and clean it. This cleaning can be done over the course of a Long or Short Rest, cleaning more than one martial firearm takes too long to gain the benefits of a Long Rest.Related Tool & Ability Score
- Tool Proficiency: Gunsmithing Tools (required for crafting)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Gunsmithing Tools
Procedures
By following a Procedure, you can expend a number of uses of the Healer’s Kit, based on the Procedure, to heal an ailment, stabilize a creature, or some other effect. You must have proficiency in the Healer’s Kit to perform these Procedures and you must know the Procedure you are attempting to perform. A new healer knows three common Procedures. You can learn additional Procedures by learning from local healers, visiting hospitals, or by finding books on health and wellness.Performing a Procedure
When you perform a Procedure, you must have enough uses in your Healer’s Kit to perform the Procedure and the uses can not be from multiple Healer’s Kits if you have more than one. You can use a Short or Long Rest to organize your Healer’s Kits and combine them, up to a maximum of 10 uses per Healer’s Kit. Upon selecting the Procedure you wish to perform, you must roll a Wisdom (Medicine) check against the DC of the Procedure. You must have at least one free hand and access to your Healer’s Kit to make the check. On a success or failure, you expend the required uses of your Healer’s Kit. If the check succeeds, the effect starts immediately. Creatures can only benefit from one Procedure per Short Rest. Any creature you wish to perform a Procedure on, including yourself, must be a living creature, Procedures have no effect on Undead or Constructs. If you fail a Procedure, you can not make another attempt on the creature until it finishes a Short Rest.Advance Procedures
Some Procedures can be augmented to have a longer or stronger effect, these are known as Advanced Procedures and have a higher DC. If you attempt an Advanced Procedure and fail the check, the Procedure is a failure, even if you would normally pass the DC for the normal Procedure.Related Tool & Ability Score
- Tool Proficiency: Healer’s Kit (required)
- Related Ability Modifier: Wisdom (Medicine)
- Other Requirements: Possession of Healer’s Kit
Related Tool & Ability Score
- Tool Proficiency: Jeweler’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Jeweler’s Tools
Eldritch Carvings
To apply a carving, one must be proficient with leatherworker’s tools. Unlike most art, where the artist determines the quality of the art, with eldritch carvings, the canvas – the person getting carved – determines the quality of the work. The canvas must envision the rune in their mind as best they can, causing their body to distort under the eldritch pressure. The carver can then simply apply the necessary tool against the skin and let the eldritch powers move the brush, needle, or knife, depending on whether the eldritch carving is drawn, tattooed or scarified, respectively. The canvas must make a saving throw at the end.- Drawn. A creature that has a carving drawn on its flesh must succeed on a DC 13 Constitution saving throw. On a failure, it takes 2d10 force damage, and the carving isn’t drawn.
- Tattooed. A creature that has a carving tattooed on its flesh must succeed on a DC 20 Constitution saving throw. On a failure, it takes 10d10 force damage, and the carving isn’t tattooed.
- Scarified. A creature that has a carving scarred on its flesh must succeed on a DC 29 Constitution saving throw. On a failure, it takes 25d10 force damage, and the carving isn’t scarified.
Some eldritch carvings, denoted as ‘requires special attunement’, do not count against your maximum number of attuned items.
The DC of the Constitution saving throw can be increased or decreased, depending on the factors below (to a minimum of 0). Only one of the following can be applied at a time.
- A creature has seen the original carving and studied it for 8 hours can lower the DC of the saving throw by 15.
- A creature that has seen a perfect copy of the original carving and studied it for 8 hours can understand most of the eldritch essence, lowering the DC by 8.
- A creature that has seen a near-perfect copy of the original carving and studied it for 8 hours can lower the DC of the saving throw by 4.
- A creature that has seen an imperfect copy of the carving and studied it for 8 hours is misguided in their approach, and the DC of the saving throw is increased by 5.
Researching Carvings
Researching an eldritch carving works the same as researching all other recipes. On a success, the DC that is displayed determines the quality of the carving copy.- Perfect Copy = DC 25+
- Near Perfect Copy = DC 20+
- Imperfect Copy = DC <13
Related Tool & Ability Score
Leatherworking works using leatherworker’s tools. Proficiency with these allows you to add your proficiency in them to any Leatherworking crafting roll.Related Tool & Ability Score
- Tool Proficiency: Leatherworking Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Leatherworking Tools
Related Tool & Ability Score
- Tool Proficiency: Mason’s Tools (not required)
- Related Ability Modifier: Strength
- Other Requirements: Possession of Mason’s Tools
Related Tool & Ability Score
- Tool Proficiency: Navigator’s Tools (required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Navigator’s Tools
Related Tool & Ability Score
- Tool Proficiency: Painter’s Supplies (not required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Painter’s Supplies
Applying the Poison
Applying an Injury poison to a weapon or a Contact poison to an object does not require proficiency or a poisoner’s kit, but proficiency and a kit can still provide benefits. Make a Poisoner’s Kit (Dexterity) check with a base DC of 15. If you do not have proficiency with the poisoner’s kit, add 5 to the DC. If you have a poisoner’s kit and proficiency with it, it expends one use and lowers the DC by 5. On a failure, the poison is not applied, and you suffer the effects of the poison.Related Tool & Ability Score
- Tool Proficiency: Poisoner’s Kit (not required)
- Related Ability Modifier: Intelligence or Wisdom
- Other Requirements: Possession of Poisoner’s Kit
Placing a Rune
You can place a rune a nonmagical weapon, set of armor, or item. When you place an rune on an item, that item requires attunement. When a creature is attuned to it, the rune grants the wielder certain benefits as defined by the rune. An item becomes a magical item of the rarity of the rune placed on it when a rune is placed on it.Runes on Magical Items
Placing a rune on a magical item is exceedingly difficult. Magical items resist modification, and their magic interferes with the rune. It can be done with additional difficult as per the table below. If the item has attunement, the rune still requires separate attunement.- Common +5
- Uncommon +7
- Rare +10
- Very Rare +14
- Legendary +20
Related Tool & Ability Score – Ancient Tradition
- Tool Proficiency: Mason’s Tools or Painter’s Supplies (required)
- Related Ability Modifier: Wisdom
- Other Requirements: Possession of Mason’s Tools or Painter’s Supplies
Related Tool & Ability Score – Academic Tradition
- Tool Proficiency: Calligrapher’s Supplies or Woodcarver’s Tools (required)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Calligrapher’s Supplies or Woodcarver’s Tools
Related Tool & Ability Score – Scrollscribing
- Tool Proficiency: Calligraphy Tools
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Calligraphy Tools
Magical Formula
To craft a spell scroll, you must know the Magic Formula of the spell you want to make a Spell Scroll of. The easiest way to do this is to be able to cast the spell. You always know the Magic Formula of a spell you know how to cast. Otherwise, you need to have deep knowledge of the spell to be able to make a scroll of it. The following are some ways you can gain that knowledge:- Have it in your spellbook as a Wizard.
- Have it in your ritual book as a ritual caster.
- Have a spell scroll of it (DC +2)
- Possess the Magical Formula. Scrolls scribed using this method gain the CRAFT property, and are not able to cast spells from, nor are they able to be scribed into spell books or used or conveyed in any way. Their primary (only) use is in making Wondrous Items.
Related Tool & Ability Score – Martial
You can infuse the knowledge of any maneuver you know into a martial script.- Tool Proficiency: Calligraphy Tools
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Calligraphy Tools
Related Tool
Blacksmithing works using blacksmith’s tools. Proficiency in blacksmith’s tools allows you to add your proficiency bonus to any blacksmithing check.Related Tool & Ability Score
- Tool Proficiency: Smith’s Tools (not required)
- Related Ability Modifier: Strength
- Other Requirements: Possession of Smith’s Tools
Using the System
There are two methods for using Spellcrafting- Researching New Spells. Allows the spellcaster to create new and inventive spells that have never been seen before!
- Research Existing Spells. Allows the spellcaster to add existing spells to their repertoire.
Related Tool & Ability Score
- Tool Proficiency: Snarecrafter Tools (not required)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Snarecrafter Tools
Crafting a Snare
To craft a snare, you need construction materials, typically stone, wood, rope, and other common items, as well as time. You can craft most snares in advance, though you still need to spend time setting up the snare. Once a snarecrafter has gathered the required materials and spent the time to create the snare, you must then make an Intelligence (Snarecrafter Tools) check against the Craft DC of the snare you are setting up. On a success, you create and set the snare. On a failed check, something goes wrong, and you lose half the materials for the snare and must try again after gathering additional supplies. If you fail the check by 5 or more, you lose all of your materials as the snare destroys itself; this could be the rope disintegrating from age or the trap spontaneously combusting due to friction in moving parts.Time to Craft
It takes a certain amount of time to craft a snare. This time only includes the creation of the trap, not the setup time. Large and complicated traps typically take more time to craft, while the simplest traps may only take a minute. Once a snare has been constructed, you can carry it with you.Materials
Every trap or snare requires materials to create it. Most of the time, a snarecrafter can purchase these materials from any town or village, allowing you to craft what you need. These materials are reflected in the Material Price and Materials of each trap. If you don’t want to spend gold on your snare, you may be able to use the objects around you, per the GM’s discretion. If you are in a place where you can gather the required materials to craft a snare, you can do so by spending 5 times as long crafting the snare as normal, at a minimum. Special circumstances, like difficult terrain, a broken leg, or scarce resources, may make it take longer to find the materials. For example, if a trap requires 1 minute to craft, it would take 5 minutes, and a trap that takes 1 hour to craft would take 5 hours. The additional time is how long it takes to find suitable materials and transform them into the right shape.Retrieval
You can retrieve your snares so long as they have not been sprung and are still operational, no check required. If you find another trap, you can use your tools to try to disable and retrieve it, adding it to your arsenal by attempting an Intelligence (Snarecrafter Tools) against the snare’s DC. On a success, you break down the snare and can take it, if applicable. Otherwise, the snare is disabled. On a failed check, the trap is sprung, and you may be the target of it. It takes the same amount of time to setup a trap as it does to retrieve it. However, you can choose to leave components behind, like an especially heavy stone, a pit, and other elements, reducing the total time by an appropriate amount.Detecting Snares
The DC to detect your snare is equal to your Snare Save DC contested by a creature’s passive Perception. A creature only detects a trap when it is within 10 feet of it or can spot a trap if it uses its Action to make a Perception check and is within 30 feet of it. If a creature sees you setting up the trap, the creature has advantage on its Perception check to spot the trap or gains a +5 bonus to its passive Perception to notice it. A failure to detect a trap you have seen set up means that you lack the understanding of how the snare operates, and you are unsure if it is a snare or how it would be triggered.Triggering a Snare
A snare or trap is triggered when a creature moves into the space it is set up in. Once a trap is sprung, its effect then goes off. Some snares may require a saving throw to avoid its effects. The DC is equal to the Snare Save DC of the crafter.Related Tool & Ability Score
- Tool Proficiency: Weaver’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Weaver’s Tools
Related Skill & Ability Score
- Skill Proficiency: Animal Handling (not required)
- Related Ability Modifier: Wisdom
- Other Requirements: None
Related Tool & Ability Score
- Tool Proficiency: Tattoo Supplies (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Tattoo Supplies
Coverage
A tattoo’s coverage is its size and how much ink and skin is required for the tattoo. There are three levels of Coverage: Small, Medium, and Large.- Small: A Small coverage is any design that takes up one hand, foot, or less for the tattoo. Common magical tattoos require this much Coverage to apply.
- Medium: Medium coverage requires at least half a limb, the full scalp, or the entirety of a limb for the artwork. Uncommon and rare magical tattoos require this much Coverage to apply.
- Large: Large coverage requires at least two limbs, the chest, the back, or the entire torso for the artwork. Very rare or legendary magical tattoos require this much Coverage to apply.
Related Tool & Ability Score
- Tool Proficiency: Tinker’s Tools (not required)
- Related Ability Modifier: Intelligence
- Other Requirements: Possession of Tinker’s Tools
Related Tool & Ability Score
- Tool Proficiency: Woodcarver’s Tools
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Woodcarver’s Tools
Recharging Lesser Wands
Recharging lesser wands is fairly simple; you can either expend 1 essence of the rarity required to craft that wand and perform a ritual that takes 2 hours, expending the essence and restoring all charges to the Lesser Wand, or you can expend 2 spell slots equal to the level of the spell the wand can cast (1st level for cantrip) during this ritual to recharge a single charge; you can repeat this ritual to recharge the wand multiple times, up to its maximum charges. If the spell requires a consumable component, this component must be spent to recharge the wand.Related Tool & Ability Score
- Tool Proficiency: Weaver’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Weaver’s Tools
Related Tool & Ability Score
- Tool Proficiency: Woodcarver’s Tools (not required)
- Related Ability Modifier: Dexterity
- Other Requirements: Possession of Woodcarver’s Tools
Crafting Recipes
Generic Ingredients |
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You’ll notice that ingredients are referred to using generic tags like “common curative reagent” rather than specific names. For instance, you might gather magical herbs in the forest and encounter Kingsbane, a poisonous plant. In crafting, these can simply be recorded as “common poisonous reagent” and utilized accordingly. This approach greatly simplifies both the crafting process and the record-keeping of your supplies. Narratively, it’s akin to a skilled alchemist processing ingredients into the necessary form. |