This system is designed to sit on top of the existing Loot rules — not replace them.
It uses:
Spell Effect pricing
Magic Power pricing
Weapon/Armor Effect multipliers
Monster parts (optional but powerful)
Crafting is meant to be rare, dangerous, and expensive — something only the most determined heroes attempt.
Crafting requires:
A Base Item (weapon, armor, clothing, staff, wand, etc.)
A Magical Component (spell effect, magic power, or monster part)
A Crafting Test (Craftsmanship or Magic)
If any of these are missing, crafting cannot begin.
A hero must start with a mundane item from Treasure Tables 5–9:
Clothing
Weapons
Armor
Staffs
Wands
The base GC value of the item determines the minimum cost of crafting.
Rule:
You must pay the base item’s GC value again in rare materials.
(So a 50 GC Chain Vest costs 50 GC to buy + 50 GC in materials.)
This prevents cheap crafting abuse.
There are three ways to enchant an item:
Use the formula from the Loot PDF:
Spell Effect Value = (Circle × Charges) × 100 GC
Examples:
1st Circle × 1 charge = 100 GC
2nd Circle × 3 charges = 600 GC
3rd Circle × 3 charges = 900 GC
5th Circle × 3 charges = 1500 GC
This is the core cost of spell‑based crafting.
Use the Magic Power formula:
Magic Power Value = Item Value × (Bonus × 100 GC)
Example:
A 50 GC Chain Vest enchanted with +1 Defense:
50 × (1 × 100) = 5000 GC
This is intentionally expensive — stat boosts are rare.
Monster parts can:
Reduce GC cost
Add special effects
Unlock unique relics
Rule:
Using a monster part reduces total GC cost by 25% per rare part, up to 75%.
Mythic parts reduce cost by 90%, but carry danger (see below).
Crafting requires:
Base item cost (paid again)
Spell or Magic Power cost
Optional monster parts
A crafting location (forge, ritual circle, workshop)
Time (1d6 days per Circle or Bonus level)
Crafting is expensive and slow.
The crafter rolls Craftsmanship or Magic.
Difficulty:
Simple consumable: TN 4
Spell item (1st–2nd Circle): TN 5
Spell item (3rd–4th Circle): TN 6
Spell item (5th Circle): TN 7
Magic Power item (+1 to +3): TN 6
Magic Power item (+4 to +6): TN 7
Legendary item: TN 8
Mythic relic: TN 9
This is intentionally brutal.
Crafting is dangerous.
On failure:
All GC spent is lost
All monster parts are destroyed
The item is ruined
On a roll of 1:
Magical backlash
Crafter takes 1d6 damage per Circle or Bonus level
GM may add curses, explosions, or summoned entities
Crafting is not safe.
If the test succeeds:
The item is created
It gains the chosen Spell Effect, Magic Power, or Relic ability
It is permanently magical
If the roll exceeds TN by 3+:
The item gains a bonus minor effect (GM’s choice):
Glows faintly
Counts as silvered
+1 to a related skill
Emits warmth or cold
Slightly increases durability
Using a Mythic monster part (World‑Eater, Heart of Winter, Abyssal Maw, etc.) triggers an additional test:
Endurance TN 8
On failure:
The crafter gains a permanent mutation
Or a curse
Or a magical scar
Or a vision of cosmic horror
On success:
The relic is forged
It gains a unique mythic effect
This keeps mythic crafting rare and dramatic.
Here are examples using the system:
Base item: Cloak (2 GC → 2 GC materials)
Spell Effect: Fire Resistance (2nd Circle × 1 charge = 200 GC)
Monster part: Phoenix Ash (rare, −25% cost)
Total cost: 202 GC → reduced to 151 GC
Crafting test: TN 5
Effect: Resist fire for 1 hour per day.
Base item: Great Axe (value 50 GC → 50 GC materials)
Magic Power: +1 Offense
50 × (1 × 100) = 5000 GC
Monster part: Storm‑Crown Core (legendary, −50% cost)
Total cost: 5050 GC → reduced to 2525 GC
Crafting test: TN 7
Effect: +1 Offense, +1d6 lightning once per day.
Base item: Steel Breastplate (200 GC → 200 GC materials)
Magic Power: +3 Defense
200 × (3 × 100) = 60,000 GC
Monster part: World‑Eater Fragment (mythic, −90% cost)
Total cost: 60,200 GC → reduced to 6,020 GC
Crafting test: TN 9
Essence Overload test: Endurance TN 8
Effect: +3 Defense, +3d6 true damage once per day.