Crafting

Crafting is handled and completed on a factor of 3 different things:

1. Difficulty: Projects are either apprentice, journeyman, master or grandmaster in difficulty.
2. Work Speed: Projects are either worked on as a minor or major project.
3. The skills, feats, and checks of the crafter.

## **Difficulty**

 As a general rule, a project will take a number of weeks equal to the DC of the project.
\*\*\*Transcendent crafting requires Mythic Tiers and sometimes have their own complexity and time requirement depending on other factors.

## **Work Speed - Minor vs. Major Project**

A major project takes 8 hours per day to achieve the normal time to craft an item. A minor project takes 2 hours per day crafting, but only grants one quarter of the normal work done. Each week the crafter may attempt a check to see their progress. If they beat the check by double the amount, they produce 2 weeks worth of work. If they beat the check by triple, they produce 3 weeks of work and so on. Some items or projects may require multiple checks from different skills in a single week. Skills checks can be rerolled once per week if the crafter has 5 ranks, twice per week at 10 ranks, three times at 15 ranks and 4 times at 20 ranks in the individual skill.

As a general rule, a project will take a number of weeks equal to the DC of the project.

Most items follow the formula below for attempting to create, alter or change an item.

DC Check = ( Base Item Hardness ) + ( [Highest Base Spell Circle] x [Number of Spells] x [Number of Different Types of Magick] )

## **Magic Item Rules**

### **Facial and Pants Slots**

All characters also have the facial jewelry and pants slot in addition to the normal slots.

### **Additional Ring Slots**

Also, magical casters that are Tier 2 gain one additional magic ring slot (3 total), and Tier 1 casters gain 2 additional magic ring slots (4 total.)

## **Spell Imbued Items**

Items such as potions, wands, staves and scrolls take 1 hour per spell circle of each spell the item is capable of casting at maximum charges to create. It takes 1 hour per charge to recharge an item with an appropriate skill check (the same as to craft it) at half the normal crafting DC.

## **Anti-Magic Items**

Anti Magic items that are Spell Completion or require Use Anti-Magic Device have 20% less charges (round down), capacity or amount of mana held, used, channeled or harnessed than their normal magic counterpart.

## **Gold Cost**

**The gold cost of an item is determined by the material used and how it is acquired. Ie. If you have the materials you only pay for the time and work. Or if done yourself, do not pay.**

## **Alloying Materials**

Certain materials (metallic, some stone and exotic materials) are able to be alloyed with each other. When this happens, the take on traits from both materials. The hardness of the alloyed material is equal to the hardest base material + half the hardness of the rest of the materials. Hit-Points/pound are (generally) double the hardness and the mana shock is 20% of the HP. The Forging skill check to alloy material is equal to twice the hardness of the finished alloyed material. If successful then the final material contains the properties of both materials. If unsuccessful, either because of a failed skill check or inappropriate materials, ruins the base materials beyond use. The resulting alloys' abilities usually are a combination of the parts at a reduced effectiveness or a new ability entirely.

## **Enchanting**

Causing items and objects to be filled with magic and an imprint of the intent of a caster is known as enchanting. This different than mana or spell imbued items that store or draw mana from the ambient area into themselves such as wands, scrolls, potions and lacrima. Items that can not normally store mana can be enchanted. There are two forms of enchantment that can be placed upon an item: Enhancement and Enchantment. Enhancement bonuses increase the capabilities of the weapon while enchantments grant different abilities.

An item can be enchanted with up to one third its' mana shock value in spell levels. A spell level is equal to 3 mana *normally*. This can be done in one of two ways: For every 3 mana spent, an item can gain a raw +1 enhancement bonus, or a once per day spell like ability of the appropriate mana cost. Twisted spells can be enchanted into magic, though it is much more difficult. Altering a magical items enchantment is therefore very difficult when it has already been set. A Enhancement bonus is the numerical enchantment that gives an item a bonus to Hardness, Hit Points/Lb, Damage Dealt, Attack Roles, Armor Class bonus granted as well as the individual items' saves.

In order to enchant an item, a caster must make a Spellcraft check equal to (the Craft check DC + the total amount of mana imbued into the item) while spending 1 hour per 3 mana spent to enchant the item. Twisted spells take an additional hour per 3 mana to enchant. In order to alter existing enchantments the DC increases by the hardness of the material the item is made from. Enchanted items function at the caster level of the enchanter.

An item can not be enchanted if the item is immune to the energy that is being imbued into the item.

## **Forging Artifacts**

### **Artifacts and Cosmic Artifacts**

Forging an artifact goes beyond creating a normal weapon, magical item or machine. It requires the creator to bond with their creation during the process in such a way that the bond manifests in reality, creating an item unlike others of its' kind. This process is extremely difficult and unique to each relic or artifact. Their creation requires intense amounts of focus, dedication, power and/or will to accomplish in its' myriad and various ways though each require time. Only the strongest of materials and energy such as magic are suited to create an artifact.

### **God Forged Relics**

Crafted as a personification of the mortal will of a deity, it is bestowed upon the champion, the mortal side of the bridge between the gods and mortals. The planar side being the herald, who usually wields a similar, albeit more powerful, relic.

### **Artifact and Relic Ability Creation**

Each ability can use 3 mana for the following effects (up to their ability limit as determined in the above charts):

#### Damage, Property Alteration or Status Condition

* 1d4/2 Cairns + Quarter Casters Cairns (or Half Cairns, maximum of Talent Score with no die role) in healing/damage
	+ Can be increased by the following by increasing the spell circle by 1; **1 Die Step** or **1 Additional Die**

* A single alteration of a single property. Alteration of a single property means any single change to a being, object or areas' form, existence, will or interaction.
	+ Can be increased by the following by increasing the spell circle by 1; **1 Additional Alteration** or **1 Additional Property**

* Infliction or removal of a status condition (one step)
	+ Can be increased by the following by increasing the spell circle by 1; **1 Additional Condition** or **1 Step to Existing Condition Severity**

#### Range, Duration and Target/Area

* Range: Touch
	+ Can be increased by the following by increasing the spell circle by 1; **25ft per 2 Cairns**

* Duration: Effect lasts for or occurs in one round
	+ Can be increased by the following by increasing the spell circle by 1; **1 round per 8 Cairns** or **1 Time Step (Round, Minute, Hour, Day, Year, Permanent)**
* Target: Single Target or 5ft Square/2 Cairns
	+ Can be increased by the following by increasing the spell circle by 1; **1 Additional Target per 2 Cairns. Targets can 5ft per 4 cairns from each other** or **1 Additional 5ft Square**
* Save: For negation/no damage DC = 10 + Mental Attribute + Spell Circle
	+ Can be increased by the following by increasing the spell circle by 1; **1 Addition to Base DC** or **4 Increases for half damage on save.**