Magisk produktion

Magisk produktion

Basics

Regler fra “High level” bogen gælder modificeret som beskrevet nedenfor.

Requirements To create a magical item, a character needs the appropriate level of skill, a suitable place to perform the work, the correct materials and processes to complete the item, and often the enchant an item and permanency spells.

Character Level Wizards can create potions and scrolls at 9th level and other items at 11th level, provided that the necessary spells are available. Priests can create scrolls at 7th level, potions at 9th level, and other items at 11th level.

Warriors and rogues cannot create magical items, even if they have spellcasting ability. Priests and wizards can use spells on scrolls, stored in items, or cast by other characters to get the spells necessary to create magical items.

Who Can Make Which Items? No character can make a magical book, libram, manual, tome, or artifact. Artifacts are a campaign-shaking occurrence, reserved to the discretion of the DM. Magical writings that increase levels and ability scores are likewise unbalancing.

Racial items, such as boots of elvenkind and girdles of dwarvenkind, can be created only by priests of the indicated race. High-level elf priests, for example, can create cloaks of elvenkind. If the Exceeding Level Limits optional rule (from the DMG) is not in play, only NPC demihuman clerics who have achieved the maximum level can make these items. Mages can make any other item if they meet the level requirements and have the necessary spells.

Priests and specialist wizards can make only those items that they can use. A cleric, for example, cannot make a magical long sword, and a transmuter can’t make a wand of fire, which employs evocation magic. Specialist wizards, however, receive a +5% bonus to their success chances when creating items that possess abilities from their school of specialization. For example, a transmuter gets the bonus when creating a wand of polymorphing.

Working Space

A wizard needs a laboratory to make magical items. The laboratory must have at least 500 square feet of floor space (20 x 25 feet), and more is preferable. Basic furnishings and supplies cost 5,000 g.

A priest must create magical items on an altar specially dedicated to his deity. There is no basic size requirement, although a deity whose portfolio includes magic might impose one. An item to be enchanted must fit on the altar, so it benefits the priest to make the altar as large and sturdy as is practical. The minimum cost for building the altar and properly consecrating it is 2,000 gp. The altar requires no special maintenance, but only the priest who performed the consecration can use the altar to enchant items—no other creature can use it while the priest lives. If the altar is defiled, the priest must consecrate it again. Before consecrating the altar, the priest must please his deity with some extraordinary service connected with the deity’s portfolio or sphere of control. A deity of wisdom, for example, might look favorably upon a priest who writes a book of philosophy or who solves a mystery using superior judgment instead of divination spells.

After the service is complete, the priest must pray and meditate over the altar for one week. The vigil occupies all the character’s waking hours. If interrupted, the vigil must be started over again.

Approval

Characters who have the required skills and equipment are not necessarily free to begin churning out magical items as they see fit. The DM must approve any new magical item that enters the campaign.

The player should explain exactly what powers the proposed item will have. In the case of items already described in rule books, this is simply a matter of having the DM review the description and decide if the item is appropriate to the campaign.

Once approved, the player is free to have the character begin work.

The Item

Power

To power a permanent magical item, the mage or priest must power the item with at number of constitution points equal to the number of powers squared (the power level). Thus a +1 weapon requires one con point and +2 weapon which causes fear in a radius around itself requires 9 con points.

Items with charges may demand a higher power level, even if its number of functions is low.

Instead of constitution it is possible to drain existing magical items and gain ½ con point pr. +1 pr power drained. If a cursed item is used, the resulting item will also be cursed.

Creating the Item

Every item that is to be imbued with magic must be of the finest quality, specifically created for the purpose of placing enchantments upon it. An item must be created from one or more special materials, each of which must undergo a certain number of special
processes.

A character creating a sword, for example, must first commission a rare and unusual blade to be crafted. A regular sword from the local smithy cannot become a sword +3 frost brand.

Creating a magical item is not a matter of picking up a few household articles and muttering an incantation.
The table below shows the materials and processes various types of items require. Some of these are more difficult to complete or acquire than others, as explained in the notes to the table.

The table gives the suggested number of materials and processes each item requires as well as a few suggestions. It is up to the player to suggest exactly what materials and processes are necessary; this requires a great deal of creativity on the players part.

Please note that a unique set of materials and processes must be found for each magical item. Once an item is created that recipe can not be used again. Each item must be researched by itself.

Power Max
# Charges
/ uses
Con /
Magic
cost
Materials Process Cost Time
Potion 1 0 1 Common pr.
spell level1 Rare pr. 3
full spell level
1 Exotic if 6th level or higher
1 Common
pr. Spell levels
1 Rare pr. 2 full Spell levels
1 Exotic if 6th level or higher
100 GP pr. spell level^2 1 Hour / spell level^2
Scroll 1 spell 0 2 Common
1 Rare
1 Common 100 GP pr. spell level^2 1 Hour / spell level^2
Scroll 2-4 spell 0 2 Common
1 Rare
1 Common 100 GP pr. spell level^2 1 Hour / spell level^2
x number of spells
Scroll, protection 1 1 1 Exotic 1 Common 3d6 x 500 GP 3 Weeks
Misc. 1 ½ / 1 2 Common 1 Common 1d6 x 100 GP 3 days
1 5 1 / 2 2 Common 2 Common 1d20 x 1000 GP 2 Weeks
2 10 4 / 8 2 Common
1 Rare
2 Common 1d6 x 5000 GP 1 Month
3 15 9 / 18 2 Common
1 Exotic
2 Common
1 Rare
1d10 x 5000 GP 3 Months
4 20 16 / 32 3 Common
1 Exotic
2 Common
1 Exotic
1d10 x 10000 GP 6 Months
5 25 25 / 50 2 Common
1 Exotic
3 Common
1 Rare
1 Exotic
1d6 x 50.000 GP 1 Years
6 30 36 / 72 3 Common
1 Rare
1 Exotic
2 Common
2 Exotic
1d10 x 50.000 GP 2 Years
7 35 49 / 98 1 Common
2 Rare
2 Exotic
1 Common
2 Rare
2 Exotic
1d6 x 100.000 GP 3 Years
8 40 64 / 128 3 Common
2 Rare
2 Exotic
3 Common
2 Rare
2 Exotic
1d10 x 100.000 GP 5 Years
9 45 81 / 162 3 Common
3 Rare
3 Exotic
3 Common
3 Rare
3 Exotic
1d20 x 100.000 GP 10 Years

Material

The more powerful the item, the more unusual the material from which it is
made. Materials are classified by their rarity.

Common.

The material is fairly plentiful under normal circumstances. Steel, oak
staves, copper, and wool are common materials.
Even if the material is common, the quality of the material must be exceptional.

Rare

The material is expensive and difficult to find. Silk, diamonds, roc feathers, and
ebony are rare materials. Common materials gathered under unusual circumstances are
also considered rare. Wood taken from a lightning-struck oak, wool made from fleece
taken at a lamb’s first shearing, and steel made in a furnace tended by a dwarven elder are
rare materials.

Exotic

The material is unique or unusual and cannot normale be purchased—the character
must undertake an adventure to obtain it. Exotic materials often exist only in a
metaphorical sense. Steel smelted from the ore of a fallen star, the moon’s tears, the
largest scale from a great wyrm’s tail, and a lock of a goddess’s hair are exotic materials.
Common or rare materials gathered in extraordinary circumstances are also considered
exotic. Cloth spun from phase spider silk under the new moon, a diamond freely given
from a dragon’s belly, and wood taken from a lightning-struck treant are exotic materials.

Processes

A process is a prescribed method for accomplishing a specific task that is
performed in addition to the normal steps necessary for making the item. Like materials,
processes are classified according to rarity. For example, making a mold to cast a ring is
not a process because creating a mold is a typical step in ring-making. However, making
the ring’s mold from a wax model fashioned from beeswax taken from a hive of giant
bees is a process because it is unusual. It’s not always easy to distinguish processes from
materials, but the distinction is not important as long as the item is created using the
required number of special elements.

Common

The process is fairly simple and straightforward, requiring only special care
or some unusual preparations. Quenching a sword in snow from a spring storm,
encrusting a ring with ornamental gems, and tempering a helmet in a furnace heated with
lava are common processes.

Rare

The process requires extra effort or extraordinary expense. Quenching a
sword’s blade in snow gathered at the top of the world, honing a sword blade with a stone
of good luck, and etching an amulet with acid from a giant slug’s spittle are rare
processes

Exotic

The process is unique or unusual and cannot be purchased—the character
must often undertake an adventure to complete it. Exotic processes often exist only in a
metaphorical sense. Quenching a sword blade in a lover’s sigh, heating a ring in burning
ice, and bathing a shield in a knight’s courage are exotic processes.

Cost

This is what the character must spend for unusual fuels and other supplies when
making the item. This cost is in addition to whatever the character spends on workers’
salaries, travel, professional fees, and purchasing the materials and processes necessary
for making the item.

If cost contains a random factor it is only determined when the creation is done. If the total sum is not available, the creation fails.

Time

This is the time required to actually manufacture the item once the material components have been gathered.
It does not include time spent acquiring the materials.
Time spent on special process can count for up to 50% and time spent casting spells and enchanting may also count for up to 50%

Enchanting the Item

Wizards generally begin with the enchant an item spell to focus their magical energy and then cast additional spells to create the enchantment. If the item has a power that duplicates or closely resembles a known spell, that is the spell cast to create the enchantment. If the item has an effect that does not duplicate a known spell, the wizard must either research a new spell or cast some combination of spells that approximates its effects. Most items also require a permanency spell to complete the enchantment.
[Beskrivelse af Con/Magic cost og detaljer om hvordan det kan leveres, samme for både præster og troldmænd]
Priests do not have the enchant an item spell, and they must petition their deities to instill power into their items. The procedure is described in Chapter 10 of the Dungeon Master Guide.

Success and Failure

Magic is tricky and involves many constantly changing variables, causing each enchantment to differ slightly from prior attempts. No matter how many times a character has created a particular magical item, the chances for success remain the same. A character’s general level of expertise can improve, but particular enchantments cannot be mastered.
Each attempt to create a magical item requires a roll for success. The DM secretly rolls the dice to see if the attempt to create a magical item succeeds. Any roll of 96–00 fails automatically.
If an attempt failes the caster must make a saving throw vs spell. If the the saving throw is failed the attempt ruins the item, melting it into useless slag or destroying it in some other dramatic fashion.  A failed attempt to write a spell on a scroll fills the remaining space with a useless blob of ink, leaving spells already successfully written intact.
If the materials survive, a new attempt may be made with the same chance after 50% of the time and cost for the previous attempt. (The attempt may wait for up to 25% of the original time)

If the failure roll was a 96–00, the item appears to have been created normally but has a cursed or reversed effect instead. The DM decides the nature of the curse, using the cursed items from the magical

The base chances and some details are described below.

Cooperation

[Noget om at flere kan samarbejde med påvirkning af tid og sandsynlighed]

Specific Item Details

This section contains additional information about creating various types of items, including required spells and the chance to create the item.

Potions

A potion requires no spells, but the caster must first have the formula. Determining a formula from scratch requires 1d3+1 weeks and costs 100 gp a week. Time and costs are reduced to the minimum if the caster has access to commune or contact other plane spells. If the caster has a potion to analyze or a formula from another caster, the research is free and requires one week. A character must have a full dose of the potion to analyze, but the dose is not consumed in the research. The time requirement listed on the above table is the time the character actually spends brewing the potion. Once a potion’s formula has been personally researched and recorded, the character need not research it again unless the record is lost.

The chance to successfully brew a potion is 70%, +1% for every two levels of the creator, and –1% for each 100 gp the potion costs.

Scrolls

The common material required is the paper, parchment, or papyrus as detailed in Chapter 10 of the Dungeon Master Guide. The rare material is the quill; a new quill must
be used for each spell written on the scroll.
Blending the ink is the most important process and high level scrolls require extra materials. Ink for spells of levels 4–6 require a rare ingredient, spells of levels 7–9 require an exotic ingredient.
Blending the ink takes one day, and the ink must be used within two weeks.
No spells are actually cast when writing a scroll, but the character must know the relevant spell and have any required material components on hand. If normally consumed
in the casting, the material components are consumed in writing the scroll (as part of a process). If casting the spell normally imposes a penalty on the caster, such as magical aging, creating the scroll
carries the same penalty.

The chance to successfully write a scroll is 80%, +3% for every level of the creator, and –5% for each level of the written spell.

Rings

Any ring requires one common process in addition to any extra materials or processes needed for multiple functions.

Any ring with a spell of level 5+ within requires one rare material in addition to any extra materials or processes needed for multiple functions.

Any ring with a spell of level 7+ within requires one rare process and one rare material in addition to any extra materials or processes needed for multiple functions.

Any ring with a spell of level 9 within requires one exotic process and one rare material in addition to any extra materials or processes needed for multiple functions.

Discovering all the steps required to make a ring requires 1d6+1 weeks of research and costs 200 gp a week. Access to contact other
plane or commune spells automatically reduces the required time to two weeks. This time and money must be spent before presenting the DM with the suggested item.

A ring also requires the enchant an item and permanency spells—or the equivalent priest ceremony—in addition to whatever spells are needed to create the ring’s powers
(see page 90). Multiple-use rings require one spell per use, and multiple-function rings need one set of spells for each function.

The chance to successfully create a ring is 60%, +5% for every level of the creator, and –2 % for each spell-level cast and –5 % for each special process required (except for the enchant an item spell).

Priests, though they do not actually cast any spells, still suffer the penalty for spells. The more complex the enchantment, the more difficult it is to successfully petition the deity to imbue the item with power.

Rods, Staves, and Wands

These items require enchant an item spells—or the equivalent priest ceremonies—and whatever spells are needed to create their powers. Multiple-function rods, staves, and wands need one spell (or set of spells) for each function. A permanency spell is required.

Discovering all the steps required to make a rod, staff or wand requires 2d6+1 weeks of research and costs 200 gp a week. Access to contact other plane or commune spells automatically reduces the required time to three weeks. This time and money must be spent before presenting the DM with the suggested item.

The base chance to successfully create one of these items is 40%, +5% for every level of the creator, and –5 % for each spell-level cast and –3 % for each special process required (except for the enchant an item
spell).

Priests, though they do not actually cast any spells, still suffer the penalty for spells. The more complex the enchantment, the more difficult it is to successfully petition the deity to imbue the item with power.

If the item is rechargeable, it is created with one charge and then additional charges are
added using the recharging procedure detailed below. A rod, staff, or wand loses all its magical properties if it is ever drained of all its charges, even if it is normally rechargeable. Once drained of charges, the item can never be enchanted again.

Armor, and Weapons

These items requires two common processes in addition to any extra materials or processes needed for multiple functions.

Any item with a spell of level 5+ within requires one rare process and one rare material in addition to any extra materials or processes needed for multiple functions.

Any item with a spell of level 8+ within requires one rare process and one exotic material in addition to any extra materials or processes needed for multiple functions.

These items require enchant an item spells—or the equivalent priest ceremonies—and whatever spells are needed to create their powers.

Multiple-function items need one spell (or set of spells) for each function. A permanency spell is required.

Discovering all the steps required to make a weapon or armor requires 2d6+1 weeks of research and costs 200 gp a week. Access to contact other plane or commune spells automatically reduces the required time to three weeks. This time and money must be spent before presenting the DM with the suggested item.

The base chance to successfully create one of these items is 80%, +5% for every level of the creator, and –5 % for each spell-level cast and –3 % for each special process required (except for the enchant an item spell).

Priests, though they do not actually cast any spells, still suffer the penalty for spells. The more complex the enchantment, the more difficult it is to successfully petition the deity to imbue the item with power.

If the item is rechargeable, it is created with one charge and then additional charges are added using the recharging procedure detailed below. An item loses all its magical properties if it is ever drained of all its charges, even if it is normally rechargeable. Once drained of charges, the item can never be enchanted again.

Miscellaneous Magic

Any item with a spell of level 4+ within requires one common process in addition to any extra materials or processes needed for multiple functions.

Any item with a spell of level 7+ within requires one common process and one rare material in addition to any extra materials or processes needed for multiple functions.

Any item with a spell of level 9+ within requires one rare process and one exotic material in addition to any extra materials or processes needed for multiple functions.

These items require enchant an item spells—or the equivalent priest ceremonies—and whatever spells are needed to create their powers. Each plus for a weapon or protective device requires a separate spell.

Discovering all the steps required to make such a magical item requires 4d6+1 weeks of research and costs 200 gp a week. Access to contact other plane or commune spells automatically reduces the required time to four weeks. This time and money must be spent before presenting the DM with the suggested item.

Single-use and limited-use items do not require permanency spells and takes a single day to design.

Discovering all the steps required to make an item requires 2d6+1 weeks of research and costs 200 gp a week. Access to contact other plane or commune spells automatically reduces the required time to two weeks. This time and money must be spent before presenting the DM with the suggested item.

The chance to successfully create one of these items is 30%, +5% for every level of the creator, and –2 % for each spell-level cast and –5 % for each special process required (except for the enchant an item spell).

Priests, though they do not actually cast any spells, still suffer the penalty for spells. The more complex the enchantment, the more difficult it is to successfully petition
the deity to imbue the item with power.

Rechargeable items are created with one charge to reduce the chance for failure.

Recharging Items

Any spellcaster can recharge items, provided the character has access to the required spells and the character can use the item. Mages can also recharge items usable only by fighters or rogues.
To begin recharging, the character casts enchant an item—or performs the equivalent priest ceremony—to prepare the magical device and then casts spells that the item absorbs to create charges.
The spell used to provide a charge must duplicate or nearly duplicate the item’s power. If no spell duplicates the power, the character must research a new spell or cast some combination of spells that resembles the power. If the item has multiple functions, the spell must duplicate the item’s most powerful function. For example, it takes a cone of cold spell to recharge a wand of frost.
Once the preparatory spell or ceremony is complete, the character has 24 hours to create charges. Each spell used requires its normal casting time.
When the initial enchantment fades, the character can prepare the item again, but every time an item is prepared to receive
charges it must save vs. spell at the caster’s level with a –1 penalty. If the save fails, the item falls into useless dust.

Approval

Characters who have the required skills and equipment are not necessarily free to begin churning out magical items as they see fit. The DM must approve any new magical item that enters the campaign. The player should explain exactly what powers the proposed item will have.
In the case of items already described in rule books, this is simply a matter of having the DM review the description and decide if the item is appropriate to the campaign. Once approved, the player is free to have the character begin work.

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