Making Magic Items

h3. Weapons
The basics for weapon creation are under Special Materials.

h3. Potions
Besides certain difficult-to-obtain special ingredients that usually involve a dangerous quest, alchemists must also spend 10% of the cost of the potion in additional materials. Most potion recipes are rare to varying degrees and can require finding someone willing to negotiate a purchase or trade, a quest, or time-consuming and challenging research and reverse-engineering if one has a potion to experiment with. However, the following recipes are common and do not call for especially rare materials. They can be crafted by all herbalists.

Healing Potion (in DMG)
Cost: 50gp per potion. Materials cost: 40gp per potion.
Short Rest Potion: Instantly grants the drinker the benefits of a short rest. If an ally is unconscious with zero hit points and is force-fed one, this will revive them if they have at least one healing hit die remaining which will be automatically expended to heal them.
Cost: 100 gp per potion. Materials cost: 80gp per potion.
Unlike other magic items, all healing and short rest potions take only 2 hours per 25 gp value of the potion to craft.. Materials needed to craft these potions can be gathered each day that an herbalist travels at half normal speed. At the end of the day, have the herbalist roll an alchemy check and subtract the DC of the area. The remainder represents how many units of materials have been gathered. These materials can be used for either potion. A single potion requires 1 unit per 10 gp value of the potion. Thus a standard healing potion requires 5 units and a short rest potion requires 10 units.
Lush rainforest or a thriving swamp: DC 10
Average area with plant-life: DC 15
Arid area but with some plant-life, such as cactuses: DC 20
Dessert with minimal or zero plant-life: DC 25

Powdered Water
This magical substance can be crafted by alchemists who have the recipe. The recipe is uncommon. One dose of the powder (a teaspoon) will become enough drinkable water to fill a standard wineskin if so much as a drop of water comes in contact with it.
Cost: 5gp per dose. Materials cost: 3gp per dose.
As much as 5 teaspoons can be crafted in two hours of uninterrupted work. Materials needed to craft can be gathered each day that an alchemist travels at half normal speed. Have the alchemist roll an alchemy check and subtract the DC of the area. The remainder represents how many fifths of a dose he has materials to make (minimum 1/5 of a dose upon success). The alchemist also needs the amount of water that the powder will create.
Lush rainforest or a thriving swamp: DC 10
Average area with plant-life: DC 15
Arid area but with some plant-life, such as cactuses: DC 20
Dessert with minimal or zero plant-life: DC 25

Making Magic Items

Ascension Dalebert