Dweomercraft

Step 1
Assemble the workstation. You need Dweomercraft Tools and a quiet, safe space to create magical items.

Step 2
Choose a base item. The base item can be anything, though most desire to keep their magic items close by and thus use clothing, weapons, armor, or other accessories.

Step 3
Gather an arcane solvent. The best arcane solvent is folded arcanite, though platinum, gold, silver, copper, spirit, and soul can be used for this purpose. You do not have to use only one type of solvent, but you must provide enough to meet or exceed the item's GP value.

Step 4
Present a totem. The totem can be anything, so long it is relevant to the desired magic item. A particularly strongly linked totem will make the enchanting process easier, while a weakly linked item will hinder the creation.

Step 5
Expend XP. When you create a magic item, you must expend personal energy in the form of XP to bind everything together. This costs 1/20th of the base value of the item. When doing this, you must roll a Dweomercraft Tools check. If you fail by 5 or less, the XP is wasted, but not the materials. If the roll fails by 5 or more, a cursed variant of the item is created!

You may use Intelligence, Wisdom, or Charisma as your ability score bonus and you may also add your proficiency bonus if you are proficient in Dweomercraft Tools. See the chart below for useful information.

New Feats
Artificer : It takes only an hour per rarity level to enchant a magical item. In addition, you must provide a reduced amount of arcane solvent to create the item. You also gain expertise in Dweomercraft Tools, or proficiency with them if you don't already have it. Finally, you never accidentally create a cursed item, though you can always intentionally make such an item.