Magic Items
Creating magic items is a complex process. It first requires for most items that a masterwork quality item be constructed to hold the magic power. This item must include or contain materials, plants, animal, or mineral that incorporate some innate magical property that will be expressed in the magical ability of the item. The incorporation of these materials will require a test roll using the artifice skill. In addition some magical spells may need to be cast in order to activate the magical abilities of the item, so a mage capable of casting the require spell is also needed. Failure at any step may require the entire process be started over again. To create a masterwork item, the craftsman must make a test roll of his ranks in the required skill + ranks in the linked attribute versus a target number of 20. The artifice skill test is the ranks in artifice + ranks in the attribute linked to this magic path + miscellaneous modifiers versus a target number of 30+. Miscellaneous modifiers are many. There will be a bonus of +1 for each rank the craftsman has greater than 5. Incorporation of exceptional magic material may give a bonus of up to +3 (Base magical materials are required to create the item at all). High quality materials may give a bonus to the roll. Precious metals, gems, and rare woods tend to have some base magical properties that can enhance the chances of success when creating a magic item. Circumstantial and situational bonuses may be awarded by the gamemaster at his discretion. Magic items will cease to function when the magical materials in them are depleted by use. Materials only contain so much magical force that can be used to perform magical effects. If an item only uses magic when activated, and has been buried in a crypt for a 3000 years, it may be perfectly workable. If a magic item radiates a continuous magical ability, it may burn out in a a few years, decades, or centuries. Some magic items can be refueled using gems or additional magical components. Once an item has ceased to function, it can not be activated again.
Random Magic Items Table Magic items may be rolled randomly using the lists and tables provided with each category description. The gamemaster is encouraged however to select magic items appropriate for the adventure and possibly include non standard magic items of his own design in the adventures he guides. Category Table: Roll 1d8 for Category 1 Scrolls 2 Potions 3 Rings
Scrolls Table: See Magic Scrolls Description. Roll 1d10 for magic path, roll 1d6 for number of sheets, roll 1d4 for spell level, roll on spell list.
Potions Table: Roll 1d10 for category of potion- Alchemical or magical. Roll 1d30 for specific potion.
Rods, Staves, and Wands Table: Roll 1d3O on Rods, Staves, and Wands list.
Minor Magic Items Table: Roll 1d12 on minor magic items list.
Major Magic Items Table: Roll 1d12 on major magic items list.
Magic Armor Table: Roll percentage on pluses table. Roll item on magic armor list.
Magic Weapon Table: Roll percentage on pluses table. Roll item on magic weapon list.
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