Player Characters creating finite magical items
Divine spell casters need Crafts Domain ●● to make potions and scrolls. They need ●●●● to make staffs and wands.
Arcane casters need the appropriate Merit for the item they intend to craft.
Divine spell-casters roll Manipulation + Crafts in an extended roll to create finite items. Arcane spell casters roll the same attribute + casting attribute they would normally roll, but subject to a different difficulty.
Every three successes garnered creates one potion, one scroll, one wand charge, etc. If a player rolls five successes on a single roll they have created two potions. If the character rolls more than five successes, the character gets two potions plus some carryover to their extended roll.
● base difficulty 7, 2 hours per each roll
●● base difficulty 8, 4 hours per each roll
●●● base difficulty 9, 6 hours per each roll
●●●● base difficulty 11, 8 hours per each roll
●●●●● base difficulty 13, a full day per each roll
The base difficulty is subject to many potential modifiers (see the bottom sidebar). Characters need to lower the difficulty to at least 10 before they can even try to make magic items. Related ability modifiers are cumulative but they cannot lower the difficulty below 4.
Each roll consumes some reagents (see the top sidebar)
Difficulty Modifiers
-1 Item takes longer than a single action to activate
-1 Divine caster is using magic that is favored sphere
-1 Arcane caster is using magic that is part of specialization
-1 Character has 3 dots of related ability
-2 Character has 4 dots of related ability
-3 Character has 5 dots of related ability
-1 Character has 4 dots of partially related ability (*)
-2 Character has 5 dots of partially related ability (*).
+1 slightly improvised work area or laboratory
+1 Item is a duration item, such as a candle
+1 Item incorporates cold iron
+2 extremely improvised work area or laboratory
+2 Rush job, taking half the usual work time per roll
Related Abilities (*Partially Related Ability)
Potion/Oil/Powder/Candle: Alchemy, Hearth Wisdom
Scrolls: Spell craft, Alchemy*, Expression*, Hearth Wisdom*
Arrows/Bows: Craft Bowyer/Fletcher, Alchemy*, Archery*
Wands/Staves: Spell craft, Alchemy*, Hearth Wisdom*
Metal Weapon: Alchemy, Craft (metal working), Melee*
Wooden Weapon: Craft (woodworking), Hearth Wisdom, Alchemy*, Melee*
Amulet or Ring: Alchemy, Craft (jeweler)
Clothing: Craft (tailor), Alchemy*, Hearth Wisdom*
Divine casters treat all abilities tied with their magic as related magic. Healing takes Charisma + Medicine to cast so Medicine counts as a related ability for making Healing potions. Animal takes Charisma + Animal Ken to cast so Animal Ken as a related ability for making Animal potions.
Arcane casters have somewhat more complicated related abilities.
Illusion
Invisibility: Stealth*
Blur, Mirror Image: Dodge*
Any Phantasm: Expression*
Any disguise: Subterfuge*
Abjuration
Area defense: Alertness*
Personal defense: Dodge*
General anti-magic: Spellcraft
Planar Dismissal: Arcana*, Theology*
Explosive Ruins: Invocation casting attribute
Anti-Divination: Divination casting attribute
Anti-Illusions: Illusion casting attribute
Anti-Transmutation: Transmutation casting attribute
Anti-Enchantment: Enchantment casting attribute
Divination
Detect Magic and Identify: Spellcraft, Use Magic Device*
Detect Poison: Hearth Wisdom, Medicine
Detect Traps: Disable Device, Alertness*
Mind Reading: Empathy
Location Spells: Survival*, Sailing*
Long range divination: Alertness
Enchantment
Fear Inducers: Intimidation
Hexes: Intimidation*, Medicine*, Subterfuge*
Mass Target spells: Leadership*
Charm Spells: Subterfuge*, Empathy*
Command/Dominate Spells: Intimidation* Leadership*
Conjuration
Summoning Fighters or Assistant: Leadership
Summoning Steeds: Ride, Animal Ken*
Summon Swarm: Animal Ken
Summon weather: Survival*, Hearth Wisdom*
Elements Base: Arcana
Summon weapons, tools, or armor: Crafts
Travel Spells: Sailing*, Survival*
Necromancy
Fear or Pain: Intimidation
Physical Hex: Medicine, Intimidation*
Create or Command Undead: Leadership
Harm Undead: Medicine*, Theology*, Intimidation*
Invocation
Ray Spells: Archery*, Athletics*
Touch Attack Spells: Brawl*
Spherical or Cone Attacks: Spell-craft*
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