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== Crafting Items == | == Crafting Items == | ||
Items can be crafted by procuring the requisite materials/ingredients, and using the appropriate tools | Items can be crafted by procuring the requisite materials/ingredients, and using the appropriate tools. Some tools require certain facilities or machinery to be used effectively. For example, smith's tools require a forge and anvil. Those with access to advanced crafting techniques may be able to make due with makeshift facilities, or even tools, however most individuals require purpose built tools and facilities. | ||
Each item has either a [[Dice And Taking Action#Die Rank|die rank]], or a duration associated with it. If there is a duration, this item can be crafted consistently by anyone and takes the duration listed to complete. If there is instead a die rank associated with the item, you may make an attempt at crafting the item, but success is not guaranteed. For all such items, you may engage in a crafting session (see Crafting Sessions below) and begin by rolling a d4. Once you roll the highest number available on that die, you may increate the die rank for your next session working on the item. Once you have rolled the highest number possible on a die with the rank listed for the item, you succeed on crafting the item. | |||
=== Crafting Sessions === | |||
You can make a single attempt at crafting an item during a long rest. Additionally, you can make up to two attempts at crafting an item during the day, between long rests. However, you can only engage in a total of two crafting sessions in a single day. As such, if you make two attempts during the day, you cannot make an attempt during the following long rest, however you can make one attempt during the day, and another during the following long rest. | |||
== Magic Items == | == Magic Items == | ||
Magic items are further divided into three additional categories: active, passive and responsive. Active magic items require an operator to activate their magical properties. Passive items may or may not require a user, however while operating, they produce an ongoing and consistent effect. Reactive items may | Magic items are further divided into three additional categories: active, passive and responsive. Active magic items require an operator to activate their magical properties. Passive items may or may not require a user, however while operating, they produce an ongoing and consistent effect. Reactive items may or may not require a user, however they activate in response to specific conditions. | ||
In the case of either Limited Use or Perpetual Use Items, the creation process can be done via Joint Casting. If this is done, each caster must contribute at least one spell slot required by the spell being imbued, and at least one metamagic spell slot required as part of the creation. Rolls required to determine how long metamagic spell slots are unable to be used for are done independently by each caster. | In the case of either Limited Use or Perpetual Use Items, the creation process can be done via Joint Casting. If this is done, each caster must contribute at least one spell slot required by the spell being imbued, and at least one metamagic spell slot required as part of the creation. Rolls required to determine how long metamagic spell slots are unable to be used for are done independently by each caster. | ||
Any item you are imbuing with magic, to make it a magic item, you must first have in order to do so. For example, to imbue a wand with the ability to cast a particular spell, you must first have a wand. You might acquire it by buying it, crafting it yourself or simply finding it on the side of the road. | |||
=== Limited Use Items === | === Limited Use Items === | ||
Magic items are manufactured in one of three manners. Two of which involve imbuing a mundane object with known spells. The simplest method is to store unconcluded castings of a spell within an object, which can produce | Magic items are manufactured in one of three manners. Two of which involve imbuing a mundane object with known spells. The simplest method is to store unconcluded castings of a spell within an object, which can produce either an active or a responsive magic item. This can be done by expending the spell slots required to cast the spell, as well as one 3 metamagic spell slots for every charge which you wish to imbue. Any metamagic spell slots used to add charges are then unable to be used for 1d8 days. | ||
=== Perpetual Use Items === | === Perpetual Use Items === | ||
Alternatively, one can imbue an object with the ability to produce the effect of a spell. This can be done by expending the spell slots to cast the required spell, as well as that many metamagic spell slots. The metamagic slots expended are then unable to be used for 2d12 days. If the spell being imbued | Alternatively, one can imbue an object with the ability to produce the effect of a spell. This can be done by expending the spell slots to cast the required spell, as well as that many metamagic spell slots. The metamagic slots expended are then unable to be used for 2d12 days. If the spell being imbued requires only one spell slot, if can be used unlimited times per day. If it requires between 2 and 5 spell slots, it can be used 1d8 times per day, determined at the time of creation. If it requires less than between 6 and 12 spell slots, it can be used 1d4 times per day, determined at the time of creation. And finally if it requires 13 or more spell slots, there is a 50% change of the infusion failing. Roll any die and assign even numbers to either success or failure, and odd numbers to the alternative to determine success. On a success, the item can be used once every 1d4 days, determined at time of creation. In addition to these requirements, if the spell has any rolls required to succeed, the person creating the magic item must succeed on said rolls, using their own stats if a target's stats are necessary, in order for the creation of the magic item to succeed. This method of creation can be used to create both active and responsive magical items. | ||
=== Passive Items === | === Passive Items === | ||
The final form of magical item creation can be used to create passive magical items. This method requires a great deal more power and time. The exact requirements are defined uniquely for different varieties of passive magical items. | The final form of magical item creation can be used to create passive magical items. This method requires a great deal more power and time. The exact requirements are defined uniquely for different varieties of passive magical items. | ||
==== '''Basic Stat Increase Items''' ==== | |||
==== '''Damage Type Infused Item''' ==== | |||
When you infuse a weapon with a damage type, it deals extra damage of the infused type. For example, a normal dagger might deal 1d4 slashing damage on a successful hit. Meanwhile, an infused dagger infused, might deal an additional 1d4 fire damage. | |||
In order to infuse a weapon, you must use an item representing that damage type and expend one metamagic mana, which cannot be used again for 1d12 days. You can expend a multiple metamagic spell slots to increate the die rank of the additional damage. You can expend more of the damage associated item to increase the number of damage dice added. (each multiple of the amount on the table below is one additional die, up to a maximum of 6) This process takes 8 uninterrupted hours. | |||
The table below shows some examples of what items might be able to be used to infuse different damage types. Additional items may be used in place of these at the discretion of the Game Master. | |||
{| class="wikitable" | |||
|+ | |||
!Fire | |||
!Head | |||
!Cold | |||
!Radiant | |||
!Energy | |||
!Withering | |||
!Poison | |||
!Necrotic | |||
!Concussive | |||
!Corrosive | |||
|- | |||
|[[Captured Flame]]{worth 300gp) | |||
|Hot Coals | |||
(worth 300GP) | |||
|[[Permafrost]](worth 300GP) | |||
|[[Glowshrooms]](worth 1000 GP) | |||
|[[Hardened Lightning]](worth 1000GP) | |||
|[[Shadow Storm Essence]](worth 700GP) | |||
|Any Poison | |||
(worth 500 GP) | |||
|A [[Soul Stone]] | |||
|[[Black Powder]](worth 500GP) | |||
|Any Acid | |||
(worth 500GP) | |||
|} | |||
Psychic, Force and Void damage are not typically able to be infused by normal means. Weapons which are found in the world infused with these damage types have often been created by deities or other powerful beings. The Game Master may, however, decide that there are items in the world which represent these damage types and be used to infuse a weapon. | |||
==== '''Movement Altering Items''' ==== | |||
===== Mode Granting Items ===== | |||
===== Speed Altering Items ===== | |||
==== '''Ability Granting Items''' ==== | |||
==== '''Form Altering Items''' ==== | |||
===== Creature Transforming Items ===== | |||
You can create an item that allows you to transform into a particular creature by using its pelt. You can either use the pelt itself as the item, or it can be infused into an item. In the case that the pelt itself is used, and the creature was of a different size than yourself, the pelt will shrink or grow to match your size, when the process completes. You can also choose to have it shrink or grow to a size different than your own, should you choose. Additionally, donning the pelt like a cloak triggers the transformation. In the case that the pelt is infused into an item, a word or gesture is designated at the time of creation which triggers the transformation. | |||
Creating one of these items requires the making to expend 10 metamagic mana, an additional 5 for ever size below small, and an additional 10 for every size above medium. Any mana spent in the creation of this item cannot be used again for the next 4d12 + 10 days. The process of creating such an items takes 24 hours. It cane be broken up into up to 3 eight hour session. | |||
===== Size Transforming items ===== | |||
==== '''Spellcasting Focus''' ==== | |||
==== '''Other Items''' ==== | |||
Special items each have their own unique creation methods. | |||
Latest revision as of 18:12, 2 November 2024
There are many different items, machines and trinkets that you may interact with throughout your adventures. Some you may wear, some you may wield and yet others you may build.
Crafting Items
Items can be crafted by procuring the requisite materials/ingredients, and using the appropriate tools. Some tools require certain facilities or machinery to be used effectively. For example, smith's tools require a forge and anvil. Those with access to advanced crafting techniques may be able to make due with makeshift facilities, or even tools, however most individuals require purpose built tools and facilities.
Each item has either a die rank, or a duration associated with it. If there is a duration, this item can be crafted consistently by anyone and takes the duration listed to complete. If there is instead a die rank associated with the item, you may make an attempt at crafting the item, but success is not guaranteed. For all such items, you may engage in a crafting session (see Crafting Sessions below) and begin by rolling a d4. Once you roll the highest number available on that die, you may increate the die rank for your next session working on the item. Once you have rolled the highest number possible on a die with the rank listed for the item, you succeed on crafting the item.
Crafting Sessions
You can make a single attempt at crafting an item during a long rest. Additionally, you can make up to two attempts at crafting an item during the day, between long rests. However, you can only engage in a total of two crafting sessions in a single day. As such, if you make two attempts during the day, you cannot make an attempt during the following long rest, however you can make one attempt during the day, and another during the following long rest.
Magic Items
Magic items are further divided into three additional categories: active, passive and responsive. Active magic items require an operator to activate their magical properties. Passive items may or may not require a user, however while operating, they produce an ongoing and consistent effect. Reactive items may or may not require a user, however they activate in response to specific conditions.
In the case of either Limited Use or Perpetual Use Items, the creation process can be done via Joint Casting. If this is done, each caster must contribute at least one spell slot required by the spell being imbued, and at least one metamagic spell slot required as part of the creation. Rolls required to determine how long metamagic spell slots are unable to be used for are done independently by each caster.
Any item you are imbuing with magic, to make it a magic item, you must first have in order to do so. For example, to imbue a wand with the ability to cast a particular spell, you must first have a wand. You might acquire it by buying it, crafting it yourself or simply finding it on the side of the road.
Limited Use Items
Magic items are manufactured in one of three manners. Two of which involve imbuing a mundane object with known spells. The simplest method is to store unconcluded castings of a spell within an object, which can produce either an active or a responsive magic item. This can be done by expending the spell slots required to cast the spell, as well as one 3 metamagic spell slots for every charge which you wish to imbue. Any metamagic spell slots used to add charges are then unable to be used for 1d8 days.
Perpetual Use Items
Alternatively, one can imbue an object with the ability to produce the effect of a spell. This can be done by expending the spell slots to cast the required spell, as well as that many metamagic spell slots. The metamagic slots expended are then unable to be used for 2d12 days. If the spell being imbued requires only one spell slot, if can be used unlimited times per day. If it requires between 2 and 5 spell slots, it can be used 1d8 times per day, determined at the time of creation. If it requires less than between 6 and 12 spell slots, it can be used 1d4 times per day, determined at the time of creation. And finally if it requires 13 or more spell slots, there is a 50% change of the infusion failing. Roll any die and assign even numbers to either success or failure, and odd numbers to the alternative to determine success. On a success, the item can be used once every 1d4 days, determined at time of creation. In addition to these requirements, if the spell has any rolls required to succeed, the person creating the magic item must succeed on said rolls, using their own stats if a target's stats are necessary, in order for the creation of the magic item to succeed. This method of creation can be used to create both active and responsive magical items.
Passive Items
The final form of magical item creation can be used to create passive magical items. This method requires a great deal more power and time. The exact requirements are defined uniquely for different varieties of passive magical items.
Basic Stat Increase Items
Damage Type Infused Item
When you infuse a weapon with a damage type, it deals extra damage of the infused type. For example, a normal dagger might deal 1d4 slashing damage on a successful hit. Meanwhile, an infused dagger infused, might deal an additional 1d4 fire damage.
In order to infuse a weapon, you must use an item representing that damage type and expend one metamagic mana, which cannot be used again for 1d12 days. You can expend a multiple metamagic spell slots to increate the die rank of the additional damage. You can expend more of the damage associated item to increase the number of damage dice added. (each multiple of the amount on the table below is one additional die, up to a maximum of 6) This process takes 8 uninterrupted hours.
The table below shows some examples of what items might be able to be used to infuse different damage types. Additional items may be used in place of these at the discretion of the Game Master.
| Fire | Head | Cold | Radiant | Energy | Withering | Poison | Necrotic | Concussive | Corrosive |
|---|---|---|---|---|---|---|---|---|---|
| Captured Flame{worth 300gp) | Hot Coals
(worth 300GP) |
Permafrost(worth 300GP) | Glowshrooms(worth 1000 GP) | Hardened Lightning(worth 1000GP) | Shadow Storm Essence(worth 700GP) | Any Poison
(worth 500 GP) |
A Soul Stone | Black Powder(worth 500GP) | Any Acid
(worth 500GP) |
Psychic, Force and Void damage are not typically able to be infused by normal means. Weapons which are found in the world infused with these damage types have often been created by deities or other powerful beings. The Game Master may, however, decide that there are items in the world which represent these damage types and be used to infuse a weapon.
Movement Altering Items
Mode Granting Items
Speed Altering Items
Ability Granting Items
Form Altering Items
Creature Transforming Items
You can create an item that allows you to transform into a particular creature by using its pelt. You can either use the pelt itself as the item, or it can be infused into an item. In the case that the pelt itself is used, and the creature was of a different size than yourself, the pelt will shrink or grow to match your size, when the process completes. You can also choose to have it shrink or grow to a size different than your own, should you choose. Additionally, donning the pelt like a cloak triggers the transformation. In the case that the pelt is infused into an item, a word or gesture is designated at the time of creation which triggers the transformation.
Creating one of these items requires the making to expend 10 metamagic mana, an additional 5 for ever size below small, and an additional 10 for every size above medium. Any mana spent in the creation of this item cannot be used again for the next 4d12 + 10 days. The process of creating such an items takes 24 hours. It cane be broken up into up to 3 eight hour session.
Size Transforming items
Spellcasting Focus
Other Items
Special items each have their own unique creation methods.