proposed_rule_for_crafting_permanent_magic_items
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proposed_rule_for_crafting_permanent_magic_items [2020/01/09 20:29] – [Crafting Requirements] andrew | proposed_rule_for_crafting_permanent_magic_items [2020/01/16 21:44] (current) – [Requirement 6: Labor] andrew | ||
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- | 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. | ||
- | //How about this? We can always roll back to previous versions if you don't like this.// | ||
===== Crafting Requirements ===== | ===== Crafting Requirements ===== | ||
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* Means of Production – Crafting a permanent magic item requires an enchanter’s furnace of the appropriate scope. | * Means of Production – Crafting a permanent magic item requires an enchanter’s furnace of the appropriate scope. | ||
* Instructions – Either memorized instructions, | * Instructions – Either memorized instructions, | ||
- | * Labor – Once all four of the previous conditions are satisfied, the crafting process can begin. The artisans and enchanter works in 8 hour increments | + | * 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. |
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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 a 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. | 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 a 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. | ||
+ | |||
+ | //How about this? We can always roll back to previous versions if you don't like this.// |
proposed_rule_for_crafting_permanent_magic_items.1578601746.txt.gz · Last modified: 2020/01/09 20:29 by andrew