Magic Item generation
Lucia just brought this up:
Sure! This was developed as a downtime activity. The campaign is for a expedition cut off from the rest of society (ie if they don't have it, they have to make it themselves). Not quite a survival game since they came with a fair amount of equipment.
Developing Magic Item Formulas Time & Cost
Item Rarity Work Days Research Cost
Common 3 5gp
Uncommon 6 20gp
Rare 12 200gp
Very Rare 60 2,000gp
Legendary 150 10,000gp
The workdays is modified by the character's Productivity. Which is calculated by their skill/tool proficiency in an appropriate area of the item. Productivity is equal to (1/2 + Arcana Proficiency bonus/4) for creating a magic item formula.
For example, if someone without Arcana proficiency wanted to develop a magic item formula for a whistling arrow (common), it would take them 3/.5 days or 6 days. Double the time that someone with a proficiency bonus of +2 would be able to do it in.
Notice that is this Proficiency Bonus only, not the Skill check value. The modified number of work days is always rounded up to the next full day. ie- If it takes you 3.428 days to design the formula it takes 4 days to do it.
Prof. Bonus Productivity
0 0.5
2 1
3 1.25
4 1.5
5 1.75
6 2
7 2.25
8 2.5
9 2.75
10 3
11 3.25
12 3.5
We use the productivity for the actual making of items as well (magical and none magical). ie- Blacksmithing for armor and weapons, carpentry for furniture, etc.
I won't allow non-artificers past common items, and you need to research the magic item formula once to create it. Incremental Bonuses (i.e. +1, +2 etc.) require separate formula.