====== Creating magic items ====== ===== Basics ===== To create any sort of magic item you need the correct feat, base item, level, skill and money. All base items must be of Good(+1) quality or better to be made into magic. Each quality step above that reduces the time to enchant something by 10% ===== Create Study materials ===== The study materials are things that wizards use to learn spells and others can use to expand the rituals they can cast. * Required Feat: Scribe scroll * Required material: Paper * Skill check: Lore ==== To create study materials ==== - Find a Study Materials desk - Place the paper inside the desk - Close the desk - Cast the spell for which you want to make the study material Your [[Offtime]] activity will be set to create the study material. To see how much money and time creating the material takes see: [[Learning Spells]] ===== Single Use Gem or Rune ===== This process either scribes a rune or embeds magic in a gem. Anyone can use the resulting rune or gem to cast the spell. * Required Feat: Scribe Scroll -or- Craft Wondrous Item * Required material: Gem. * Skill: Spellcraft ==== To create a gem or rune: ==== - Find an enchanting workbench - Place the gem inside the workbench - Close the workbench - Cast the spell to start enchanting The enchanting will become your [[Offtime]] activity. ^spell level^Base Time^Minimum level^Spellcraft DC^ | 0 | 3 weeks | 1 | 10 | | 1 | 5 weeks | 2 | 12 | | 2 | 7 weeks | 4 | 14 | | 3 | 9 weeks | 6 | 16 | | 4 | 11 weeks | 8 | 18 | | 5 | 13 weeks | 10 | 20 | | 6 | 15 weeks | 12 | 22 | | 7 | 20 weeks | 14 | 24 | | 8 | 30 weeks | 16 | 26 | | 9 | 50 weeks | 18 | 28 | ==== Gem Value ==== The gem value decreases the crafting time by 10% for each money unit above copper. ^Gem value^Creation Time^ | 1-9 copper | 100% base time| | 1-9 bronze | 90% base time| | 1-9 silver | 80% base time| | 1-9 gold | 70% base time| | 1-9 platinum | 60% base time| | 1-9 mithril | 50% base time| | 10-99 mithril | 40% base time| | 100-999 mithril | 30% base time| | 1000-9999 mithril | 20% base time| | 10000+ (mithril?)| 10% base time| ===== Potions ===== This process allows you to enchant a liquid with a particular spell. The spell can be cast once by anyone who drinks the potion. (does the spell automatically target the person drinking it?) * Required Feat: Brew potion * Required material: Bottle * Skill: Heal ==== To create a potion ==== - Find an alchemy workbench - Place the bottle inside the workbench - Close the workbench - Cast the spell to start enchanting The enchanting will become your [[Offtime]] activity. ^spell level^Base Time^Minimum level^Heal DC^ | 0 | 3 weeks | 1 | 10 | | 1 | 6 weeks | 2 | 13 | | 2 | 9 weeks | 4 | 16 | | 3 | 12 weeks | 6 | 19 | | 4 | 15 weeks | 8 | 22 | | 5 | 20 weeks | 10 | 25 | | 6 | 30 weeks | 12 | 28 | | 7 | 50 weeks | 14 | 31 | ===== Wands, Rods, Staffs ===== A wand, rod or staff may be enchanted with a spell. The spell level and the number of charges is determined by the base item being enchanted. * Required Feat: Craft Wand * Required Material: Wand, Rod or Staff * Skill: SpellCraft ==== To create a wand, rod or staff: ==== - Find an alchemy workbench - Place the bottle inside - Close it and cast the spell to start enchanting The enchanting then becomes your [[Offtime]] activity. ==== Wands ==== Wands can hold zero to first level spells and can cast them 10 times. ^spell level^Base Time^Minimum level^SpellCraft DC^ | 0 | 9 weeks | 5 | 15 | | 1 | 12 weeks | 5 | 15 | ==== Rods ==== Rods can hold zero to fourth level spells and can cast them 30 times. ^spell level^Base Time^Minimum level^SpellCraft DC^ | 0 | 14 weeks | 10 | 20 | | 1 | 16 weeks | 10 | 20 | | 2 | 18 weeks | 10 | 20 | | 3 | 20 weeks | 10 | 20 | | 4 | 22 weeks | 11 | 21 | ==== Staff ==== Staffs can hold zero to ninth level spells and can cast them 50 times. ^spell level^Base Time^Minimum level^SpellCraft DC^ | 0 | 19 weeks | 15 | 25 | | 1 | 21 weeks | 15 | 25 | | 2 | 23 weeks | 15 | 25 | | 3 | 25 weeks | 15 | 25 | | 4 | 27 weeks | 15 | 25 | | 5 | 29 weeks | 15 | 25 | | 6 | 31 weeks | 15 | 25 | | 7 | 36 weeks | 20 | 30 | | 8 | 46 weeks | 30 | 40 | | 9 | 66 weeks | 50 | 60 | ===== Enchanting Items: Skill Bonus ===== Any wearable item can be enchanted to give the wearer a skill bonus. * Require Feat: Craft magical arms and armor * Require material: Item to be enchanted * Skill: Craft Trap ==== To place a skill bonus enchantment on an item ==== Find a Enchanting placeable, place the item inside, close it and then roll a skill roll with player tool. That skill will then be enchanted into it.\\ On success, the item is enchanted and returned to your inventory. Failure by 1-5 does nothing. Failure by 6 or more destroys the item.\\ Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on.\\ |Skill Bonus|Time|Skill DC| | +1 | 5 weeks | 14| | +2 | 10 weeks | 18| | +3 | 15 weeks | 23| | +4 | 25 weeks | 29| | +5 | 35 weeks | 36| | +6 | 50 weeks | 44| | +7 | 65 weeks | 53| | +8 | 80 weeks | 63| ===== Enchanting items: Armor ===== Any wearable non-weapon item can be enchanted to provide additional protection to the wearer. * Require Feat: Craft magical arms and armor * Require material: Item to be enchanted * Skill: Craft Armor ==== To place an armour enchantment on an item === Find a Armor Enchanting placeable, place the item inside, close it. On success, the item is enchanted and returned to your inventory.\\ Failure by 1-5 does nothing.\\ Failure by 6 or more destroys the item.\\ Note that to enchant the item to +2, you need to have first enchanted it to +1 and so on. |Armor Bonus|Time|Skill DC| | +1 | 7 weeks | 16| | +2 | 12 weeks | 18| | +3 | 18 weeks | 25| | +4 | 39 weeks | 45| | +5 | 60 weeks | 65| ===== Enchanting items: Damage Resistance ===== Any armor or ring can be enchanted to be more resistant to damages. The damage resistance may be against a particular damage type or against a particular element. * Require Feat: Craft magical arms and armor * Require material: Armor/ring be enchanted and an essence or a weapon. * Skill: Craft Armor ==== To place a damage resistance enchantment on an item ==== Find an armor enchanting placeable, place the armor or the ring inside along with the essaence or a weapon. Each of the six elements have an essaence, and the enchantment will then protect against that element.\\ To protect against weapons you need to place a weapon doing that damage type inside.\\ Note that in cases of armor, that enchantment is cumulative with that armors basic reduction against weapons. Note: second enchantment on a single item doubles the time to do it, third triples and so on. ===== Enchanting items: Attack ===== Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon Note: second enchantment on a single item doubles the time to do it, third triples and so on. ===== Enchanting items: Damage ===== Require Feat: Craft magical arms and armor Require material: Item to be enchanted Skill: Craft Weapon Note: second enchantment on a single item doubles the time to do it, third triples and so on. ===== Special Enchantments ===== Require Feat: Craft wondrous item Require material: varies Skill: Craft Trap Note: second enchantment on a single item doubles the time to do it, third triples and so on.