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item creation system presented in the Core rule books is
workmanlike, necessarily trying to encapsulate all possible items
in a short, universal system. Unfortunately, that
necessity leads to a workmanlike flavor, devoid of any mystery,
fantasy or grandeur. It also seems to lead to a world
swimming in magic items, so that they are nothing special.
In Theeurth, each magic item has a history,
and if not unique, is at least uncommon and worthy of special
consideration. Thus, the formula to create each item is
different, and laced with some mystery.
The Rarity of Magic Items
No magic items are common in Theeurth, and most small
villages will have few if any. Magic potions and scrolls are the
least rare items, available at most towns and country fairs.
Next in rarity are magic wands and arms or armor which contain
minor enchantments. All other magical items are rare and are
objects of wonder in all but the largest cities.
The Elements of Magic Item
Creation
Creation of every magic item requires the following
elements:
- the appropriate feat.
- a known or researched recipe or set of
instructions
- unusual or expensive materials
- an appropriate skill and skill check
The Feats
In Theeurth, there are only five item creation feats:
Scribe Scroll, Brew Potion, Craft Wand, Forge Magic Arms and
Armor, and Craft (Theme) Item. Each is addressed
individually below.
Scribe Scroll - This feat
works identically to the feat of the same name found in the Core
Rules. However, a Spellcraft skill check is required.
Brew Potion - This feat
works identically to the feat of the same name found in the Core
Rules. However, an Alchemy skill check is required.
Craft Wand - This feat works
identically to the feat of the same name found in the Core
Rules. However, a Spellcraft skill check is required.
Despite the name, the items crafted with
this feat need not be wands, but may be any sort of
spell-completion item appropriate to the culture (orbs or
rune-stones, for instance).
Forge Magic Arms and Armor -
Similar to the Craft Magic Arms and Armor feat found in
the Core Rules, except that the special abilities are limited to
the following:
- Enhancement Bonuses
- Bashing
- Defending
- Fortification
- Invulnerability
- Keen
- Mighty Cleaving
- Any other ability which the DM deems to
be more like armor or weaponry and less like another theme.
Other abilities may be added to arms and
armor only by those with both this feat and an appropriate Craft
(theme) Item feat. As with the Core rules, the creator’s
caster level must be at least three times the enhancement bonus
of the weapon or armor, and magic weapons or armor must have at
least a +1 enhancement bonus to have any special abilities.
In addition, forging magic arms and armor
requires a Craft (Magic Arms and Armor) skill check.
Craft (Theme) Item - This
feat replaces the Forge Ring, Craft Staff, Craft Rod and Craft
Wondrous Item feats of the Core rules. It requires as
prerequisites that the character be at least an 8th level
spellcaster and possess at least one other Item Creation
Feat.
When the character takes this feat, he
chooses a theme, such as Fire, clockworks, or travel, which will
be the theme of his magic items. This theme can be almost
anything, subject to the approval of the GM.
With the appropriate formulae, materials,
time and skill, the character with this feat can create almost
any type of item within the theme that he has chosen.
Thus, a character with the Fire theme could theoretically create
a Staff of Fire or an Amulet of Fire Protection,
but without another themed feat, could not create a Staff of
Earth Mastery.
Research and Formulae
Merely having the feat and skill is not enough. In
order to create any magic item, the creator must use a precise
mixture of arcane materials and follow an exacting ritual.
For scrolls, potions and wands, these formulae are relatively
simple, and anyone with the subject spell and appropriate feat
knows the material and rituals. However, for permanent
items, the formulae are rarer and more complex.
In order to make any item (other than a
simple +1 weapon or armor) with either the Forge Magic Arms and
Armor or Craft (Theme) Item feats, the creator must
either locate the appropriate formula (perhaps finding a teacher,
or discovering the notebook of a long-lost wizard) or must create
the formula themselves through research. Research is
definitely the harder route, and some have sought in vain for a
desired formula all their lives.
To research the formula for magic item
creation, the researcher need access to a well-stocked library,
typically in a large city or metropolis. Research requires a
minimum expenditure of 1,000 Traders per month. The length
of research required is up to the GM, and varies by the complexity
and rarity of the item being researched. Some factors which
will influence the chance for success are the amount of time and
money invested, the quality of the research materials available,
and the skill of any assistants used.
Success in research is rarely
straightforward, and may involve several preliminary failures, or
may reveal only that the desired secret lies in some moldy,
forgotten tomb or jealously-guarded brotherhood.
Magical Materials
Magic is an Art, not a Science. It is an attempt to
capture the indefinable. However, one ancient rule of magic
is well known - that ordinary matter is incapable of holding the
essence of magic. For that, it is necessary for the creator
to avail himself of rare and wondrous materials, each
different. A Ring of Feather Falling, for instance,
may require the tail feathers of the white tern, which only roost
on the most inaccessible cliffs of the north. The creation
of a Staff of the Waves may demand shell inlays cut from
the shell of the Moonbeam nautilus, which comes from the warm (and
shark-infested) waters of the distant south. Regardless of
the actual materials, they are never mundane, and rarely for sale.
The Skills
The creation of every magic item involves a skill
check. If successful, the item is completed. If not,
the item is ruined and the time, money and materials wasted.
On a roll of a "1", the item may be flawed or cursed in
some way. If a second roll would be a failure, then the item
is flawed or cursed. For this reason, the DM rolls the skill
check in secret.
The appropriate skill for brewing potions is
Alchemy. For scribing scrolls and crafting wands, it is
Spellcraft. For forging magic weapons and armor, it is Craft
(Magic Arms and Armor). For any themed feat, it is Craft
(Theme), where that theme is appropriate to the item (i.e., Craft
(Sonic Item) for a Horn of Blasting).
The DC for potions, scrolls and wands is
10+(2 x level of the spell) (i.e., scribing a 5th level scroll
carries a DC of 20). The DC for arms and armor is 15+(5 per +1
bonus).
The DC of themed items is set by the DM to
reflect the general power and complexity of the item. For
example, if a wizard with the Craft (Clockwork) Item feat found
the formulae for both a small messenger bird and a big
semi-autonomous guardian, he could in theory build either, but the
DC for the former might be a 15, while for the latter it might be
a 35.
In each case, clerics and specialist wizards
have a +2 inherent bonus to the skill roll for a scroll, potion or
wand that uses a spell within the caster's specialty or
domain. Likewise, they have a similar bonus to the creation
of themed items if the is identical to their specialty or
domain.
Example
Vedregar desires to create a Flying
Carpet. He petitions the Wind Wizards of the Skane
March for admittance, and after a year of hard adventuring, is
accepted into their arcane brotherhood. From them, he
learns both the theory and practice of crafting magical items
which harness the power of the air (he gains the Craft (Air) Item
feat and 12 ranks of the Craft (Air) Item skill).
Yet the Wind Wizards do not use carpets -
they have no interest in allowing others to fly with them.
So Vedregar will have to research the formula for the item he
desires. He moves to Tirgonia, where he joins the Arcaneum
and sets up a laboratory to begin his research. In order to
improve his chances, he hires a master weaver and an
apprentice. He also spends an extra 200 Traders a month to
buy new research materials and to correspond with distant
sages. After six months, he has a breakthrough - a formula
for just the sort of item he desires was known to be in possession
of Zargen the Blackhearted, who died over 60 years ago in Rhavais.
Vedregar travels to Rhavais and bargains with the loremaster who
has taken up possession of Zargen's tower.
With the formula at last in hand, Vedregar
returns home and impatiently gathers the necessary
materials. Months later, he has spent a further 10,000
Traders on materials. When all is in readiness, he begins
the weaving of his miraculous carpet, using only the finest silks,
and weaving into it the tail feathers of a griffon. The DM
secretly decides that the item is moderately powerful and sets a
DC of 26. Vedregar has +12 for his ranks in Craft (Air)
Item, +3 for his Intelligence modifier, +2 for the master weaver,
for a total of +17. Vedregar will have to roll a
"9" or better to succeed...
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