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2 people marked this as FAQ candidate. |

Yarr.
...You can spend Downtime erasing the item’s stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost.
...Making the item with the Verdant Wheel’s method the standard rules for Crafting the item, with the following exceptions. First, you must use Nature, Survival, or Herbalism Lore in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item’s effective cost.
So I had always assumed that these boons let you craft.
Recently however I've encountered the opinion that they do not remove the need for any of the prerequisites, including the need for crafting feats.
A strict reading seems to support that, but also makes these boons a lot less exciting.
Is there some clarification I'm missing somewhere, and if not, any chance we can make that happen. (My preferred resolution is that they cover crafting feat but none of the other requirements to avoid weirdness with potentially crafting items above level)
Thanks.
<3

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I don't think it's even fair to call that a strict reading. It says follow the crafting rules with the following exceptions. Neither of those exceptions skips crafting feats.
Even if you have those feats you're likely still getting a benefit by being able to focus on a skill that you've invested in with skill boosts. A wizard with Master Arcana can use that instead of a Trained Crafting skill. The two days less downtime is kind of whatever but it's also a bonus.

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Important distinction that may have been missed because of where the initial quote began:
You have been entrusted with an accursed item from the Society’s vaults, and you can spend your time in the Grand Lodge patiently unraveling its malign influence. When you acquire this boon, choose a permanent magic item of your level or lower to which you have access. You can spend Downtime erasing the item’s stubborn curse...
When you buy/use* the boon, you can start working towards a single magic item. Because specific > general, the boon specifically allows you to do this.
* When the original boon was first created, you had to buy it each time you wanted to use it - the change to allowing it to be used for multiple items is something new to me.

crusaderky |
Following as I stumbled on the same.
- If they don't waive any of the material costs,
- they don't waive any of the feats (potions would require you to be expert in crafting to add insult to injury),
- they don't waive the need for a formula,
- they offer LESS days discount than the Envoy's Alliance Crafter's Workshop boon,
- AND, in case of Naturalist, you have to re-buy the boon for every single batch you craft (or is it every formula? it's unclear) - unlike Crafter's Workshop, which you pay once and lasts in perpetuity,
they really make very little sense to me.
+1 for a clarification