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{{DISPLAYTITLE:Items & Magic Items}} | |||
Items are divided into three primary categories, apparel, machinery and handled items. Apparel covers armor, clothing, footwear, jewelery and other worn accessories. Machinery is anything that is interacted with, but does not held in any person's posession. Handled items are one which are held in a hand (or hands) or any equivalent apendage, during use. The majority of useful items falls into the category of either apperel or handled items. | Items are divided into three primary categories, apparel, machinery and handled items. Apparel covers armor, clothing, footwear, jewelery and other worn accessories. Machinery is anything that is interacted with, but does not held in any person's posession. Handled items are one which are held in a hand (or hands) or any equivalent apendage, during use. The majority of useful items falls into the category of either apperel or handled items. | ||
Revision as of 00:25, 16 October 2023
Items are divided into three primary categories, apparel, machinery and handled items. Apparel covers armor, clothing, footwear, jewelery and other worn accessories. Machinery is anything that is interacted with, but does not held in any person's posession. Handled items are one which are held in a hand (or hands) or any equivalent apendage, during use. The majority of useful items falls into the category of either apperel or handled items.
Crafting Items
Items can be crafted by procuring the requisite materials/ingredients, and using the appropriate tools. While anyone can attempt to craft an item, if they do not have a practice or training with the appropriate tools, they will always do so at disadvantage. Some tools additionally require certain facilities or machery 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. The time required to produce a particular items is different for each time. As a rule of thumb, however, those not familiar with the tools that are using take an additional 50% of the required time.
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 ore 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 protomatic spell slot required as part of the reation. Rolls required to determine how long protomagic spell slots are unable to be used for are done independantly by each caster.
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 the effect of either an active or a responsive spell. This can be done by expending the spell slots required to cast the spell, as well as one 3 protomagic spell slots for every charge which you want to imbue. Any protomagic spell slots used to add charges are then unabled 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 protomagic spell slots. The protomagic slots expended are then unabled to be used for 2d12 days. If the spell being imbued required only one spell slot, if can be used unlimited times per day. If it required between 2 and 5 spell slots, it can be used 1d8 times per day, determined at the time of creation. Of ot required 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 required 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 starts are neccessary, 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 requirments are defined uniquely for different varieties of passive magical items.
- Basic Stat Increase Items:
- Damage Type Infused Item:
- Movement Altering Items:
- Ability Granting Items:
- Form Altering Items:
- Special Items: Special items each have their own unique creation methods.