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Personally my players aren't that interested in crafting.
That said i'm making some changes to magic and crafting for my new homebrew world.
Potions and scrolls work the same as raw. I'm on the fence about wands, not sure what would be best for them.
Crafting permanent magic items is going to have an Xp cost that is payable in a few different ways.
The XP cost is equal to the base GP cost.
Ex. Lets take a typical flaming longsword +1. Base price is 4,000 GP
So the Xp cost is also 4,000 XP.
There are 4 ways to pay for the XP cost.
1.) Direct drain from the crafter. The crafter pays the full XP cost.
2.) Direct drain from a wiling subject, most likely the person
commissioning the item.
3.) Siphon Essence: An evil spellcaster can drain XP from an unwilling victim. The victim must be restrained and in the presence of the item to be enchanted. Each hour the victim is subjected to the crafting ritual (the caster must be present and actively working on the item) the victim must make a will save.
The Dc of the will save is 10+ the caster's level + his primary casting ability bonus.
EX. Baphazar the black is a 9th level caster with a 16 int. So the DC is 10+9+3 = 22.
For each point the victim fails the save by he is drained of 50XP which is fed to the item being crafted. A successful save prevents progress and xp drain.
4.) Researching exotic components:
Each item has a research score equal to the XP cost divided by 20.
So our Flaming Longsword +1 has a research score of 4,000/20 = 200.
For each 4 hour block the caster spends researching in a library he can make a knowledge arcana check. There is no set DC. You are simply accumulating research points until you reach the total.
EX. Merklin spends 8 hours in a library, after the first 4 hours he makes a knowledge arcana roll. He rolls an 18.
after the second 4 hours he makes another check and rolls a 22. He has now accumulated (18+22) 30 research points towards the 200 total he needs.
Once he reaches the total the DM gives him information on a exotic component that if used in the crafting process will pay the XP cost.
Now Merklin can go adventure for said item, purchase it for additional gold or even find it in a treasure hoard.
Ex. you've slain the bandits and find their hoard, along with the usual gold, items, etc.. you find 3 bottles of preserved fire beetle glands. They are worth 600 xp towards crafting a fire based magic item.