Crafting
Crafting turns raw stock into finished goods across four channels. Each channel is its own trade with its own governing skill, and a craft quotes like forge work: the difficulty, your modifiers, and the outcomes are all shown before you commit. See Forge for the roll model, and for reworking the affixes on gear you already own.
| Channel | Makes | Governing skill |
|---|---|---|
| Crafting | Gear, tools, repairs, and worked goods; salvaging items back into materials | Crafting |
| Potions | Draughts, remedies, tonics, and antidotes from real ingredients | Potions |
| Cooking | Meals and provisions | Resting |
| Arcana | Enchantments laid into an item that already exists | Arcana |
Enchanting is the split to remember: crafting a new item is Crafting's work, and laying magic into a finished piece is Arcana's. Arcana never casts on its own; the magic is bound into the item over time, at a workspace, and the item carries it from then on.
Workspaces
Working at a proper station grants advantage on that channel's craft rolls: two dice, keep the highest. A proper forge serves Crafting, an alchemist's bench Potions, a kitchen Cooking, and a sanctum Arcana. The station can be the place around you or something you carry; a portable forge or a camp stove counts the same as the room. When the advantage applies, the roll says so. There is no penalty for working rough: the station is a bonus, never a requirement, and a proper station also cancels out working conditions that would otherwise put the roll at a disadvantage.
Named work
A few rare materials name the legendary work they feed. Such a material serves only its named craft, and that craft demands its material: neither can be spent on anything else, and the material never feeds the forge as fuel. An item's card names what it forges into.
| Items & Equipment |
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| Items · Equipment · Affixes · Item effects · Forge · Crafting · Merchants |