Magic Item Forge
Roll or hand-build a magic item and create it as a real Foundry item.

Opening it
| Route | How |
|---|---|
| Crawl Bar | Right-click Forge & Loot → Magic Item Forge |
| API | game.shadowdarkEnhancer.forge.open() |
Treasure and loot placeholders hand a stable type hint into the Forge, so clicking through from a rolled hoard arrives with the right kind of item pre-selected.
Two modes
Manual mode
Build the item by hand: pick the type, set the bonus (+0 to +3), and compose
benefits, curses, personality, and the name. This mode works out of the box and
needs no imported content.
Core Rulebook tables mode
Reads your own imported Core magic-item tables from the managed pack, and rolls the item the way the book does.
Phase 1 covers weapons and armour. Spell items and other types stay in manual mode.
Each item type draws on a set of tables:
| Set | Weapon | Armour |
|---|---|---|
| Base recipe (Type / Bonus / Feature) | magic-weapon-base |
magic-armor-base |
| Benefit | magic-weapon-benefit |
magic-armor-benefit |
| Curse | magic-weapon-curse |
magic-armor-curse |
| Item Virtue / Flaw / Personality | magic-personality-detail |
magic-personality-detail |
Each set reports its own readiness. A set you haven't imported shows what's missing with a one-click seeded import into the Importer Hub. Benefit and Curse are independent, so you can roll one without the other.
Per set you can roll, pick, re-roll, or clear.
What becomes a real mechanic
Only a whole-result
+Nbecomes a real mechanic. A weapon gets Active Effects, and armour gets an AC modifier. Everything else is escaped descriptive text.
The rolled Type is treated as a hint for choosing the base item, not as a mechanical assertion.
Why: rolled table text is prose, prose interpreted as mechanics produces wrong numbers silently, and descriptive text you can read at the table is honest about what it is. If a rolled benefit should have teeth, add the effect yourself after creating the item.
Creation is fail-closed. If the Forge can't produce a valid item it refuses instead of creating something half-formed.
Unique features
The Magic item unique-feature chance (%) setting (default 100) controls how
often a generated item picks up a unique feature. 100 means always.
Troubleshooting
Core mode isn't selectable. It is Phase-1 weapon/armour only. Selecting a spell item or another type forces manual mode.
A set says it isn't ready. Its tables aren't imported, or a column is missing or invalid, and the panel names exactly what's wrong while the import button seeds the hub with the right table.
I rolled a benefit but the item has no bonus.
Expected. See the rule above. Only a whole-result +N becomes a mechanic and
the benefit text is descriptive, so add an Active Effect by hand if you want it
to apply.
The window's content runs off-screen.
The Forge root window is scrollable. If content extends off-screen, hard-reload
your client with Ctrl+Shift+R to ensure your browser has loaded the latest
stylesheet.
Create does nothing. Creation is fail-closed. Something required is missing. Check that a base type is selected and, in core mode, that the base recipe set has a result.
Related: Loot & Treasure · Importer Hub