Dynamic Item Creation
An optional replacement for the standard magic item crafting rules. Instead of a single Spellcraft check, crafters navigate a series of challenges representing setbacks and opportunities — gathering exotic ingredients, consulting competing sources, and managing unexpected mystical variables. The entire party can participate; only one creator needs the required item creation feat.
How Challenges Work
Every item is bracketed by two fixed challenges — Preparing the Vessel (always first) and Completing the Item (always last). Between these, the GM rolls or chooses a number of random challenges equal to one per 5,000 gp of the item's market price (minimum 1). More challenges increase the chance of unexpected properties — beneficial or otherwise — and make the process costlier on average for less-skilled parties while rewarding highly skilled ones.
Attempting a Challenge
Each challenge presents two tasks. Before rolling, the creators decide whether one creator attempts a single task or two creators each attempt a different task. Creators cannot take 10 or 20, and cannot use aid another on item creation tasks. Some tasks require no check but must be completed before a check-based task is attempted.
The number of tasks attempted and their outcomes determine the result tier:
| Tasks Attempted | Outcome | Result Tier |
|---|---|---|
| One task | Succeed | Critical Success |
| Fail | Failure | |
| Both tasks | Succeed at both | Critical Success |
| Succeed at one; fail the other by less than 5 | Success | |
| Succeed at one; fail the other by 5 or more | Failure | |
| Fail both | Critical Failure |
Challenge Format
Each challenge has a brief description followed by two sections. Tasks lists the options with short titles and DCs — the GM interprets the specifics to fit the story. Results covers the consequences for each result tier. Only one result tier applies; critical success does not also grant the benefits of a normal success.
Cost & Creation Time
Paying for the Item
The default crafting cost is 85% of the item's market value. Challenges can raise or lower this; a party that critically succeeds on many challenges may bring the cost below 50%. The final cost can never fall below the initial 25% investment — that expenditure cannot be refunded.
Weapons, armor, and items requiring masterwork or ingredient components must be purchased separately before crafting begins. Subtract those costs from the item's market value for cost calculations (but not for determining creation time or number of challenges).
- Before the first challenge: pay 25% of market price to purchase initial materials.
- At the final challenge: pay the remaining amount, adjusted for any cost modifiers accumulated.
- The PCs can abandon an item at any time without paying the remainder, but cannot reuse the materials.
Creation Time
Creation time is the same as the standard rules (Core Rulebook p. 548). The process cannot be accelerated by increasing DCs. Space challenges evenly across the total creation period — for example, four challenges over 10 days means challenges on days 1, 4, 7, and 10. If a challenge adds or removes days, adjust the spacing of remaining challenges accordingly.
Adjustments
Challenges can apply adjustments to the item in four categories. The GM should factor in task DCs when designing custom challenges: lower-DC tasks should at best avoid negative adjustments, while higher-DC tasks may add meaningful benefits.
Base Challenges
These two challenges bookend every item creation. Prepare the Vessel is always first; Complete the Item is always last. The result of Prepare the Vessel sets the base cost and creation time that all subsequent challenges modify.
You must create or prepare an item to handle the magic you intend to instill within it.
| Task | Check |
|---|---|
| Forge a New Vessel | Craft (item's type) DC 15 + caster level |
| Mystical Preparations | Spellcraft DC 15 + caster level |
- Critical Success
- Superlative vessel. Base cost 75% of market price; creation time 1 day per 2,000 gp.
- Success
- Satisfactory vessel. Base cost 85% of market price; creation time 1 day per 1,000 gp.
- Failure
- Flawed vessel. Base cost 100% of market price; creation time 1 day per 500 gp; add 1 flaw.
- Critical Failure
- The vessel is destroyed.
You put the finishing touches on the item.
| Task | Check |
|---|---|
| Improvise | Use Magic Device DC 15 + caster level |
| Provide the Requirements | Meet all item prerequisites |
- Critical Success
- Masterful flourish. Reduce the item's cost by 10%.
- Success
- Item completed.
- Failure
- The item is destroyed.
- Critical Failure
- —
Random Challenges
Roll d% for each random challenge slot, or choose one that fits the campaign circumstances. Challenges with a 93–100 result use the class-specific challenge table below.
| d% | Challenge |
|---|---|
| 01–04 | Aberrant Mutation |
| 05–08 | Challenging Construction |
| 09–12 | Contradictory Instructions |
| 13–16 | Cryptic Cross-Reference |
| 17–20 | Distracting Visitor |
| 21–24 | Emotion Requirement |
| 25–28 | Energy Overload |
| 29–32 | Enticing Offer |
| 33–36 | Fragile Components |
| 37–40 | Historic Stumbling Block |
| 41–44 | Illegal Ingredients |
| 45–48 | Infested Ingredients |
| 49–52 | Ingredients Develop Quasi-Sentience |
| 53–56 | Intrusive Spirit |
| 57–60 | Ley Line Convergence |
| 61–64 | Magical Resonance |
| 65–68 | Planar Peculiarity |
| 69–72 | Rare Reference |
| 73–76 | Reagent Shortage |
| 77–80 | Regal Requisite |
| 81–84 | Sesquipedalian Elucidation |
| 85–88 | Structural Flaw |
| 89–92 | Sudden Inspiration |
| 93–100 | Class-Specific Challenge |
The item's components have mutated, and so has your item, evolving in strange new ways.
| Task | Check |
|---|---|
| Alter Mutation | Spellcraft DC 15 + caster level |
| Analyze Mutation | Knowledge (dungeoneering) DC 25 |
- 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 lesser value. If none exists, item is destroyed; lose 25% of market price and start over.
One or more elements of your item's design are particularly difficult to execute.
| Task | Check |
|---|---|
| Blueprint and Plan | Knowledge (engineering) DC 25 |
| Rely on Your Craftsmanship | Craft (item's type) DC 20 + caster level |
- Critical Success
- Challenge exceeded. –1 day, –10% cost.
- Success
- Challenge overcome. No adjustment.
- Failure
- Construction proved costly. +2 days, +5% cost.
- Critical Failure
- Construction botched. +15% cost, 1 flaw.
Two respected sources disagree vehemently on the next step in the process.
| Task | Check |
|---|---|
| Discern the Sounder Choice | Knowledge (arcana) DC 15 + caster level |
| Take a Middle Path | Spellcraft DC 20 + caster level |
- Critical Success
- Best of both worlds. –3 days, –5% cost.
- Success
- Contradiction resolved. No adjustment.
- Failure
- Misstep. +3 days, +5% cost.
- Critical Failure
- Worst of both worlds. +7 days, +10% cost.
You're having trouble figuring out where to find the information you need across multiple volumes.
| Task | Check |
|---|---|
| Follow the Footnotes | Linguistics DC 20 |
| Make Something Up | Use Magic Device DC 15 + caster level |
- Critical Success
- Perfect coordination. –3 days, –5% cost.
- Success
- Excellent notes. –1 day.
- Failure
- Lost in paperwork. +3 days.
- Critical Failure
- Series of missteps. +3 days, 1 flaw.
An unwanted interloper shows up while you're trying to work, making it challenging to concentrate.
| Task | Check |
|---|---|
| Ignore the Distraction | Concentration DC 15 + caster level |
| Send the Visitor Away | Diplomacy or Intimidate DC 20 |
- Critical Success
- Unexpected helpfulness. –1 day, –5% cost.
- Success
- Short chat. No adjustment.
- Failure
- Distracted. +1 day, 1 quirk.
- Critical Failure
- Offended visitor interferes. +2 days, +5% cost, 1 flaw.
In order to create the item, you need to harness a particular raw emotion.
| Task | Check |
|---|---|
| Elicit through Performance | Perform (any) DC 20 + caster level |
| Manipulate Others | Bluff DC 20 + caster level |
- Critical Success
- Power from emotional surge. –5% cost, 1 perk.
- Success
- Harnessed emotions. No adjustment.
- Failure
- Tepid emotions. +1 day, +5% cost, 1 quirk.
- Critical Failure
- Interference from opposing emotions. +3 days, +10% cost, 1 flaw.
A sudden surge of energy builds up within your item, threatening to damage or destroy it.
| Task | Check |
|---|---|
| Channel into Your Body | Fortitude DC 20 + caster level |
| Divert to Another Item | Craft (item's type) DC 20 + caster level |
- Critical Success
- Overload leveraged. –2 days, –10% cost, 1 perk.
- Success
- Overload diverted. 1 quirk.
- Failure
- Expensive damage. +7 days, +15% cost.
- Critical Failure
- Eldritch explosion. Item destroyed. All creators take 1d6 points of damage per caster level of the item.
A shady figure approaches you with an offer that would make completing your item faster and cheaper.
| Task | Check |
|---|---|
| Discern True Worth | Sense Motive DC 20 |
| Incorporate Offer | Spellcraft DC 20 + caster level |
- Critical Success
- It actually worked! –1 day, –5% cost, 1 quirk.
- Success
- Avoided mischief. No adjustment.
- Failure
- Not exactly as advertised. –1 day, –5% cost, 2 flaws.
- Critical Failure
- Completely duped. +1 day, +5% cost, 2 flaws.
Some of the most important components of your item are extremely fragile.
| Task | Check |
|---|---|
| Reinforce Design | Craft (item's type) DC 15 + caster level |
| Use a Delicate Touch | Sleight of Hand DC 15 + caster level |
- Critical Success
- Flawless components. –10% cost.
- Success
- Undamaged components. No adjustment.
- Failure
- Damaged components. +1 day, +5% cost.
- Critical Failure
- Item destroyed. Lose 25% of market price and start over.
Your creation techniques have run across a challenging difficulty experienced by many past crafters.
| Task | Check |
|---|---|
| Learn from History | Knowledge (history) DC 25 |
| Solve It Yourself | Spellcraft DC 20 + caster level |
- Critical Success
- An amazing workaround overcomes the issue. –3 days, –5% cost.
- Success
- Stumble avoided. –1 day.
- Failure
- Doomed to repeat the same mistake. +3 days, +10% cost.
- Critical Failure
- Misapplied techniques result in disaster. +7 days, +10% cost, 1 flaw.
One or more of the necessary ingredients is flagrantly illegal and needs to be acquired through criminal means.
| Task | Check |
|---|---|
| Entreat the Black Market | Knowledge (local) DC 25 |
| Smuggle It Yourself | Sleight of Hand DC 30 |
- Critical Success
- Sell surplus to a fence. –10% cost.
- Success
- Found just enough. No adjustment.
- Failure
- Failed procurement. +5 days, +5% cost, 1 quirk.
- Critical Failure
- Arrested and fined. +15% cost; the creator who attempted smuggling is arrested and sentenced to jail time, or escapes and is on the run.
Critical ingredients were infested by an exotic rot or colony of vermin, rendering them unusable.
| Task | Check |
|---|---|
| Procure Inexpensive Replacements | Appraise DC 25 |
| Purge the Infestation | Heal DC 30 |
- Critical Success
- Seller's market. –5% cost.
- Success
- Crisis averted. No adjustment.
- Failure
- Gouged on prices. +10% cost.
- Critical Failure
- Infestation spreads into item. +5% cost, 1 quirk, 1 flaw.
Somehow, one or more of your item's components have developed a limited intelligence.
| Task | Check |
|---|---|
| Coax Ingredients to Greater Performance | Handle Animal DC 30 |
| Magically Force Ingredients into Order | Spellcraft DC 15 + caster level |
- Critical Success
- Item proceeds normally but becomes an intelligent item of your alignment, and it likes you.
- Success
- Ingredients work with you. 1 perk if you coaxed the ingredients; –5% cost if you coerced them.
- Failure
- Ingredients rebel — escape or sabotage the item. +15% cost, 1 flaw.
- Critical Failure
- Item proceeds normally but becomes an intelligent item of a contrary alignment, and it hates you.
Your item's creation draws the attention of a wandering spirit with some affinity for the item.
| Task | Check |
|---|---|
| Exorcise Spirit | Knowledge (religion) DC 25 |
| Seek Spirit's Aid | Diplomacy DC 20 + caster level |
- Critical Success
- Spirit's release. –3 days, –5% cost, 1 perk.
- Success
- No adjustment (exorcised); or –1 day, –5% cost, 1 quirk (sought spirit's aid).
- Failure
- Spirit's interference. +3 days, +5% cost, 1 quirk.
- Critical Failure
- Spirit's wrath. Item is cursed.
The item's creation is dependent on the energy of intersecting ley lines or of another magical location.
| Task | Check |
|---|---|
| Adjust Accordingly | Knowledge (arcana) DC 20 + caster level |
| Find the Perfect Spot | Knowledge (geography) DC 25 |
- Critical Success
- Auspicious convergence. –2 days, 1 perk.
- Success
- Satisfactory location. No adjustment.
- Failure
- Misaligned location. +3 days, 1 quirk.
- Critical Failure
- Deleterious convergence. +10% cost, 1 flaw.
The magical auras of several components thrum with a strange resonance whenever they are near each other.
| Task | Check |
|---|---|
| Analyze the Cause | Spellcraft DC 15 + caster level |
| Follow the Rhythm | Perform (any) DC 15 + caster level |
- Critical Success
- Resonant power revealed. –1 day, 1 perk.
- Success
- Resonance limited. 1 quirk.
- Failure
- Resonance interferes. +1 day, +5% cost, 1 quirk.
- Critical Failure
- Out of control! +3 days, +10% cost, 1 flaw.
You realize that your item's creation is influenced by planar convergences or other peculiarities.
| Task | Check |
|---|---|
| Consult a Planar Orrery | Knowledge (planes) DC 25 |
| Secure Outsider's Assistance | Diplomacy DC 20 + caster level |
- Critical Success
- Perfectly aligned. –3 days, –5% cost, 1 perk.
- Success
- Well aligned. –1 day.
- Failure
- Poorly aligned. +1 day, 1 quirk, 1 flaw.
- Critical Failure
- Catastrophically aligned. +3 days, +5% cost, 1 flaw.
You uncovered a reference suggesting that a rare book located in a large library will help with the item's creation.
| Task | Check |
|---|---|
| Check the Card Catalog | Linguistics DC 20 |
| Scan the Shelves | Perception DC 30 |
- Critical Success
- Expedient search. –3 days.
- Success
- Found it! –1 day.
- Failure
- Lengthy search. +3 days.
- Critical Failure
- Huge delays and fees. +10 days, +5% cost.
You suddenly realize that you don't have enough stock of an important ingredient.
| Task | Check |
|---|---|
| Improvise a Substitution | Craft (alchemy) DC 30 |
| Search for More | Survival DC 25 |
- Critical Success
- Amazing combination. –5% cost, 1 perk.
- Success
- Sufficient components. No adjustment.
- Failure
- Missing component. +10% cost.
- Critical Failure
- Terrible mix. +5% cost, 1 flaw.
Your item requires a king's hair, a prince's kiss, or some other participation from high-ranking nobility.
| Task | Check |
|---|---|
| Exploit Noble Ties | Knowledge (nobility) DC 25 |
| Falsify the Ingredients | Use Magic Device DC 20 + caster level |
- Critical Success
- Regal synergy. 1 perk.
- Success
- No adjustment (noble ties); or 1 quirk (falsified ingredients).
- Failure
- Introduced impurities. 1 flaw.
- Critical Failure
- Impurities and ostracism. +3 days, 1 flaw; the creator who attempted to exploit noble ties is ostracized at court.
The instructions for your next component are nearly impossible to understand due to abstruse language.
| Task | Check |
|---|---|
| Consult a Dictionary | Linguistics DC 15 + caster level |
| Make Up Your Own Big Words | Use Magic Device DC 20 + caster level |
- Critical Success
- Master of erudition. –3 days, –5% cost.
- Success
- Instructions elucidated. –1 day.
- Failure
- Nonplussed. +3 days, +5% cost.
- Critical Failure
- Confounded. +7 days, +10% cost.
Partway through the creation process, you notice a flaw in the item's physical design.
| Task | Check |
|---|---|
| Disassemble and Adjust | Disable Device DC 30 |
| Turn to Your Advantage | Craft (item's type) DC 20 + caster level |
- Critical Success
- Surprising benefits. +1 day, –10% cost, 1 perk.
- Success
- Meticulousness pays off. +1 day, –5% cost.
- Failure
- Insurmountable flaw. +3 days, +5% cost, 1 flaw.
- Critical Failure
- Item destroyed in disassembly. Lose 25% of market price and start over.
You are struck with a sudden stroke of brilliance and alter the creation process.
| Task | Check |
|---|---|
| Improve the Item | Spellcraft DC 20 + caster level |
| Improve the Methodology | Knowledge (arcana) DC 20 + caster level |
- Critical Success
- Incredible breakthrough. –2 days, –5% cost, 1 perk.
- Success
- Breakthrough. 1 perk (improved item); or –2 days (improved methodology).
- Failure
- False lead. +1 day, 1 quirk.
- Critical Failure
- Terrible idea. +2 days, +5% cost, 1 flaw.
Class-Specific Challenges
When a 93–100 is rolled, determine which of the following challenges apply to at least one creator and pick one randomly from among those options. If none apply, choose a fitting challenge from the random table instead (such as Illegal Ingredients for a rogue, or Rare Reference for a wizard).
| Challenge | Appropriate Creators |
|---|---|
| Crisis of Faith | Divine spellcaster with a patron deity |
| Instability from Within | Spellcaster who draws power from within (oracle, sorcerer) |
| Natural Disaster | Creator with a connection to nature (druid, ranger) |
| Natural Wonder | Creator with a connection to nature (druid, ranger) |
| Otherworldly Aid | Creator connected to outsiders, spirits, a patron, or a curse (infernal sorcerer, oracle, witch) |
| Otherworldly Interference | Creator connected to outsiders, spirits, a patron, or a curse (infernal sorcerer, oracle, witch) |
| Personal Surge | Spellcaster who draws power from within (oracle, sorcerer) |
| Sign from the Gods | Divine spellcaster with a patron deity |
During the creation process, you experience ill omens from your patron deity that make you question your very faith.
| Task | Check |
|---|---|
| Persevere | Will DC 20 + caster level |
| Search for Answers | Knowledge (religion) DC 15 + caster level |
- Critical Success
- Perseverance pays off. 1 perk.
- Success
- Crisis overcome. No adjustment.
- Failure
- Shaken faith. +1 day, +5% cost, 1 quirk.
- Critical Failure
- Patron's ire. +3 days, +10% cost, 1 flaw.
Something within you emerges at an inopportune time and threatens the item's creation.
| Task | Check |
|---|---|
| Account for the Instability | Knowledge (arcana) DC 15 + caster level |
| Roll with It | Use Magic Device DC 20 + caster level |
- Critical Success
- Instability exploited. –5% 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.
During a stage of the item's creation in a natural setting, there's an unexpected natural disaster.
| Task | Check |
|---|---|
| Harness the Power | Use Magic Device DC 20 + caster level |
| Take the Proper Precautions | Survival DC 15 + caster level |
- Critical Success
- Shaped by the disaster's power. –10% cost, 1 quirk, 1 perk.
- Success
- Danger avoided. 1 quirk (harnessing the power); no adjustment (precautions).
- Failure
- Damaging disaster. +7 days, +10% cost.
- Critical Failure
- Disastrous consequences. Item destroyed; lose 25% of market price and start over. All creators take 1d6 damage per caster level of an energy type appropriate to the disaster.
During a stage of the item's creation in a natural setting, a rare wonder of nature reveals itself.
| Task | Check |
|---|---|
| Reflect on the Wonder's Beauty | Craft (item's type) DC 20 + caster level |
| Show Respect for Nature | Knowledge (nature) DC 20 + caster level |
- 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. +7 days, +5% cost, 1 quirk.
Otherworldly beings are tampering with your item's creation in an attempt to assist you.
| Task | Check |
|---|---|
| Alter Construction Accordingly | Craft (item's type) DC 20 + caster level |
| Respectfully Redirect Their Efforts | Diplomacy DC 20 + caster level |
- Critical Success
- Incredible aid. –6 days, –10% cost, 1 quirk.
- Success
- Effective aid. –3 days, –5% cost, 1 quirk.
- Failure
- Ineffective aid. 1 quirk.
- Critical Failure
- Disaster. +3 days, +10% cost, 1 quirk, 1 flaw.
Otherworldly beings are meddling with your item's creation, whether from near or afar.
| Task | Check |
|---|---|
| Convince Them to Stop | Diplomacy DC 20 + caster level |
| Use Protective Measures | Knowledge (religion or planes) DC 20 + caster level |
- Critical Success
- Otherworldly repairs. –3 days, –10% cost, 1 quirk.
- Success
- Inconsequential interference. No adjustment.
- Failure
- Unrelenting interference. +5% cost, 1 quirk.
- Critical Failure
- Severe interference. +3 days, +5% cost, 1 quirk, 1 flaw.
A surge of beneficial power springs up from unknown depths within you.
| Task | Check |
|---|---|
| Embrace the Power | Use Magic Device DC 20 + caster level |
| Focus the Surge | Spellcraft DC 20 + caster level |
- Critical Success
- Incredible surge. –3 days, –5% cost, 1 perk.
- Success
- Surging boost. –1 day, –5% cost.
- Failure
- Squandered surge. 1 quirk.
- Critical Failure
- Overload. +5% cost, 1 quirk, 1 flaw.
During the creation process, you receive signs that indicate your patron's favor.
| Task | Check |
|---|---|
| Donate to the Faith | Donate 5% of market price or more to the patron's interests |
| Offer Prayers of Thanks | Knowledge (religion) DC 20 + caster level |
- Critical Success
- Divine intervention. Halve the remaining number of days, 1 perk.
- Success
- Favor's blessing. 1 perk.
- Failure
- Ingratitude's comeuppance. 1 flaw.
- Critical Failure
- —
Perks
Perks are beneficial adjustments, most often gained from critical successes. The strongest perks have the highest numbers on the table. Reroll duplicates and perks that don't fit the item. The GM may also choose an appropriate perk without rolling.
| d% | Perk | Restriction |
|---|---|---|
| 01–04 | Lightweight | |
| 05–08 | Durable | |
| 09–12 | Impervious | |
| 13–16 | Energy-Kissed | |
| 17–20 | Sacred | Divine spellcaster with patron deity |
| 21–24 | Faithful | Divine spellcaster with patron deity |
| 25–28 | Shielding | |
| 29–32 | Tentacled Touch | Touch-delivering item (staff, wand) |
| 33–36 | Inscribed | |
| 37–40 | Eager | |
| 41–44 | Enemy Glow | |
| 45–48 | Hated Foe | Weapon only |
| 49–52 | Skillful | |
| 53–56 | Exemplar | Weapon, armor, or activated item |
| 57–60 | Unassuming | |
| 61–64 | Lucky | |
| 65–68 | Draconic | |
| 69–72 | Mindlinked | Command-word activated item |
| 73–76 | Messenger | |
| 77–79 | Healthful | |
| 80–82 | Energetic | Weapon only |
| 83–85 | Lunar | |
| 86–88 | Solar | |
| 89–91 | Potent | |
| 92–94 | Spying | |
| 95–97 | Resizing | |
| 98–100 | Egoistic | Weapon only |
Quirks
Quirks are oddities that make an item unusual in a way that's generally neither positive nor negative — or a little of both. More beneficial or double-edged quirks have higher numbers on the table. Reroll duplicates and quirks that don't fit the item. The GM may choose an appropriate quirk without rolling.
| d% | Quirk | Restriction |
|---|---|---|
| 01 | Flaw — roll on flaw table instead | |
| 02–04 | Infested | |
| 05–08 | Unusually Colored | |
| 09–12 | Color-Altering | |
| 13–16 | Mood Coloration | |
| 17–20 | Aberrant | |
| 21–24 | Decorous | Activated item only |
| 25–28 | Dirty | |
| 29–32 | Junky | |
| 33–36 | Magnificent | |
| 37–40 | Verdant | |
| 41–44 | Noisy | |
| 45–48 | Bloodthirsty | |
| 49–52 | Levitating | |
| 53–56 | Molting | |
| 57–60 | Soprano | |
| 61–64 | Bass | |
| 65–68 | Giant-Eared | |
| 69–72 | Nose-Enlarging | |
| 73–76 | Spiritbound | |
| 77–80 | Racially Attuned | |
| 81–84 | Loyal | |
| 85–87 | Wet | |
| 88–90 | Slimy | |
| 91–93 | Unpredictable | Activated item only |
| 94–96 | Convergent | |
| 97–99 | Glittering | |
| 100 | Perk — roll on perk table instead |
Flaws
Flaws are detrimental adjustments, similar to curses but far less damaging or restrictive. Whenever a challenge adds a flaw, roll on the following table. In general, more harmful flaws have higher numbers. Reroll duplicates and flaws that don't fit the item. The GM may choose an appropriate flaw without rolling.
| d% | Flaw | Restriction |
|---|---|---|
| 01–04 | Heavy | |
| 05–08 | Fragile | |
| 09–12 | Vulnerable | |
| 13–16 | Energy Weakened | |
| 17–20 | Pungent | |
| 21–24 | Faerie-Lit | |
| 25–28 | Singing | |
| 29–32 | Vindictive | Weapon only |
| 33–36 | Anomalous | |
| 37–40 | Extremely Infested | |
| 41–44 | Addictive | |
| 45–48 | Gluttonous | |
| 49–52 | Slothful | |
| 53–56 | Hallucinogenic | |
| 57–60 | Obedient | |
| 61–64 | Uncivilized | |
| 65–68 | Allergic | |
| 69–72 | Zealous | Divine caster with patron deity |
| 73–76 | Impotent | |
| 77–80 | Pacifistic | Weapon only |
| 81–84 | Backlashing | |
| 85–87 | Wrathful | |
| 88–90 | Proud | |
| 91–93 | Slippery | Held item only |
| 94–96 | Enticing | |
| 97–99 | Paranoid | |
| 100+ | Cursed — roll on Table 15–27 (CRB p. 537) |