Harvesting
Harvesting
This chapter details the process of harvesting, how optional rules can change the harvesting experience, rules governing buying and selling components, and finishes with a series of tables detailing the components available from each creature type. Components gathered from harvesting can be used for crafting magic items and magical meals.
Harvesting Rules
After a creature is slain, its components must be harvested quickly before their magic fades. There are five steps involved in this process.
Step 1: Description
Once a creature dies, the GM uses that creature’s type to consult the Harvest Tables section and determine which of the listed components are available to be harvested.
Step 2: Harvest List
The harvesters decide what they want to harvest and in which order. This order is known as the harvest list.
Step 3: Harvest DCs
After the party has created its harvest list, calculate the Harvest DCs.
List the chosen components in the order the party wishes to harvest them and sequentially add each Component DC to the total of all previous Component DCs. The Component DC represents how hard a component is to harvest.
| Component | Component DC | Harvest DC |
|---|---|---|
| Pouch of Teeth | 10 | 10 (10) |
| Eye (1) | 5 | 15 (10+5) |
| Eye (2) | 5 | 20 (10+5+5) |
| Eye (3) | 5 | 25 (10+5+5+5) |
| Hide | 20 | 45 (10+5+5+5+20) |
| Robust Essence | 30 | 75 (10+5+5+5+20+30) |
Step 4: Harvesting Check
The players make a Harvesting check.
A Harvesting check is the combined total of two ability checks:
- Assessment check
- Carving check
(Defined in Assessment and Carving, below.)
Step 5: Loot
Compare the result of the Harvesting check to the harvest list you made in step 3.
If the Harvesting check result met or exceeded the Harvest DC for a component, that component is successfully harvested.
Components & Difficulty
Component DC
Some components are simple to extricate, while others take significant skill to extract without ruining them. Each component has a Component DC, indicating how hard it is to safely extract before it loses its magical potency.
Quantity
You decide how many of each component are available for harvest based on the creature and the fiction (injuries, mutations, etc.).
Harvest List
Components can be harvested in any order, regardless of Component DC. The harvest list details which components the harvesters attempt and in what order.
Harvest DC
After the harvesters establish their harvest list, calculate Harvest DCs by cumulative addition of Component DCs from top to bottom.
These cumulative DCs are the Harvest DCs.
Starting & Finishing
For the Failing with Consequences and Storage and Supplies optional rules, it matters whether harvesting has started.
- A harvester finishes harvesting a component if it meets the Harvest DC for that component.
- If the harvester exceeds the DC for one component, it is treated as having started the next component in the list.
Duration & Degradation
Duration
Harvesting takes a set duration based on the size of the creature.
| Creature Size | Harvest Time |
|---|---|
| Tiny | 5 minutes |
| Small | 10 minutes |
| Medium | 15 minutes |
| Large | 30 minutes |
| Huge | 2 hours |
| Gargantuan | 12 hours |
Degradation Rules
To harvest magical components:
- A harvester must begin harvesting within 1 minute of the creature’s death.
- Once started, harvesting must not stop for the full duration of the check.
Because the shortest harvest time is 5 minutes, a character typically only has time to harvest one creature post-combat before other corpses degrade.
Spells like Gentle Repose do not prevent degradation.
Assessment and Carving
The Harvesting check is the summed total of:
- Assessment check (Intelligence-based)
- Carving check (Dexterity-based)
A single creature can make both checks; if it does, it makes both with disadvantage.
Creature Types and Associated Skills
| Creature Type | Harvest Skill |
|---|---|
| Aberration | Arcana |
| Beast | Survival |
| Celestial | Religion |
| Construct | Investigation |
| Dragon | Survival |
| Elemental | Arcana |
| Fey | Arcana |
| Fiend | Religion |
| Giant | Medicine |
| Humanoid | Medicine |
| Monstrosity | Survival |
| Ooze | Nature |
| Plant | Nature |
| Undead | Medicine |
Assessment
To correctly assess extraction and storage, the harvester makes an Intelligence check using the relevant Harvest Skill. This creature is the assessing harvester.
Carving
To physically extract components, the harvester makes a Dexterity check using the relevant Harvest Skill. This creature is the carving harvester.
Ritual Carving
When making a Carving check to harvest an aberration, celestial, elemental, fey, or fiend:
- A carving harvester with a spellcasting ability can make the Carving check using that ability instead of Dexterity.
Spells and Buffs
For a spell or magical effect to influence harvesting, it must affect the harvester for the entire duration of the Harvesting check.
Therefore, spells with a duration of 1 minute, like Bless and Guidance, never apply.
A longer spell like Enhance Ability (duration 1 hour) can apply if it lasts the full harvest duration.
Check Formula Summary
-
Assessment check = 1d20 + Intelligence modifier + proficiency bonus (if applicable)
-
Carving check = 1d20 + Dexterity modifier + proficiency bonus (if applicable)
- or Spellcasting ability modifier if ritually carved
-
Harvesting check = Assessment result + Carving result
Helpers
Creatures not making Assessment or Carving can help.
If a helper has proficiency in the relevant Harvest Skill, add its proficiency bonus to the Harvesting check result; otherwise add half (rounded down). Helpers must help for the entire duration.
| Creature Size | Maximum Helpers |
|---|---|
| Tiny | 0 |
| Small | 1 |
| Medium | 2 |
| Large | 4 |
| Huge | 6 |
| Gargantuan | 10 |
Results & Rewards
A character receives each component for which the Harvesting check meets or exceeds the relevant Harvest DC. This is cumulative from the top of the harvest list.
Component Types
Component names are comprised of:
- the creature type
- the creature part
Example: beast horn, fiend horn, monstrosity horn are distinct components.
Optional Rule: Metatags
Metatags expand the number of possible components by increasing specificity.
Components
When using metatags, record what the component came from, e.g.:
- beast (rhinoceros) horn
- beast (goat) horn
Recipes
Metatags can specify a detail in parentheses: name, size, subcategory, etc.
Quests & Consequences
Metatags can be used to:
- Require a specific metatag to craft an item (driving quests)
- Grant advantage on crafting checks when using the “perfect” tagged component
Optional Rules
This section contains options for a seasoned GM to enhance harvesting.
Ruining Components
Two factors influence ruined components:
- Damage type
- Damage quantity
Damage Types
Destructive types are called destructive damage types.
Simplified
Acid, fire, and necrotic are destructive damage types.
Detailed
In addition to acid, fire, and necrotic:
- Any damage type the creature is vulnerable to is destructive.
- Damage types the creature is resistant to are not destructive.
- Resistance overrides vulnerability.
- Damage types the creature is immune to are irrelevant.
Damage Quantity
Simplified: Killing Blow
If a creature dies to a destructive damage type, its components are ruined.
Detailed: CR Tracking
If a creature takes destructive damage equal to or more than 10 × CR, its components are ruined.
- Track cumulative destructive damage.
- Don’t count damage to temporary hit points.
- Reset on long rest.
Massive Damage
If a creature is reduced to 0 hit points and leftover damage equals or exceeds its hit point maximum, its components are ruined.
Outcomes
Salvaging Difficulty
If components are ruined, all Harvesting checks are at disadvantage.
Unsalvageable
The GM may choose any number of components to be destroyed and unharvestable.
Failing with Consequences
Harvesting isn’t safe.
Volatile Components
Creatures with area-of-effect abilities can have volatile components (marked ^v).
If harvesters start but don’t finish harvesting a volatile component, the GM may trigger an effect based on the creature’s unique ability (use its save DC and effect).
Special Damage
If the creature deals additional damage types on hit (e.g., poison), a harvester can hurt themselves.
Natural 1
If either harvester rolls a natural 1 on its check:
- That harvester takes damage equal to the creature’s additional damage.
- If that additional damage requires a saving throw, the harvester makes that saving throw as if hit by the creature’s attack.
Storage and Supplies
Harvesting success assumes proper preservation.
Harvesting Supplies
All mundane materials (containers, solvents, gloves, etc.) are abstracted as harvesting supplies.
- Every 50 gp of harvesting supplies weighs 1 lb
- Supplies are expended whenever harvesting is attempted (when the Harvesting check is rolled)
Supplies cost (gp) equals the combined Component DC of each component for which harvesting was started.
Trading
Creature components are valuable commodities.
Finding Traders
If the party lacks established clients, finding a trader requires:
- Spending 1 day
- Paying 25 gp
- Making two checks:
- Intelligence (Investigation)
- Charisma (Persuasion)
Add them together, then consult:
| Check Total | Buyer’s Offer | Seller’s Offer |
|---|---|---|
| 1–10 | No buyer found | No seller found |
| 11–25 | 50% | 150% |
| 26–50 | 100% | 100% |
| 51+ | 120% | 80% |
Optional Rule: More People, More Chances
Apply a modifier based on settlement size. Reset time is how long before a new search can yield a different result.
| Settlement Population | Modifier | Reset Time |
|---|---|---|
| 1–10 | -12 | 1 year |
| 11–100 | -8 | 6 months |
| 101–1,000 | -4 | 3 months |
| 1,001–10,000 | 0 | 1 month |
| 10,001–100,000 | +4 | 1 week |
| 100,001–1,000,000 | +8 | 3 days |
| 1,000,001+ | +12 | 1 day |
Gold Costs
As a baseline:
- Sell value = 2 × Component DC (gp)
- Buy value = 4 × Component DC (gp)
Vendors typically sell at twice what they buy.
With Harvesting Supplies
If using Harvesting Supplies:
- Sell value = 3 × Component DC
- Buy value = 6 × Component DC
Trading Components: Quick Reference
| Component DC | No Supplies Sell | No Supplies Buy | With Supplies Sell | With Supplies Buy |
|---|---|---|---|---|
| 5 | 10 gp | 20 gp | 15 gp | 30 gp |
| 10 | 20 gp | 40 gp | 30 gp | 60 gp |
| 15 | 30 gp | 60 gp | 45 gp | 90 gp |
| 20 | 40 gp | 80 gp | 60 gp | 120 gp |
| 25 | 50 gp | 100 gp | 75 gp | 150 gp |
Trading Essence
Essence uses a separate price structure.
| Essence | No Supplies Sell | No Supplies Buy | With Supplies Sell | With Supplies Buy |
|---|---|---|---|---|
| Frail essence | 50 gp | 100 gp | 75 gp | 150 gp |
| Robust essence | 250 gp | 500 gp | 280 gp | 560 gp |
| Potent essence | 1,500 gp | 3,000 gp | 1,535 gp | 3,070 gp |
| Mythic essence | 8,000 gp | 16,000 gp | 8,040 gp | 16,080 gp |
| Deific essence | 80,000 gp | 160,000 gp | 80,050 gp | 160,100 gp |
Harvest Tables
This section presents components available for each creature type. When a player declares intent to harvest, consult the relevant table and choose components that make sense for the creature.
Multiples
If a creature typically has multiple of a part (e.g., multiple eyes), the Component DC applies to each.
Superscripts
Some components include superscripts:
^v= volatile (see Failing with Consequences)
^E= edible (not used to craft items)
^E+= both edible and used in crafting
Essence
Essence is required to craft more powerful magic items. A creature yields only one essence, determined by CR.
| Creature CR | Component DC | Component | Item Rarity |
|---|---|---|---|
| 3–6 | 25 | Frail essence | Uncommon |
| 7–11 | 30 | Robust essence | Rare |
| 12–17 | 35 | Potent essence | Very rare |
| 18–24 | 40 | Mythic essence | Legendary |
| 25+ | 50 | Deific essence | Artifact |
Mythic Creatures
If a creature has a mythic trait that increases its CR when active, treat it as the higher CR for essence.
Appearance
Essence can look like anything appropriate (energy, extract, crystal, etc.).
Essence & Balance
GM Tip: As essence can only be gained by harvesting high CR creatures, it acts as a gating mechanism. If you want an especially high-magic campaign, consider allowing essence at lower CRs.
Aberration
| Component DC | Components |
|---|---|
| 5 | Antennae, eye E, flesh E, phial of blood* E |
| 10 | Bone E, egg E, fat* E, pouch of claws**, pouch of teeth, tentacle |
| 15 | Heart E, phial of mucus, liver E, stinger |
| 20 | Brain* E, chitin, hide, main eye** |
**These items are used only for monster-forged items.
Beast
Optional Rule: Supply & Demand. Due to prevalence of beast components, you can halve their trade values.
| Component DC | Components |
|---|---|
| 5 | Antennae E, eye E, flesh E, phial of blood E |
| 10 | Antler, beak, bone E, egg E, fat* E, fin, horn, pincer, pouch of claws, pouch of teeth, talon, tusk |
| 15 | Heart E, liver E, poison gland, pouch of feathers, pouch of scales, stinger, tentacle |
**These items are used only for monster-forged items.
Celestial
Celestials often disintegrate on death, shunting their souls back to their home plane.
Optional Rule: Supply & Demand. Due to rarity of celestial components, you can double their trade values.
| Component DC | Components |
|---|---|
| 5 | Eye E, flesh E, phial of blood E, pouch of dust E |
| 10 | Bone, fat* E, horn, pouch of teeth |
| 15 | Heart E, liver E, pouch of feathers, pouch of scales |
| 20 | Brain* E, skin |
| 25 | Soul |
Construct
| Component DC | Components |
|---|---|
| 5 | Phial of blood E, phial of oil E |
| 10 | Flesh* E, plating, stone |
| 15 | Bone E, heart E, liver* E, gears |
| 20 | Brain* E, instructions |
| 25 | Lifespark |
Edible note: phials of oil count as fat.
Dragon
Optional Rule: Supply & Demand. Due to the rarity and power of draconic components, you can double their trade values.
| Component DC | Components |
|---|---|
| 5 | Eye E, flesh E, phial of blood* E |
| 10 | Bone E, egg E, fat* E, pouch of claws, pouch of teeth |
| 15 | Horn, liver* E, pouch of scales |
| 20 | Heart* E |
| 25 | Breath sac^v |
Elemental
Elementals leave little behind; capturing their essence is dangerous.
Volatile Components: Elementals
If a harvester fails to harvest a volatile component, trigger one of the following (only harvesters are considered in the area; effects are instantaneous):
- Air elemental: Lightning Bolt
- Earth elemental: Depth Charge
- Fire elemental: Fireball
- Water elemental: a wave with the effects of Wind Wall
Use save DC 13 for the volatile mote, and 16 for the core.
| Component DC | Components |
|---|---|
| 5 | Eye E, primordial dust E |
| 10 | Bone* E |
| 15 | Volatile mote of air/earth/fire/water^v |
| 20 | Core of air/earth/fire/water^v |
Fey
Fey psyche is volatile and can possess the living.
Volatile Component: Possession
If harvesters start but do not finish harvesting a psyche, the carving harvester must succeed on a DC 15 Charisma saving throw or become incapacitated and possessed by the fey’s psyche.
- The possessed creature loses control of its body, but remains aware.
- The psyche can’t be targeted, except by effects that turn fey.
- The psyche retains its alignment and immunity to being charmed.
- It uses the possessed creature’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
- Possession ends when the body drops to 0 hit points, the psyche ends it as a bonus action, or it is forced out by an effect like Dispel Evil and Good. When it ends, the psyche disappears.
| Component DC | Components |
|---|---|
| 5 | Antennae E, eye E, flesh E, phial of blood E |
| 10 | Antler, beak, bone E, egg E, horn, pouch of claws, pouch of teeth, talon, tusk |
| 15 | Heart E, fat E, liver* E, poison gland, pouch of feathers, pouch of scales, tentacle, tongue |
| 20 | Brain* E, skin, pelt |
| 25 | Psyche^v |
Edible note: antennae can be used as eyes.
**These items are used only for monster-forged items.
Fiend
Fiend bodies disintegrate on death, shunting souls back home.
Extraplanar Recall
Because fiend bodies disintegrate, only pouches of dust can be harvested if slain anywhere other than their home plane or in a magic circle.
| Component DC | Components |
|---|---|
| 5 | Eye E, flesh E, phial of blood E, pouch of dust E |
| 10 | Bone* E, horn, pouch of claws, pouch of teeth |
| 15 | Heart E, fat E, liver* E, poison gland, pouch of feathers, pouch of scales |
| 20 | Brain* E, skin |
| 25 | Soul |
Edible note: pouch of dust counts as spice.
Giant
Possessing giant components may be dangerous in-world.
| Component DC | Components |
|---|---|
| 5 | Flesh E, nail, phial of blood E |
| 10 | Bone E, fat E, tooth |
| 15 | Heart E, liver E |
| 20 | Skin |
Humanoid
Humanoid components are low-demand and often taboo.
Optional Rule: Supply & Demand. You can halve their trade values; respectable establishments may not carry them.
| Component DC | Components |
|---|---|
| 5 | Eye E, phial of blood E |
| 10 | Bone E, egg E, pouch of teeth |
| 15 | Heart E, liver E, pouch of feathers, pouch of scales |
| 20 | Brain* E, skin |
Monstrosity
Monstrosities are magically created; their components are useful without leaving the Material Plane.
| Component DC | Components |
|---|---|
| 5 | Antennae E, eye E, flesh E, phial of blood E |
| 10 | Antler, beak, bone E, egg E, fat* E, fin, horn, pincer, pouch of claws, pouch of teeth, talon, tusk** |
| 15 | Heart E, liver E, poison gland, pouch of feathers, pouch of scales, stinger, tentacle |
| 20 | Chitin, pelt |
**Some tables mark certain parts as monster-forged-only; apply as appropriate.
Ooze
Oozes are “treasure sacs”; their kills may contain hard components.
| Component DC | Components |
|---|---|
| 5 | Phial of acid* E |
| 10 | Phial of mucus* E |
| 15 | Vesicle^E |
| 20 | Membrane |
Edible notes: acid counts as blood; mucus as fat; vesicles as livers.
Optional Rule: Hard Bits
Roll 1d100 and consult the table below. Use other creature-type tables to assign the DC.
| d100 | Components |
|---|---|
| 1–20 | Nothing |
| 21 | Pouch of claws (aberration) |
| 22 | Pouch of teeth (aberration) |
| 23 | Bone (aberration) |
| 24–27 | Horn (beast) |
| 28–30 | Pouch of teeth (beast) |
| 31–35 | Bone (beast) |
| 36 | Horn* (celestial/fey/fiend) |
| 37 | Bone* (celestial/fey/fiend) |
| 38–39 | Bone (construct) |
| 40–41 | Pouch of claws (dragon) |
| 42–43 | Pouch of teeth (dragon) |
| 44–45 | Bone (dragon) |
| 46–47 | Tooth (giant) |
| 48–49 | Bone (giant) |
| 50–56 | Pouch of teeth (humanoid) |
| 57–68 | Bone (humanoid) |
| 69–73 | Pouch of claws (monstrosity) |
| 74–78 | Pouch of teeth (monstrosity) |
| 79–88 | Bone (monstrosity) |
| 89–92 | Pouch of teeth (undead) |
| 93–96 | Bone (undead) |
| 97–99 | Roll twice more on this table |
| 100 | Roll thrice more on this table |
*Choose appropriate results for the environment/location.
Plant
“Plant” includes fungi and awakened flora.
| Component DC | Components |
|---|---|
| 5 | Phial of sap E, tuber E |
| 10 | Bundle of roots E, phial of wax E, pouch of hyphae^E, pouch of leaves |
| 15 | Poison gland* E, pouch of pollen^E, pouch of spores^E |
| 20 | Bark* E, membrane |
Undead
Undead are saturated with necromantic power; marrow can be valuable.
| Component DC | Components |
|---|---|
| 5 | Eye E, bone E, phial of congealed blood* E |
| 10 | Marrow, pouch of teeth, rancid fat* E |
| 15 | Ethereal ichor* E, undying flesh^E+ |
| 20 | Undying heart^v |
Edible note: ethereal ichor counts as spice.
Mundane Ingredients
Mining ore, gathering cotton, and felling trees provides raw ingredients. Refining them (smelting, weaving, milling) turns them into usable materials. The rules below simplify wilderness gathering.
Types of Mundane Ingredients
Mundane ingredients are grouped into:
- Fibres
- Ore
- Wood
Usable ingredients require:
- Finding them (a check)
- Having the right tool/machinery to refine (as applicable)
Usable Ingredients Rules
Finding Ingredients
A character states what ingredient they’re searching for, makes the appropriate check, and consults the Finding Mundane Ingredients table.
- Checks are typically Strength (Athletics), Dexterity (Survival), Intelligence (Nature), or Wisdom (Survival/Nature) depending on the situation and how you describe the search.
- The GM chooses what makes sense.
Calculation
On a success, a creature finds:
Units found = 5 + 5 × (check result − DC)
(If the result barely meets the DC, this yields 5 units.)
Optional Rule: Critical Success
On a natural 20 (before modifiers), the character may gain an additional benefit at GM discretion (e.g., extra units, better quality, bonus refined yield).
Optional Rule: Critical Failure
On a natural 1, the GM may impose a complication (lost time, damaged tools, minor hazard, etc.).
Mixed Environments
You can have forests in the arctic, coasts in deserts, and underwater settlements. Choose the DC that makes sense for the fiction.
Mundane Ingredients Metadata
| Ingredient Type | Tool | Machinery | Product | Ingredient | Weight per Unrefined Unit | Weight per Refined Unit | Value per Refined Unit |
|---|---|---|---|---|---|---|---|
| Fibres | Blade | Loom | Cloth | Cotton, Flax | 0.05 lbs | 0.04 lbs | 1cp |
| Fibres | Blade | Loom | Cloth | Silk | 0.05 lbs | 0.04 lbs | 1sp |
| Fibres | Blade | Loom | Cloth | Spidersilk | 0.05 lbs | 0.04 lbs | 1pp |
| Ore | Pickaxe | Smeltery | Ingots | Copper, Iron | 0.08 lbs | 0.02 lbs | 1cp |
| Ore | Pickaxe | Smeltery | Ingots | Silver | 0.08 lbs | 0.02 lbs | 1sp |
| Ore | Pickaxe | Smeltery | Ingots | Gold | 0.08 lbs | 0.02 lbs | 1gp |
| Ore | Pickaxe | Smeltery | Ingots | Platinum | 0.08 lbs | 0.02 lbs | 1pp |
| Ore | Pickaxe | Smeltery | Ingots | Mithral | 0.04 lbs | 0.01 lbs | 1pp |
| Ore | Pickaxe | Smeltery | Ingots | Adamantine | 0.20 lbs | 0.05 lbs | 1pp |
| Wood | Axe | Sawmill | Planks/Poles | Basic Wood | 0.5 lbs | 0.25 lbs | 1cp |
| Wood | Axe | Sawmill | Planks/Poles | Exotic Wood | 0.5 lbs | 0.25 lbs | 1sp |
| Wood | Axe | Sawmill | Planks/Poles | Xyxlwood | 0.5 lbs | 0.25 lbs | 1pp |
Value of unrefined unit is half that of refined unit.
Finding Mundane Ingredients
DC by Terrain
Use the DCs below based on where the character is searching.
Terrain columns (left → right): Arctic, Coast, Desert, Forest, Grassland, Hills, Jungle, Mountain, Swamp, The Low, Urban
| Type | Ingredient | Arctic | Coast | Desert | Forest | Grassland | Hills | Jungle | Mountain | Swamp | The Low | Urban |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fibres | Cotton, Flax | 50 | 20 | 40 | 15 | 5 | 15 | 15 | 25 | 20 | 25 | 40 |
| Fibres | Silk | 55 | 35 | 50 | 20 | 20 | 30 | 15 | 40 | 35 | 40 | 50 |
| Fibres | Spidersilk | 60 | 45 | 55 | 30 | 30 | 40 | 25 | 50 | 45 | 45 | 55 |
| Ore | Copper, Iron | 35 | 35 | 15 | 25 | 20 | 5 | 25 | 5 | 35 | 10 | 40 |
| Ore | Silver | 40 | 40 | 25 | 35 | 30 | 15 | 35 | 15 | 45 | 20 | 45 |
| Ore | Gold | 50 | 45 | 30 | 40 | 35 | 20 | 45 | 20 | 50 | 25 | 50 |
| Ore | Platinum | 55 | 50 | 35 | 45 | 40 | 25 | 50 | 25 | 55 | 30 | 55 |
| Ore | Mithral | 60 | 55 | 40 | 50 | 45 | 30 | 55 | 30 | 60 | 35 | 60 |
| Ore | Adamantine | 60 | 55 | 40 | 50 | 45 | 30 | 55 | 30 | 60 | 35 | 60 |
| Wood | Basic Wood | 50 | 20 | 40 | 5 | 25 | 25 | 5 | 30 | 25 | 40 | 30 |
| Wood | Exotic Wood | 55 | 30 | 50 | 15 | 30 | 35 | 15 | 40 | 35 | 50 | 40 |
| Wood | Xyxlwood | 60 | 40 | 60 | 30 | 50 | 55 | 30 | 50 | 45 | 60 | 50 |
Innately Magical Materials
Some rare materials don’t need enchanting—manufacturing them already produces a magic item (e.g., adamantine, mithral, xyxlwood). These items have their own properties, are more durable, and may deal magical damage when made into weapons.