Magical Items

Enchanted items are a mainstay of fantasy roleplaying. More precious than wealth, they offer power and utility in tangible form. It is not possible to mass-produce enchanted items on anything like an industrial scale. Cultures with a robust magical heritage slowly accrue a backlog of magical items via cottage craft. However, this should never lead players to conclude that permanent magic items are plentiful or easy to obtain. Like all tools, they are created, and the process dictates their scarcity.

Relics

Permanent magic items are hard to create. There are two basic methods.

The first and most common method is through ritual means. The artificer first performs a divination to learn what reagents and feats must be performed to create the item. Such things must be done at a specific place and time, even for items with effects that are well documented and replicable. For this reason, every permanent magical item is a quest. Tier 5 and 6 magical items can ONLY be created this way.

The second method requires an 11th or higher level spellcaster to spend months in seclusion with a list of special materials harvested under special circumstances. These materials are always worth at least 1000 silver per tier of the item (often more). This method is sufficient to enchant magical items of Tier 4 and below.

Note: Most powerful casters produce only a handful of magical items throughout their careers, often after retirement.

Potions

Potions can be crafted by characters of any level, but several conditions must be met. First, the creator must be a spellcaster or have the Alchemist perk. Second, the creator must have a workshop or alchemistry suitable for potion creation. Third, the creator must have access to magical reagents appropriate to the type of potion made. Fourth, the creator must invest 100 silver AND one full day of work per tier of the potion. Fifth, the creator cannot brew a potion of a higher tier than their proficiency modifier. Sixth, the creator cannot simultaneously brew and monitor more potions than their proficiency modifier. 

Once a potion is mixed, it requires close monitoring for at least one hour a day to ensure that all the steps of the multi-stage brewing process are observed. Failure to do so for even a single day causes the potion to be ruined, and the reagents and investment to be lost.

Note. You can make batches of potions, but they require a stable workspace and downtime.

Scrolls

Scrolls are ritually prepared papers infused with the magic of a single spell. This magic can be released later by a spellcaster of the appropriate class and level, after which the paper burns up. Most scrolls contain spells that a caster would either not prepare normally or might desperately need in an emergency. 

Scrolls can only be authored by spellcasters capable of casting the spells they contain. The creator must invest 100 silver per level of the scroll (plus the cost of any reagents) and a single day of work. The creator cannot record a spell of higher level than their proficiency modifier, so spells of 7th level and higher cannot be created. Certain ancient and fantastically powerful beings may be able to surpass this limitation at the narrator's discretion. 

Penning a scroll is spiritually taxing and inflicts three levels of exhaustion on a spellcaster. Each can only be removed by a full day of rest or light activity. They cannot be removed by magic. Creating scrolls too frequently is known to cause premature aging. Because of this, most NPC spellcasters avoid producing more than one scroll a month.

Note. It only takes a day, but it’s expensive and if you do it more than once a month or so it messes you up.

Ammo & Trinkets

Magical ammunition and trinkets may be crafted by characters of any level, but several conditions must be met. First, the creator must be a spellcaster capable of casting spells of a level equal to or greater than the tier of the item. Second, the creator must invest 100 silver per item tier and work a full day to enchant either one trinket or 20 pieces of ammunition. Third, the creator must obtain the correct reagents and/or be capable of casting spells similar to the effect being imparted.