Based upon work from Pathfinder Unchained by Paizo Inc.
In folklore, a major part of any magic item's mystique is the tale of its creation. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate. Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.
The magic item creation system in this section divides the creation of magic items (other than potions and scrolls) into a series of challenges that the creators try to overcome. These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: preparing the vessel and completing the item.
Between those steps, the characters face a number of random challenges. Having more challenges means it's more likely that an item will have unexpected properties, for good or ill. It also makes the item's creation more expensive or time consuming on average for less skilled characters, and conversely the process will likely be cheaper and faster for a highly skilled party.
The creation of a magic item is a long and expensive task. The creator must be a spellcaster of a minimum level determined by the item's rarity, and be able to cast any spells that the item will be able to use. Crafting an item also requires the creator to be proficient with an applicable set of artisan's tools (for example, smith's tools for a sword or jeweler's tools for a fine ring). The item's rarity also determines the base creation cost of the item and the number of random challenges the creator will face.
|Item Rarity||Minimum Crafter Level||Base Cost||Base Time||Random Challenges||Task DC Adjustment|
|Common||3rd||100 gp||1 day||1||—|
|Uncommon||3rd||500 gp||3 days||1||+2|
|Rare||6th||5000 gp||7 days||2||+4|
|Very Rare||11th||50,000 gp||21 days||4||+6|
|Legendary||17th||500,000 gp||70 days||8||+8|
Each challenge the PCs face represents a setback or opportunity in the magic item creation process. This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables. It allows the entire party to participate, so anyone who wishes to help counts as a creator.
Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. For example, when faced with a sesquipedalian elucidation challenge, a wizard might rely on her own arcane vocabulary and make an Intelligence (Arcana) check, while a rogue would have to pull out a dictionary and attempt an Intelligence (Investigation) check.
This choice of tasks to attempt must be made before rolling any associated checks. Creators cannot work together on a single item creation task. Some tasks don't require checks, but present other conditions for success. If a creator takes on such a task, it must be completed before attempting a task that involves a check.
The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.
|One Task Attempted||Both Tasks Attempted||Challenge Result|
|—||Succeed at both||Critical success|
|Succeed||Succeed at one and fail the other by less than 5||Success|
|Fail||Succeed at one and fail the other by 5 or more||Failure|
|—||Fail both||Critical failure|
The default cost for item creation with this method is 85% of the item's base creation cost. Various challenges can raise and lower this amount. A party encountering and critically succeeding at a large number of challenges can likely bring the cost below 50%.
Before attempting the first challenge, the PCs purchase the initial materials by spending 25% of the item's base creation cost. As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments.
The PCs can abandon an item at any time. They don't have to pay the remaining amount, but they can't use the materials from one attempt on another item.
The first challenge, preparing the vessel, sets some base statistics for the new magic item. Further challenges can cause adjustments to the magic item. The DM can create her own challenges, and should consider the DCs of the challenge's tasks when deciding adjustments. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.
Where indicated, uncommon items add +2 to the DC of a check, rare items add +4, very rare items add +6, and legendary items add +8.
Cost: Challenges that adjust the cost increase or decrease the crafting cost by increments of 5% of the base creation cost. The cost can go over 100%, meaning the item would cost more to make than its market value. The final cost can never be lower than the initial 25% investment; the characters can't get a refund of that expenditure.
Time: Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly. The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item.
Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item. These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind. The DM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results.
Destruction: A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment. Such challenges come with enticing benefits for critically succeeding, making them potentially worth the risk.
The following two challenges bookend the dynamic magic item creation process. Preparing the vessel is always the first challenge, and completing the item is always last.
You must create or prepare an item to handle the magic you intend to instill within it.
Forge a New Vessel: Applicable ability (artisan's tools) DC 10 + item rarity
Mystical Preparations: Intelligence (Arcana) DC 10 + item rarity
Critical Success: You have a superlative and efficient vessel. Set the item creation cost at 75% of the base creation cost, and subtract 3 days from the item creation time.
Success: You have a satisfactory vessel. Set the item creation cost at 85% of the base creation cost.
Failure: You have a flawed vessel. Set the item creation cost at 100% of the base creation cost.
Critical Failure: The vessel is destroyed. You lose 25% of the item's base creation cost and must start over.
You put the finishing touches on the item.
Improvise: Intelligence (Arcana) DC 15 + item rarity
Just the Minimum: Meet all the item's construction requirements
Critical Success: You complete the item with a masterful flourish. Reduce the item's cost by 10%.
Success: You have completed the item.
Failure: The item is destroyed.
Critical Failure: The item is destroyed.
The Game Master should roll on the table below to determine which challenges the player characters face while making the item. Alternatively, the DM can instead choose a particular challenge based on the circumstances of the campaign.
The item's components have mutated, and so has the item, evolving in strange new ways.
Alter Mutation: Intelligence (Arcana) DC 10 + item rarity
Analyze Mutation: Wisdom (Arcana) DC 15
Critical Success: Mutation proves helpful. 1 perk.
Success: Mutation proves harmless. 1 quirk.
Failure: Mutation proves harmful. 1 flaw.
Critical Failure: Mutation spirals out of control. Item switches to a random item of the same type or slot, but of lesser value. If none exists, the item is instead destroyed; lose 25% of the item's base creation cost and start over.
You are at a critical stage of the creation process and cannot be interrupted.
Brew a Stronger Coffee: Intelligence (alchemist's tools) DC 15
No Sleep Until Dawn: Constitution DC 15
Critical Success: Finished with time to spare. -3 days.
Success: Just in time. No adjustment.
Failure: Finished, but missed something. 1 quirk.
Critical Failure: Wasted effort. +10% cost, +1 day.
One or more elements of the creation process are particularly difficult to execute.
Blueprint and Plan: Intelligence (Arcana) DC 10 + item rarity
Rely on Your Craftsmanship: Applicable ability (artisan's tools) DC 10 + item rarity
Critical Success: Challenge exceeded. -5% cost, -1 day.
Success: Challenge overcome. No adjustment.
Failure: Construction proved costly. +5% cost.
Critical Failure: Construction botched. +10% cost, 1 flaw.
Two respected sources disagree vehemently on the next stage in the creation process.
Invent a Middle Path: Intelligence (Arcana) DC 10 + item rarity
Trust Your Instinct: Wisdom (Arcana) DC 10 + item rarity
Critical Success: Best of both worlds. -5% cost, -1 day.
Success: Contradiction resolved. No adjustment.
Failure: Misstep. +5% cost, +1 day.
Critical Failure: Worst of both worlds. +10% cost, +1 day.
An unwanted interloper shows up while you're trying to work, making it challenging to concentrate.
Ignore the Distraction: Intelligence DC 10 + item rarity
Send them Away: Charisma (Intimidation or Persuasion) DC 15
Critical Success: Unexpected helpfulness. -5% cost, -1 day.
Success: Short chat. No adjustment.
Failure: Distracted. +1 day, 1 quirk.
Critical Failure: Offended visitor interferes. +5% cost, +1 day, 1 flaw.
The item's creation requires you to harness a specific raw emotion.
Elicit through Performance: Charisma (Performance) DC 15
Manipulate Others: Charisma (Deception) DC 15
Critical Success: Power from emotional surge. -5% cost, 1 perk.
Success: Harnessed emotions. No adjustment.
Failure: Tepid emotions. +5% cost, 1 quirk.
Critical Failure: Interference from opposing emotions. +10% cost, 1 flaw.
A sudden surge of energy builds up within the item, threatening to damage or destroy it.
Channel into Yourself: Constitution save DC 10 + item rarity
Divert to Another Item: Applicable ability (artisan's tools) DC 15
Critical Success: Overload leveraged. -5% cost, 1 perk.
Success: Overload diverted. 1 quirk.
Failure: Expensive damage. +10% cost, 1 flaw.
Critical Failure: Eldritch explosion. Creators take 6d6 points of fire damage. Item destroyed. Lose 25% of the item's base creation cost and start over.
The item's creation requires a rare flower, which only grows in the most remote, difficult-to-reach places.
Climb the Mountain: Strength (Athletics) DC 10 + item rarity
Narrow the Search: Intelligence (cartographer's tools) DC 10 + item rarity
Critical Success: Perfect specimen. -5% cost, 1 perk.
Success: Great view from the top. No adjustment.
Failure: Wilted lily. 1 quirk.
Critical Failure: Wrong flower. +3 days, 1 flaw.
The item's creation requires it to be brought to an archmage's private laboratory, a temple's most sacred chamber, or some other location which is forbidden to you.
Official Inspection: Charisma (Deception) DC 10 + item rarity
Sneak In: Dexterity (Stealth) DC 10 + item rarity
Critical Success: Auspicious convergence. -1 day, 1 perk.
Success: Enough time for the ritual. No adjustment.
Failure: Misaligned location. +1 day, 1 quirk.
Critical Failure: Deleterious convergence. +3 days, 1 flaw.
Some of the most important components of the item are extremely fragile.
Reinforce the Design: Applicable ability (artisan's tools) DC 10 + item rarity
Use a Delicate Touch: Dexterity DC 15
Critical Success: Flawless components. -10% cost.
Success: Undamaged components. No adjustment.
Failure: Damaged components. +5% cost, +1 day.
Critical Failure: Item destroyed. Lose 25% of the item's base creation cost and start over.
One or more of the necessary components is completely illegal, and needs to be acquired through criminal means.
Entreat the Black Market: Charisma (Persuasion) DC 10 + item rarity
Smuggle it Yourself: Dexterity (Sleight of Hand) DC 15
Critical Success: Sell surplus to a fence. -10% cost.
Success: Found just enough. No adjustment.
Failure: Failed procurement. +5% cost, +1 day.
Critical Failure: Caught and fined. +10% cost, +3 days.
You discover that the creation process is incomplete, and must search for a rare tome in a large library for the missing information.
Scan the Shelves: Wisdom (Perception) DC 15
Search the Index: Intelligence (Investigation) DC 10 + item rarity
Critical Success: Expedient search. -3 days.
Success: Found it! -1 day.
Failure: Lengthy search. +3 days.
Critical Failure: Huge delays and fees. +5% cost, +7 days.
A shady figure approaches you with an offer that would make completing the item faster and cheaper.
Discern True Worth: Wisdom (Insight) DC 15
Incorporate Offer: Intelligence (Arcana) DC 10 + item rarity
Critical Success: It actually worked! -5% cost, -1 day, 1 quirk.
Success: Avoid mischief. No adjustment.
Failure: Not exactly as advertised. +1 day, 1 flaw.
Critical Failure: Completely duped. +5% cost, +1 day, 1 flaw.
The item's creation draws the attention of a wandering spirit with some affinity for it.
Coax Spirit: Charisma (Persuasion) DC 10 + item rarity
Remove Spirit: Intelligence (Religion) DC 10 + item rarity
Critical Success: Spirit's boon. -5% cost, 1 perk.
Success: Spirit works with you. -5% cost, 1 quirk.
Failure: Spirit interferes with you. +5% cost, 1 flaw.
Critical Failure: Spirit's wrath. Item creation proceeds as normal but it becomes a cursed item.
The item's creation requires a gemstone crushed by mortal hands.
Crushing Strength: Strength DC 10 + item rarity
Gemcutter's Trick: Wisdom (jeweler's tools) DC 15
Critical Success: Finest powder. -10% cost.
Success: Diamond dust. No adjustment.
Failure: Shattered sapphire. 1 quirk.
Critical Failure: Ruined ruby. +10% cost, +1 day.
Somehow, one or more of the item's components have developed a limited intelligence.
Coax Sentience: Intelligence (Arcana) DC 10 + item rarity
Herd Components: Wisdom (Animal Handling) DC 10 + item rarity
Critical Success: Item creation proceeds as normal but it becomes an intelligent item of your alignment.
Success: Components work with you. 1 perk.
Failure: Components sabotage the item. +5% cost, 1 flaw.
Critical Failure: Item creation proceeds as normal but it becomes an intelligent item of a contrary alignment.
The instructions for the next stage are nearly impossible to understand due to abstruse language.
Arcane Vocabulary: Intelligence (Arcana) DC 10 + item rarity
Consult a Dictionary: Intelligence (Investigation) DC 15
Critical Success: Master of erudition. -5% cost, -1 day.
Success: Instructions elucidated. -1 day.
Failure: Nonplussed. +3 days.
Critical Failure: Confounded. +5% cost, +3 days.
Partway through the creation process, you notice a flaw in the item's physical construction.
Examine Flaw: Wisdom (Perception) DC 15
Turn to Your Advantage: Applicable ability (artisan's tools) DC 10 + item rarity
Critical Success: Surprising benefits. -10% cost, +1 day, 1 perk.
Success: Meticulousness pays off. -5% cost, +1 day.
Failure: Insurmountable flaw. +5% cost, +3 days.
Critical Failure: Item destroyed in repair attempt. Lose 25% of the item's base creation cost and start over.
You accidentally create a cloud of poisonous fumes when two components react with each other.
Create Antidote: Wisdom (Medicine) DC 10 + item rarity
Hold Your Breath: Constitution save DC 15
Critical Success: Strange result. -5% cost, 1 quirk.
Success: Don't do that again. No adjustment.
Failure: Limited damage. +5% cost, 1 quirk.
Critical Failure: Expensive damage. +10% cost, 1 flaw. Creators take 6d6 points of poison damage.
The creation process has run into a difficulty shared by many other crafters in the past.
Learn from History: Intelligence (History) DC 10 + item rarity
Solve It Yourself: Intelligence (Arcana) DC 15 + item rarity
Critical Success: An amazing workaround overcomes the issue. -10% cost.
Success: Stumble avoided. No adjustment.
Failure: Doomed to repeat the same mistake. +5% cost, +1 day.
Critical Failure: Mistakes result in disaster. +10% cost, 1 flaw.
To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options. If none of these applies, choose a fitting challenge from the previous section.
Crisis of Faith
During the creation process, you experience ill omens from your patron deity that make you question your very faith.
Persevere: Wisdom save DC 15
Search for Answers: Wisdom (Religion) DC 10 + item rarity
Critical Success: Perseverance pays off. 1 perk.
Success: Crisis overcome. No adjustment.
Failure: Shaken faith. +5% cost, +1 day, 1 quirk.
Critical Failure: Patron's ire. +10% cost, +1 day, 1 flaw.
Sign from the Gods
During the creation process, you receive signs that indicate your patron's favor.
Donate to the Faith: Donate 5% of the item's base creation cost or more to your temple
Offer Prayers of Thanks: Intelligence (Religion) DC 10 + item rarity
Critical Success: Divine intervention. -3 days, 1 perk.
Success: Favor's blessing. 1 perk.
Failure: Ingratitude's comeuppance. 1 flaw.
Critical Failure: Patron's ire. +10% cost, +1 day, 1 flaw.
During a stage of the item's creation in a natural setting, there's an unexpected natural disaster.
Harness the Power: Intelligence (Nature) DC 10 + item rarity
Take the Proper Precautions: Wisdom (Survival) DC 10 + item rarity
Critical Success: Shaped by the disaster's power. -10% cost, 1 quirk, 1 perk.
Success: Danger avoided. 1 quirk.
Failure: Damaging disaster. +10% cost, +3 days.
Critical Failure: Disastrous consequences. Item destroyed. Lose 25% of the item's base creation cost and start over. Creators take 6d6 points of damage of a type appropriate to the disaster.
During a stage of the item's creation in a natural setting, a rare wonder of nature reveals itself.
Reflect on the Wonder's Beauty: Applicable ability (artisan's tools) DC 10 + item rarity
Show Respect for Nature: Intelligence (Nature) DC 10 + item rarity
Critical Success: Wondrous boon. -10% cost, 1 perk.
Success: Inspiring wonder. -5% cost, 1 quirk.
Failure: Ephemeral wonder. +1 day, 1 quirk.
Critical Failure: Distracting wonder. +3 days, 1 quirk.
Instability from Within
Something within you emerges at an inopportune time and threatens the item's creation.
Account for the Instability: Intelligence (Arcana) DC 10 + item rarity
Roll with It: Charisma DC 15
Critical Success: Instability exploited. -10% cost, 1 quirk.
Success: Instability avoided. No adjustment.
Failure: Erratic item. +5% cost, 1 quirk.
Critical Failure: Unstable item. +5% cost, 1 quirk, 1 flaw.
Perks are beneficial adjustments to an item, often gained from critical success at a challenge. Reroll duplicates and perks that don't fit the item. Feel free to invent your own perks or apply an appropriate perk without rolling.
|01-05||Compass: The bearer of the item can use it to determine which way is north.|
|06-10||Delver: The bearer of the item can use it to determine how far underground they are.|
|11-15||Dragon Bane: The weapon deals 1 additional point of damage against draconic creatures.|
|16-21||Dread: The item has an ominous appearance, and grants a +1 bonus on intimidation checks.|
|22-26||Foe of Giants: The weapon deals 1 additional point of damage against giant creatures.|
|27-31||Hushed: The item dampens sound, and grants a +1 bonus on stealth checks.|
|32-36||Key: The item acts as a key to unlock a specific container, door, or other physical barrier.|
|37-42||Lightweight: The item weighs half as much as normal.|
|43-47||Messenger: Once per week, the item can transform into an animal and deliver a message as the animal messenger spell.|
|48-52||Perfectly Mundane: The item appears as though it were completely non-magical.|
|53-57||Portal Key: The item acts as a key to open a specific teleportation or planar portal.|
|58-63||Preserving: The item grants a +1 bonus to armor class and saving throws against undead creatures.|
|64-68||Resizing: This item automatically resizes itself to match the size of its bearer. The size change takes 1 minute.|
|69-73||Sacred: The item glows with the image of its creator's holy or unholy symbol, counting as a holy or unholy symbol for all purposes.|
|74-79||Salubrious: The bearer of this item regains 1 additional hit point from any magical effect that causes her to regain hit points.|
|80-84||Sympathetic: The item radiates a sympathetic aura, and grants a +1 bonus on persuasion checks.|
|85-89||Undead Bane: The weapon deals 1 additional point of damage against undead creatures.|
|90-94||When Orcs are Near: The item glows when a specific type of creature is nearby.|
|95-00||Wild: The item resonates with the natural world, and grants a +1 bonus on nature checks.|
Quirks are oddities that make an item unusual in a way that's generally neither positive nor negative, or may be a little of both. Feel free to invent your own quirks or apply an appropriate quirk without rolling.
|01-03||Aberrant: The item has eyes, maws, and tentacles, though this has no additional effect.|
|04-07||All About that Bass: The bearer's voice deepens an octave.|
|08-11||Bearding: The bearer grows a fine dwarven beard, which grows anew every dawn if it is trimmed or cut off.|
|12-15||Bloodthirsty: The item shakes slightly whenever blood is spilled within 20 feet of it.|
|16-19||Color-Shifting: The color of the bearer's eyes, hair, or skin changes when she carries or wears the item.|
|20-23||Convergent: The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity. The entity can communicate with the bearer to serve its own ends. Choose an appropriate entity or choose randomly from among outsider subtypes. The entity shouldn't be a being that can cause harm to the bearer through telepathic contact, such as a star-spawn of Cthulhu.|
|24-26||Decorous: The item activates only if the user says "please" and ceases function for 1 hour if the user doesn't thank it afterward.|
|27-30||Decrepit: The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power.|
|31-34||Dirty: The item is always covered in dirt or mud, no matter how often it is washed or cleaned.|
|35-38||Flaw: Roll on the table of flaws instead.|
|39-42||Glittering: The item leaves a trail of glowing, magical motes as it moves. They dissipate after 1 round. This effect can be activated or deactivated with a command word.|
|43-46||Levitating: This item always floats slightly above the ground when laid down, dropped, or otherwise unattended.|
|47-50||Loyal: The item offers a perk (determined randomly upon creation) when used by one of its creators, but it presents a flaw (determined randomly upon creation) for all other users.|
|51-53||Magnificent: The item looks more powerful and valuable than it actually is.|
|54-57||Noisy: The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it's swung.|
|58-61||Perk: Roll on the table of perks instead.|
|62-65||Pristine: The item is always clean, no matter how dirty everything else is.|
|66-69||Scaly: Scaled skin covers this item, which occasionally sheds the skin and grows a new one.|
|70-73||Seems Heavy: Until the bearer has attuned to the item, it weighs twice as much as normal.|
|74-77||Slimy: The item is covered in putrid slime, which seeps out to cover the bearer as well.|
|78-80||Soprano: The bearer's voice rises by an octave.|
|81-84||Spiritbound: The item's reality is imprinted onto its intended owner (creator's choice), such that the item simply doesn't exist outside of that owner's possession. The item can't be lost or stolen, and it also can't be sold or transferred.|
|85-88||Unusual Coloration: The item is an odd color for an item of its type, such as a sword that is bright pink.|
|89-92||Unusual Material: The item appears to be made of an odd material for an item of its type, such as plate armor made of carved wood.|
|93-96||Verdant: Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item's effects.|
|97-00||Wet: The item and bearer are constantly soaking wet. This grants a -1 penalty on saves against cold and electricity, but a +1 bonus on saves against fire.|
Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer. Whenever a challenge would add a flaw to an item, roll on the following table. Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.
|01-05||Adhesive: The item is covered in webs or sticky slime, and tends to stick to things. Most of the time, this is just random bits of debris and insects.|
|06-10||Allergic: The item is sensitive to the presence of a particular type of creature, and ceases to function whenever it is within 30 feet of such a creature.|
|11-15||Backlash: When attacking with or activating the item, the bearer takes 1d6 points of damage from magical energy backlash.|
|16-21||Covetous: The bearer becomes obsessed with material wealth.|
|22-26||Fey-lit: The bearer is constantly surrounded by colorful light, as if affected by the spell faerie fire.|
|27-31||Hallucinogenic: The bearer sees and hears mild hallucinations. While readily discernible as such, these hallucinations still impose a -1 penalty on perception and initiative checks.|
|32-36||Heavy: The item weighs twice as much as normal.|
|37-42||Insulting: The item constantly and loudly insults anyone around it. Silence and similar spells can suppress the sound as normal.|
|43-47||Magnetic: The item is slightly magnetic, and tends to stick to ferrous objects. Most of the time, this is just random bits of iron and cutlery.|
|48-52||Nighthawk: The item doesn't function in daylight, whether natural or magical.|
|53-57||Obedient: The bearer takes a -1 penalty on saves against effects that exercise mental control. This includes all mind-affecting charm or compulsion effects, as well as any effect the DM deems appropriate.|
|58-63||Paranoid: The bearer no longer trusts anyone and must attempt saving throws against all abilities and spells but her own, even those that are harmless.|
|64-68||Possessive: The bearer does not want to give up the item under any circumstances, and suffers withdrawl effects if denied access to it.|
|69-73||Prideful: The item doesn't allow its bearer to attune to other magic items. Other items already attuned to the bearer reamin so until their attunement ends.|
|74-79||Singing: The item constantly sings in a loud voice. Silence and similar spells can suppress the sound as normal.|
|80-84||Slippery: The bearer must occassionally make a Dexterity save against DC 15 or drop the item.|
|85-89||Slothful: The bearer must rest for 12 hours each day to gain the benefits of a full night's rest, ignoring effects that reduce the amount of sleep needed. This can affect the bearer's ability to prepare spells or regain spell slots.|
|90-94||Uncivilized: The item doesn't function in any area that would count as urban terrain.|
|95-00||Zealous: The item functions only for worshipers of the creator's patron deity. If more than one creator qualifies, roll randomly between their patron deities.|