Crafts
(Manipulation + Crafts)
All effects have a range of touch. Only the ● and ●●● can be cast as a regular A action, the other otpions take hours or even days of work to cast.
● Mundane tools give -1 difficulty break when used. Mundane weapons do an extra die of damage. Armor has an extra die of soak. Spread
●● Create potions, ammunition, candles, scrolls and other magical items with a single or limited duration use. The caster requires other magic to make these items unless he wants to make potions and oils that have Divine Crafts powers. Permanent
●●● Mundane items, weapons, and armor gain potent magical abilities for one scene. Persistent
●●●● Create permanent or at least multi-use magical items powered by divine magic. Permanent
●●●●● Create golems and other Construct creatures powered by divine magic Permanent
Suggested Magical Effects for ●●● effects
-Weapon is wreathed in fire or something similar* like electricity or frost. Weapon does normal damage when strike but contact also inflicts one die of fire* damage as a separate damage pool.
-Damage difficulty for a weapon is reduced by one per two successes rounded up, difficulty minimum 3.
-Weapon attack roll difficulty for a weapon is reduced by one per two successes rounded up, difficulty minimum 3.
-Item is extremely durable. A tool or weapon gets automatic soak successes equal to successes rolled.
-Worn clothes or armor provides additional soak dice even if the garment doesn’t normally soak damage, one per two successes rounded up.
-Armor can be enchanted with a special trait such as energy resistance. One success can allow resistance against fire
-Item glows the dark. One success would be faint like starlight or moonlight, five successes would be blindingly bright.
-One success lets a non-throwing weapon be thrown easily. Three successes lets a throwing weapon return to the thrower. Four successes lets a bow magically arrows from a quiver every round letting the wielder fire every round without reloading.
-Fuel can be used more efficiently. Successes have to be split between time and efficiency. One success is one hour or a factor of one. So for two successes you could make a lamp burn fuel half for one hour.
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