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proposed_rule_for_crafting_permanent_magic_items [2019/12/29 19:49] – created daveproposed_rule_for_crafting_permanent_magic_items [2020/01/16 21:44] (current) – [Requirement 6: Labor] andrew
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-=====CRAFTING PERMANENT ITEMS=====+====== Crafting Permanent Magic Items ====== 
 + 
  
-Here's a tentative set of rules for crafting permanent magic items, I've had in previous games, but no one ever got high enough level to use.   I've adapted terminology for 5TD. 
  
  
-**Permanent Magic Items:**  +===== Crafting Requirements =====
-To create permanent magic items requires an Enchanter’s Furnace, also known as a Cosmic Energy Chamber.  This chamber is a box of biotite granite with a solid lid.   The box must be in the proportions 5 feet x 4feet x 3 feet costing 5,000gp, although a double sized box (10x8x6) for 15,000gp could also be used for large items.  Furthermore, the box must be permanently installed in a location that is either 39 feet above ground level (say in a tower) or 39 feet below ground level (say in a dungeon chamber) in order to act as an Enchanter’s Furnace.   Most Zealots and Scholars can use an Enchanter’s Furnace to create magic items beginning at 5th level.   +
  
-To create a permanent magic item the caster must first have a formula (see below).   The caster places the item to be enchanted into the Enchanter’s Furnace, together with a secret ingredient determined by the DM and a number of gold pieces equal to 40% of the market price of the item. The caster must spend 1 week chanting the formula and minding the Enchanter’s Furnace for each 200 gold pieces spent.  This gold (and it must be gold metal, not merely the monetary equivalent) is slowly changed into a monatomic zero-spin state, releasing binding magical energy and becoming a worthless white powder.   During the creation process, the caster’s entire spell casting quota is used up each day he works on the item.  He can have an apprentice mind the Furnace for 1 day in 7, but any more than that will end with the item ruined.  At the end of each week of work, the creator must make an Arcana Check (scholars) or Religion Check (zealots) for the week's work to count.  If the creator fails the checks 3 weeks in a row, the creation process is ruined.+Crafting any magic item has these requirements:
  
-**Finding a Formula:**   +  * A Lead Artisan – An artisan who is proficient enough to craft the masterwork item to be enchanted.  
-formula for making a magic item can be found “easily” by using the Divine Spell Commune or the Arcane Spell Infernal Call and asking an angel or demon, but these spells are available only to a very few high-level casters.   Most casters must do research from books.  Some books will have the formula for particular magic items listed as part of their descriptions and thus possessing the book, means possessing the formulae.  If no such formula is possessed, the researcher will take 1d4 months to create the required formulaprovided he has at least 5000gp worth of magic books at his disposal.+  * A Lead Enchanter – A spellcaster who has the Magic Item Creation proficiency who will enchant the item 
 +  * Crafting Materials – The materials the instructions call for, mundane or otherwise.  
 +  * Means of Production – Crafting a permanent magic item requires an enchanter’s furnace of the appropriate scope.   
 +  * Instructions – Either memorized instructionswritten blueprint/recipe detailing the materials and the processor research in a library or laboratory.  
 +  * Labor – Once all four of the previous conditions are satisfied, the crafting process can begin. The enchanter works over a number of weeks to contribute progress measured in GP
  
-**Special Ingredients:**  each formula should have its own special ingredient.  However, only one “dose” of special ingredient can be harvested from any particular animal, plant or monster.  So, if a Ring of Fire Resistance has a special ingredient of red dragon scales, only one ring can be made from any particular dragon. 
  
-**Prices for Items:**   +==== Requirement 1The Artisan ==== 
-If the magic item desired is approved by the DM, but does not appear in the game's initial set of magic items or lacks a gold piece price value, use the Advanced D&D 1st Edition DMG price to find similar item in power and use that price.+ 
 +Crafting an item requires an artisan with proficiency associated with crafting the item to be enchanted. As long as you have a Lead Artisan, NPCs who are not necessarily proficient in crafting magic items are still able to contribute to the crafting process. Masterwork items typically cost ten times the amount mundane items cost.  
 + 
 +==== Requirement 2: The Enchanter ==== 
 + 
 +Most Zealots and Scholars gain proficiency to create permanent magic items beginning at 5th level. Their job in the process is to oversee the artisan’s work on the magic item as it is being made and then reforged in the furnace.  
 + 
 +==== Requirement 3: Instructions ==== 
 + 
 +Instructions for making a magic item can be found “easily” by using the Divine Spell Commune or the Arcane Spell Infernal Call and asking an angel or demon, but these spells are available only to a very few high-level casters. Most casters must do research from books. Some books will have the Instructions for particular magic items listed as part of their descriptions and thus possessing the book, means possessing the Instructions.  
 + 
 +If no such Instructions are possessed, the researcher may do magical research on their own to create the required Instructions. This study toward creating a set of working instructions is measured in the number of “study points” which must equal the GP value of the item to create a working set of instructions. Each week of study and research a spellcaster does contributes a number of “study points” equal to half the value of their magical library in gold, or the full value of their library in gold if they succeed in an Arcana Check (scholars) or Religion Check (zealots). 
 + 
 +==== Requirement 4: Crafting Materials ==== 
 + 
 +Each set of instructions should have its own special ingredients. However, only one “dose” of special ingredient can be harvested from any particular animal, plant or monster. For example, if a Ring of Fire Resistance has a special ingredient of red dragon scales, only one ring can be made from any particular dragon. 
 + 
 +==== Requirement 5: Means of Production ==== 
 + 
 +It requires an Enchanter’s Furnace, also known as a Cosmic Energy Chamber to create permanent magic items. This chamber is a box of biotite granite with a solid lid. The box must be in the proportions of 5 x 4 x 3 to be effective. Furthermore, the box must be permanently installed in a location that is either 39 feet above ground level (say in a tower) or 39 feet below ground level (say in dungeon chamber) in order to act as an Enchanter’s Furnace.   
 + 
 +These furnaces burn pure molten gold (and it must be gold metal, not merely the monetary equivalent) to function. As the gold is added it is slowly changed into a monatomic zero-spin state, releasing binding magical energy and becoming a worthless white powder. 
 + 
 +Larger, more powerful furnaces are able to burn gold faster to imbue more magical energy into the item than smaller ones, cutting down creation times and allowing crafters to create more powerful items. Typical furnaces can be created to a crafter’s specification using the following schedule: 
 + 
 +^Furnace Quality^ Max Creation GP value ^ Creation Rate ^ Furnace Construction Cost^Furnace Construction Time^ 
 +|Elementary Furnace| 2,000gp | 200 gp/week | 1,000gp | 4 weeks | 
 +|Minor Furnace| 5,000gp | 500 gp/week | 5,000gp | 5 weeks | 
 +|Major Furnace| 50,000gp | 1,000 gp/week| 15,000gp | 6 weeks | 
 +|Epic Furnace| 100,000gp | 5,000gp/week | 50,000gp | 8 weeks | 
 + 
 +==== Requirement 6: Labor ==== 
 + 
 +The furnace must be tended during the weeks that magical items are forged. The caster places the item to be enchanted into the Enchanter’s Furnace, together with a special ingredient determined by the DM. They must continue to add pure molten gold to the process in a value equal to the price of the item. Larger forges allow gold to be burned and the magic imbued at faster rate.  The caster can have an apprentice mind the furnace for 1 day in 7, but any more than that will end with the item ruined. At the end of each week, the creator must make an Arcana Check (scholars) or Religion Check (zealots) for the week's work to count. If the creator fails the checks 3 weeks in a row, the creation process is ruined. Once the appropriate amount of gold is burned, the item is complete and ready for use.  
 + 
 +----- 
 + 
 +====== Design Notes ====== 
 + 
 +Here's a tentative set of rules for crafting permanent magic items, I've had in previous games, but no one ever got high enough level to use.   I've adapted terminology for 5TD.
  
 +//How about this? We can always roll back to previous versions if you don't like this.//**Looks good**
proposed_rule_for_crafting_permanent_magic_items.1577648941.txt.gz · Last modified: 2019/12/29 19:49 by dave