Harvesting 5e

Harvesting

After a creature is slain, its components must be harvested quickly before their magic fades. There are five steps involved in this process. Here's an example of how this would progress.
The party has just slain Likslv the aboleth. Gurf the Barbarian and Mizzard the Wizard declare they wish to harvest the aberration!

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.   Using the general Aberration table, it is decided that the aboleth has the following components on offer: 3 eyes, 5 tentacles, 50 phials of mucus, 50 phials of blood, a pouch of teeth, its brain, and its hide. Because an aboleth is CR 10, one can also harvest robust essence from it.
GM:In addition to the many phials’ worth of blood and mucus, you could harvest three eyes, five tentacles, a pouch-worth of teeth, and, of course, its rubbery hide. Because this creature is particularly potent, you can also try to extract its essence—a difficult process.

Step 2 — Harvest List

The harvesters then quickly decide what they want to harvest and in which order. This order is known as the harvest list.   Example. The party chooses to harvest the following components in the listed order: 3 eyes, a pouch of teeth, the hide, and then the essence.
Gurf: I want the eyeses. And all the teef!   Mizzard: Very well, Gurf, but let’s not forget the hide we came here for! And we’ll need essence to be able to make the more powerful ‘rare’ versions of items. We’ll take a pouch of teeth, the three eyes, the hide, and then the essence, in that order.

Optional Rule: Quick Harvest
Instead of Steps 2, 3, and 4, the GM may decide to have each player choose a single item they want to get, which they will get automatically. However, in this way, the characters can only gather these items and no more, but pose no chance to fail entirely.   Using this rule, all monsters lose their magic after one exploration turn.
 

Step 3 — Harvest DCs

After the party has created its harvest list, calculate the Harvest DCs. List out the chosen components in the order the party wishes to harvest them and sequentially add each Component DC to the total of all the previous Component DCs. The Component DC represents how hard a component is to harvest.
Example Harvest List
ComponentComponent DCHarvest DC
Pouch of Teeth1010 (10)
Eye (1)515 (10+5)
Eye (2)520 (10+5+5)
Eye (3)525 (10+5+5+5)
Hide2045 (10+5+5+5+20)
Robust Essence3075 (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: an Assessment check and a Carving check.
GM: Okay. Mizzard, as the assessing harvest, you need to make an Intelligence (Psionics) check and Gurf, as the carving harvester, you need to make a Wisdom (Survival) check.   Mizzard: Okay... That's a 12 plus 5 for 17.   Gurf: For me that's a 16. My Wis is flat, but I'm proficienct, so a 20.   GM: Great; 17 plus 20—that's a total of 37.

Step 5 — Loot

Compare the result of the Harvesting check to the harvest list you made in step 3. If the Harvesting check’s result met or exceeded the Harvest DC for a component, that component is successfully harvested.   Example A result of 37 means that everything except the hide and essence are acquired.
GM: The three eyes come out, as do the teeth. Unfortuantely, the hide is too tough and you can't harvest it before its magic seeps away and it becomes a mundane bit of fat. You never even get started on the essence.   Gurf: Yay! Teef and eyez!   Mizzard: Blast, I wanted that hide...
 

Components and Difficulty

Harvesting terms and concepts are explained below.  

Component DC

Some components, like teeth, are very simple to extricate, whilst others, like hide, take a great deal of 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. For example, you might decide that a severely damaged aboleth can only yield 1 eye and 1 tentacle, rather than its usual bounty. Conversely, a mutant might have mutated an extra, fourth eye.  

Harvest List

Components can be harvested in any order, regardless of Component DC. The harvest list details which components the harvesters wish to attempt to extract and in which order. The harvesters must agree on the harvest list together or defer to the carving harvester.   Optional Rule: Randomized Harvesting
While much less realistic, this rule allows one to emulate games such as the Monster Hunter series. A creature can be harvested a number of times depending on its size, and each item is rolled randomly. This is similar to the rule of Quick Harvest, in the sense that there is not a need for a rolled skill check. Using the table below, find the creature's size and check how many times it can be harvested, then the GM rolls randomly to determine which items you get from the table. As normal, there are a limited number of certain resources, and so a repeated roll of a "used up" item is simply re-rolled or ignored, depending on the GM's choice.
 
 

Harvest DC

After the harvesters establish their harvest list, calculate the Harvest DCs. This is achieved by adding the Component DC of each component in the list to the DC of the components higher up in the list. These cumulative DCs are known as the Harvest DCs; harvesters successfully extract the components for which they meet or exceed a Harvest DC.  

Starting and Finishing

For the sake of the 'Failing With Consequences' and the 'Storage and Supplies' optional rules found later in this document, it is important to know if the harvesters have started harvesting a component. A creature finishes harvesting a component if it meets the Harvest DC for that component in the harvest list. If the harvester exceeds the DC of a component in the harvest table, it is deemed to have started harvesting the next component in the list.   For example, in the aboleth example on page 4, the result of 37 means that the harvester has finished harvesting the three eyes and teeth (DC 25) and has started on the hide. The fact that the result didn’t meet the DC for the hide (45) means the party didn’t finish harvesting it before it degraded. The harvesters never began harvesting the essence; that would require a result of 46 or higher.

Duration and Degredation

Duration. Harvesting a creature takes a set amount of time based on the size of the creature.
Creature Size and Harvest Time
Creature SizeHarvest Time
Tiny5 minutes
Small10 minutes
Medium15 minutes
Large30 minutes
Huge2 hours
Gargantuan12 hours
Colossal48 hours
  Creatures smaller than Tiny cannot be harvested but the entirety of their bodies, if properly preserved within 1 minute, may be of use in crafting.

Degredation

To keep the game flowing, the concept of degredation is used; the adventurers have only a short time, post-mortem, to harvest components. Spells like Gentle Repose do not prevent this. This rule prevents the aftermath of each fight from becoming a harvest-fest by limiting the number of creatures that can e harvested.  
The Rules
For harvesting to yield magical components, a harvester must begin harvesting a corpse within 1 minute of the creature’s death and, once it has begun harvesting, not cease harvesting the corpse for the duration of the check. As the shortest harvest time of any creature is 5 minutes, a character only has time to harvest one creature after a battle before the other creatures have degraded.   Optional Rule: Quick Harvest
As stated above, this optional rule changes how quickly creatures degrade. When using this rule, each harvesting takes 10 minutes and must be started within 10 minutes. Each player chooses one part from one monster, and cannot choose more.
 
 

Assessment and Carving

The Harvesting check is the summed total of two ability checks: Assessment and Carving. A single creature can choose to make both checks; if it does so, it makes these checks with disadvantage. With all Assessment Harvesting checks, the skill used for the check depends on the type of creature the characters are attempting to harvest. For example, beasts require a Nature check while aberrations require an Psionics check. All Carving checks are made with the Survival skill.
Creature Types and Associated Skills
Creature TypeAssociated Skill
AberrationPsionics
AnimalNature
CelestialReligion
ConstructInvestigation
DragonArcana or Psionics
ElementalArcana or Nature
FeyArcana or Nature
FiendReligion
GiantMedicine
HumanoidMedicine
Magical BeastArcana or Nature
Monstrous HumanoidMedicine
OozeArcana
PlantNature
UndeadReligion or Medicine

Assessment

To correctly assess how best to extract and store creature components, a character must make an Intelligence check. The skill applicable to the check depends on the type of creature, as shown in the Creature Types and Associated Skills table. A creature attempting this Assessment check is known as the assessing harvester. Regardless of the associated skill, this check is always made with Intelligence, even if it would normally allow a different ability.  

Carving

Skill with a knife is the proven method of harvesting components. A creature attempting to harvest a corpse makes a Wisdom (Survival) check. A creature attempting this Survival check is known as the carving harvester.  

Spells and Buffs

For a spell or magical effect to have any influence on the outcome of harvesting, it must affect a harvester for the entire duration of the Harvesting check (see Creature Size and Harvest Time table on page 6). For this reason, spells with a duration of 1 minute, like bless and guidance, never confer their bonus to the result of the check.   A spell like enhance ability, which lasts 1 hour, could confer its advantage to a Harvesting check so long as the spell begins before the check starts and does not end until after the check is completed.  

Helpers

Creatures not involved in assessment or carving can still help. The number of creatures that can help depends on the size of the creature being harvested. If a helper has proficiency in the skill associated with the monster's type, the helper adds his or her proficiency bonus to the Harvesting check's result. If the helper doesn't have this proficiency, he or she instead adds +1 to the check. Helpers must help for the entire duration of the harvesting procedure to add this bonus and are considered assessing harvesters for the purposes of the Failing With Consequences section. This takes the place of the Help action.
Harvesting and Helpers
Creature SizeMaximum Number of Helpers
Tiny0
Small1
Medium2
Large4
Huge6
Gargantuan10
Colossal20

Results and Rewards

A character receives each component for which it meets or exceeds the DC in the harvest list. This is cumulative; for example, a Harvesting check of 37 on the aboleth example on page 4 yields three eyes and a pouch of teeth. The hide and robust essence are not harvested, as the result of 37 is lower than the DCs (45 and 75, respectively).

Component Types

Component names are comprised of the creature type (e.g. beast) and the creature part (e.g. horn). A rhino, demon, and minotaur all have horns, but these are known as beast horn, fiend horn, and monstrosity horn, respectively, and are each used to craft different things.
Optional Rule: Metatags
Metatags are a tool that expands the number of possible components in the game, increasing the specificity of the crafting system.

Components

When using metatags, you record the name of each component you harvest. For example, without metatags, a horn from a rhinoceros and a horn from a goat are both known as beast horns. With metatags, these are two different horns: a beast (rhinoceros) horn and a beast (goat) horn.

Recipes

In crafting recipes, metatags specify a detail about the creature that bore the component written in parentheses. This detail could be its name (e.g. Animated), size (e.g. Large), subcategory (e.g. shapechanger), or something else. You may have to look at the creature’s statistics to see if it satisfies a metatag requirement.

Quests and Consequences

Metatags can be used in either or both of the following ways. Firstly, a GM may require that a specific metatag is needed to craft an item. For example, a GM may decide that flame tongue—a fiery weapon—might be craftable only using the breath sac from a fire-breathing (brass, gold, or red) dragon. A player wouldn’t be able to use a dragon (ancient white dragon) breath sac to craft the item and would need to embark on a quest to find the appropriate component.   Secondly, if the correct metatag is used in a crafting recipe, a GM can reward the player by granting them advantage on the check to craft the item. For example, without metatags, any dragon’s eye can be used to craft a ring of poison resistance. With metatags, an adventurer can craft the ring with the eye of any dragon, but has advantage on the check(s) if they use the eye of a green dragon.
 
Optional Rule: Ruining Components
After deluging a creature in a torrent of acid, it wouldn’t be a stretch for a harvester to ask: “Is the pelt okay though?” These optional rules give you tools to impose penalties on harvesting after killing a creature in a particularly gruesome manner. Two factors influence how components may be ruined: damage type and damage quantity.

Damage Types

Damage types that can ruin components are referred to as ‘destructive damage types’. When a component is ruined by a destructive damage type, you can impose penalties on checks or the availability of components.
Simplified
Acid, fire, and necrotic damage are all well-documented means of disposing of corpses and thus can ruin components. These are all destructive damage types.
Detailed
In addition to acid, fire, and necrotic, any damage type to which a creature is vulnerable is added to the list of destructive damage types for it. This includes temporary vulnerability imposed by spells or other magical effects. Damage types to which a creature is resistant aren’t considered destructive damage types for that creature. Resistance trumps vulnerability; if a creature has both vulnerability and resistance to a damage type, then it isn’t considered a destructive damage type for that creature. Damage types to which a creature is immune are moot as the creature can’t take this damage.

Damage Quantity

There are two options for deciding how much damage of a destructive type is enough to ruin components: the killing blow (simplified method) and the percentage of hit points (detailed method). Additionally, massive damage also ruins components.
Simplified: Skilling Blow
If a creature dies to a destructive damage type, then its components are ruined.
Detailed: CR
If a creature takes an amount of destructive damage equal to or more than ten times its CR, the components are ruined. This method requires a little more legwork to keep track; consider using the detailed method for boss monsters, and the simplified method for all other creatures:
  • Note what damage types are destructive for the creature in question.
  • Whenever the creature takes damage of a destructive damage type, keep track of this cumulative value. Don’t count damage dealt to temporary hit points towards this value.
  • When the creature dies, check if the destructive damage value exceeds ten times the creature’s CR. If so, the creature’s components are ruined. Long rests reset this damage counter; sometimes, it can be wise to let a kill escape and hunt it another day!
You can narrate the physical appearance of the target creature degrading each time it takes destructive damage, upping the ante in a fight and providing a new tactical angle for the players. Player characters proficient in the skill associated with harvesting a creature type might even get special insights into the components’ condition before the creature is killed.

Massive Damage

If a creature takes damage that reduces it to 0 hit points and there is damage remaining, the creature’s components are ruined if the remaining damage equals or exceeds half its hit point maximum.

Outcomes

When components are ruined, you can impose penalties in two ways: by making harvesting harder or by removing components.

Salvaging Difficulty

In all cases, if components are ruined, they are much harder to harvest. All Harvesting checks for that creature are made at disadvantage.

Unsalvageable

At the GM’s discretion, he or she can choose (randomly or otherwise) any number of components that a creature would normally have available to harvest. These are destroyed and are unharvestable. The more destructive damage a creature takes, the more components are destroyed.
 
Optional Rule: Failing With Consequences
Harvesting isn’t safe! A misdirected cut can have permanent consequences, especially when harvesting more volatile corpses. Life is a learning curve; whether you reveal that a component is volatile or not before harvest is entirely up to the GM!

Volatile Components

Creatures with area of effect abilities, such as a dragon’s breath weapon, can have volatile components (marked with a superscript ‘v’: v ). If the harvesters start harvesting a volatile component, like a dragon’s breath sac, but don’t finish harvesting it, the volatile component can explode (GM’s discretion), affecting all the harvesters. Use the creature’s unique ability to decide the save DC and volatile effect.   For example, a Harvesting check result of 12 when attempting to harvest an adult red dragon’s breath sac (DC 25) means the sac isn’t harvested and that both harvesters must make a DC 21 Dexterity saving throw against the dragon’s Fire Breath as if it were alive.
GM: Okay Gurf and Mizzard, you tried to harvest the adult red dragon’s breath sac, and got a 12. In your rush to extract the fiery organ before its magic expires, you accidentally nick it with a scalpel. I need you each to make Dexterity saving throws against its Fire Breath.   Gurf: Uh oh.

Special Damage

If a creature deals an additional damage type when it hits with an attack, such as a giant scorpion’s sting which deals poison damage, a carving harvester can accidentally hurt himself or herself while working on the corpse.
Catastrophic Failure
If either harvester rolls a 1 on its check (before adding modifiers) or rolls 10 or more below the DC of the part, that harvester takes damage equal to the creature’s additional damage. If the additional damage requires a saving throw, then the harvester makes the saving throw as if it had been hit by the dead creature’s weapon attack.
Example
For example, a Harvesting check result of 10 when trying to skin an ice devil (DC 20) results in no components and the carving harvester taking 3d6 cold damage. If it were a poisonous snake instead of an ice devil, then the carving harvester would make a Constitution saving throw against the snake’s poison, just as if it had been hit by the snake’s bite attack.
Mizzard: Heellllp I’m dyiiiiing.   Gurf: I want a snakeskin belt; I try to harvest the snake?   GM: On your own?   Gurf: Yarp.   GM: Okay, give me one Intelligence (Nature) check, and one Wisdom (Survival) check.   Gurf: … Intelligence check is a natural 1, plus 3, 4. Dexterity is a 9, plus 7, 16. That’s 20 total.   GM: You accidentally pick up the snake by the wrong end and catch yourself on its fangs. Make a Constitution saving throw.   Gurf: I’m good at these… 21 total!   GM: You take half of 2d4 poison damage, and manage to successfully harvest the snake’s skin.

 
Optional Rule: Storage and Supplies
The result of the Harvesting check encapsulates the entire process, including the storage and preservation of the extracted components. To achieve this, a harvester needs to have the correct supplies (containers, solvents, disposable gloves, etc.) with which to store these components. Many a novice harvester has returned home empty-handed, claiming to have successfully skinned a dragon but not having anything to show for it, as they lacked the necessary supplies to preserve it for the journey home.

Harvesting Supplies

Scalpels, ether, incense, and glass vials are amongst the myriad materials a harvester needs to effectively do their job. For the sake of simplicity, all these mundane materials are termed ‘harvesting supplies’ and can be purchased from an appropriate craftsperson, arcane store, or temple. Every 50 gp worth of harvesting supplies weighs 1 pound.   Harvesting supplies are expended when the Harvesting check is rolled, regardless of the components gained. Each time a character attempts to harvest a creature, they consume a value of harvesting supplies, measured in gold pieces, equal to the component DC of each component they begin harvesting:
Harvesting Supplies Cost (GP) = Combined component DC of each component for which harvesting was started
Example
In the aboleth example, the harvesters try to harvest six components. As the result of the check (37) doesn’t meet the DC of the 5th component (the hide; DC 45), this component isn’t harvested. The harvesters never start harvesting the 6th component (DC 75). Regardless of which components are acquired, the supplies would cost 45 gp; the combined DC of the first 5 components.
 
 

Trading

Though only the appropriate craftspeople know how to properly use creature components, their rarity makes them valuable commodities. If your players can find a buyer, well-preserved components are sure to fetch some coin!

Finding Traders

When the party doesn’t have access to its regular clients, such as when entering an unexplored city, locating a purveyor of magical components can be quite the task. Finding a trader who’s prepared to offer a good price is a matter of inquiry, haggling, and location. Cities are more likely to have wizards and magic craftspeople than hamlets out in the wilds.   Characters looking for a buyer or seller must spend one day questioning the locals and paying for information. At the day’s conclusion, a character must pay 25 gp and make two checks: one Intelligence (Investigation) check and one Charisma (Persuasion) check. Add the results of the two checks together and consult the table below to determine what a trader is prepared to offer, if anything.
Finding A Trader
Check TotalBuyer's OfferSeller's Offer
1-10No buyer is foundNo seller is found
11-2550%150%
26-50100%100%
51+120%80%

Optional Rule: More People, More Chances

The larger the city, the more often the party can search for a trader, and the greater the chance a trader can be found. The following table gives modifiers you can apply to the result of the search for a trader based on the size of the settlement. The reset time indicates the duration that must pass before searching for a new trader yields a different result.
Trader Refractory Period
Settlement PopulationModifierReset Time
1-10-121 year
11-100-86 months
101-1,000-43 months
1,001-10,00001 month
10,001-100,000+41 week
100,001-1,000,000+83 days
1,000,001++121 day

Gold Costs

Economies vary from game to game, and can even vary widldly in different locales of your own world. As a rule of thumb, a magical component can be sold to a trader for two times its component DC in gold pieces or purchased from a trader for four times its component DC in gold pieces. Vendors generally sell components for twice the price they buy them for.
Harvesting Supplies
To account for the cost of harvesting supplies (if you use that optional rule), it is recommended to increase the sell value of components for three times the component DC and the buy value to six times, instead of two and four times.

Essence

Essence has a different price structure to other components. This is due to the common occurences of its less potent versions and the extreme rarity of its most powerful versions. The values in the Trading Essence table indicate selling to or buying from a trader.
Trading Essence
No HarvestingSuppliesWith HarvestingSupplies
EssenceSellBuySellBuy
Frail Essence50 gp100 gp75 gp150 gp
Robust Essence250 gp500 gp280 gp560 gp
Potent Essence1,500 gp3,000 gp1,535 gp3,070 gp
Mythic Essence8,000 gp16,000 gp8,040 gp16,080 gp
Deific Essence80,000 gp160,000 gp80,050 gp160,100 gp

Mundane Ingredients

Mining ore, gathering cotton, and felling trees to gain these raw ingredients, and then smelting, weaving, or milling them into usable materials is a complex process. THe following brief ruleset is a simplification of that process to allow your players to gather ingredients in the wilderness. For a more streamlined game, you can encourage your players to buy these ingredients by having them readily available in any village, town, or city.

Types of Ingredients

There are three classes of mundane ingredients: minerals, fibers, and wood, each of which requires particular tools and machinery to gather and refine them.

Finding and Refining Ingredients

Gathering usable ingredients requires a creature to both find them and refine them. For the sake of simplicity, this process is reduced to a single check, typically a Nature or Survival check using Strength, Dexterity, Intelligence, or Wisdom, which takes place over the course of 8 hours. Much like with tracking, a GM can encourag eplayers to be creative in how they describe their process; smashing lots of rocks in hope of finding ore might require a Strength (Survival) check while identifying rock formations that typically contain the desired ore might call for an Intelligence (Nature) check.   Depending on the type of ingredient, a creature typically needs access to tools or machinery to refine them into usable and saleable products. If a tool is missingm the ingredient can't be harvested. If the machinery is unavailable, then the ingredient can't be converted into its product, and thus can't be used for crafting. A creature can carry an unrefined ingredient with them until such machinery is accessible.

Calculations

A creature must state what type of ingredients he or she is searching for, make the appropriate check, and then consult the DCs in the "Finding Mundane Ingredients" table below. On a success, a creature finds a number of units of that ingredient equal to five plus five times the value by which the DC is beaten.
Units found = 5 * (1 + check result - DC)
Mizzard: I desire to acquire some spidersilk for a new robe. I will use my knowledge of likely giant spider locations within this forest.   Gurf: And I want wood. I'm gonna chop it wiv my axe.   GM: Okay, Mizzard, make an Intelligence (Nature) check, Gurf, a Strength (Survival) check.   Mizzard: Should be easy, I have a +17 with my expertise. That's a 3, 20 total.   Gurf: 15, plus 8 for 23.   GM: Gurf, you beat your DC by 18 and find 95 units of basic wood. Taking it back to the sawmill, you produce planks with a value of 95 cp. Mizzard, your check of 20 didn't meet the DC of 20. You search high and low for giant spider nests in which to harvest spider silk. Unfortunately, the forest fire you caused burnt all the webs and the spiders are pissed. Roll initiative.
Optional Rule: Critical Success
Usually, you can't critical succeed or fail on ability checks. However, sometimes harvesters get lucky. If a creature rolls a natural 20 on one of its checks to gather a mundane ingredient, consider awarding it something more valuable: a gemstone, a nugget of amber, or a rare truffle with a value in gold pieces roughly equal to ten times the character's level.
 

Material Value and Rarity

Silver, gold, platinum, adamantine, mithril, silk, spidersilk, exotic woods, ad xyxlwood are rarer, more valuable ingredients that can be found in the wilds. These ingredients have a higher cost per unit acquired.
Mundane Ingredients Metadata
Ingredient TypeToolMachineryProductIngredientWeight per Unrefined UnitWeight per Refined UnitValue per Refined Unit*
FibersBladeLoomClothCotton, Flax0.05 lbs0.04 lbs1 cp
FibersBladeLoomClothSilk0.05 lbs0.04 lbs1 sp
FibersBladeLoomClothSpidersilk0.05 lbs0.04 lbs1 pp
MineralPickaxeSmelteryIngotsCopper, Iron0.08 lbs0.02 lbs1 cp
MineralPickaxeSmelteryIngotsSilver0.080.021 sp
MineralPickaxeSmelteryIngotsGold0.08 lbs0.02 lbs1 gp
MineralPickaxeSmelteryIngotsPlatinum0.08 lbs0.02 lbs1 pp
MineralPickaxeSmelteryIngotsMithril0.04 lbs0.01 lbs1 pp
MineralPickaxeSmelteryIngotsAdamantine0.2 lbs0.05 lbs1 pp
WoodAxeSawmillPlanks or PolesBasic Wood0.5 lbs0.25 lbs1 cp
WoodAxeSawmillPlanks or PolesExotic Wood0.5 lbs0.25 lbs1 sp
WoodAxeSawmillPlanks or PolesXyxlwood0.5 lbs0.25 lbs1 pp
DCbyTerrain
TypeIngredientArcticCoastDesertForestGrasslandHillJungleMountainSwampUnderdarkUrban
FibersCotton, Flax502040155151525202540
FibersSilk553550202030154035400
FibersSpidersilk6045553030402550454555
OreCopper, Iron35351525205255351040
OreSilver4040253530153515452045
OreGold5045304035204520502550
OrePlatinum5550354540255025553055
OreAdamantine1, Mithril26055405045305530603560
WoodBasic Wood50204052525530254030
WoodExotic Wood5530501530351540355040
WoodXyxlwood6040603050553050456050
1Adamantite ore can only be found near where dwarves dwell, and far from where arcane magic is used.
2The ores used to make mithril are scarcely known, and require the sap of an elven hometree to be made into mithril.

Innately Magical Materials

Some rare, magical materials don't need to be enchanted or forged to make magic items; the result of manufacturing is a magic item. Two examples of this are mithril and xyxlwood. These magic items have their own specific properties, are more durable, and deal magical damage (if made into weapons).

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