I have thought for a long time for a way to revamp the crafting magic item system. However, I think by making this option (casting the following spells) and leaving the old system in tact, they can be used interchangeably. And at the same time satisfy those people who wish that creating magic items did not cost XPs.
Universal Spells
“Universal” is a new category of spells. Not to be confused
with the universal school of magic, a universal spell appears on all spell
lists, and can be learned and cast as normal as if it were on any other spell
list. Thus a wizard could write a universal spell into his spellbook just as
well as a cleric could pray for a universal spell during his daily prayer for spells. Universal spells are also of the Universal school of magic.
Create Magic Item I
New Spell, partially based on the enchant an item spell from the Player’s Handbook, AD&D 2nd edition.
Universal
Level: Universal 1
Components: V, S, M, F; see text
Casting Time: 1 day/2,000 gp price, minimum 1 day;
see text
Range: Touch
Target: Object to be made into a magic item; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Create magic item I allows you to magically
create a magic item in half the time, does not require the expenditure of
experience points, and emulates Item Creation feats (in other words, this spell
replaces the need to have certain Item Creation feats, see below). In order to
properly cast this spell, you must follow the formulae described below.
Except
where otherwise noted, create magic item
I follows all the normal rules for crafting magic items.
First:
You must spend the casting time working within an alchemist’s laboratory (500
gp). You must work for 8 hours each day. You cannot rush the process by working
longer each day. The days of the casting time must be consecutive, but you can
use the rest of your time as you see fit. However the target item must not
leave the alchemist’s laboratory before the casting time is complete.
Second:
You may cast, at most, a single create magic
item spell (regardless of spell level) per day.
Third:
You must cast (or have cast on your behalf) any other spell required, as
described in each magic item description, which may occur at any time during
the casting time for create magic item spell
you are casting.
Fourth:
Your caster level must be at least the caster level listed for the magic item
you wish to create, as listed in the magic item description.
Fifth:
Then finally, at the last moment of the casting time, you must make a
successful Craft (alchemy) check with a DC equal to 15 + ½ the item’s caster
level. A successful check indicates you have a fully functional magic item.
Failure on this check means you have expended the lapis lazuli, alchemical
reagents, spell slot, and casting time (but not the focus component) with no beneficial
result, and must begin all over if you wish to try again.
Material Components: Lapis lazuli that
replaces the normal XP cost, as well as alchemical reagents that replace the
normal raw materials cost (but not the focus component; see below for each
individual kind of item).
Focus: The target item which
then becomes the magic item when the spell is complete (see the individual
emulated feat sections for the appropriate target, below). You may instead use
a magic item that you wish to upgrade, see below for details.
Create magic item I allows you magically
craft the following items:
Scribe
Scroll: You can magically create a scroll of any spell that you know. The
base price of a scroll is its spell level x its caster level x 25 gp. To magically
create a scroll, you must spend half this base price in lapis lazuli and use up
alchemical reagents costing half of this base price. Any scroll that stores a
spell with a costly material component or an XP cost also carries a
commensurate cost. In addition to the costs derived from the base price, you
must expend the material component or pay the XP when scribing the scroll.
Focus: a heavy sheet of fine
vellum (2 gp) or high-quality paper (4 gp). An area the size of a piece of
modern-day notebook paper (about 8½ inches wide and 11 inches long) is
sufficient to hold one spell. The sheet is reinforced at the top and bottom
with strips of leather slightly longer than the sheet is wide. The scroll is
placed in a tube of ivory, jade, leather, metal, or wood (1 gp).
Create Magic Item II
New Spell.
Universal
Level: Universal 2
As create magic item I, except as noted
here. Create magic item II allows you
to magically create any item from a lower level create magic item spell as well as the following items.
Brew
Potion: You can magically create a potion of any 3rd-level or
lower spell that you know and that targets one or more creatures. Magically creating
a potion takes one day, regardless of price. When you create a potion, you set
the caster level, which must be sufficient to cast the spell in question and no
higher than your own level. The base price of a potion is its spell level x its
caster level x 50 gp. To magically create a potion, you must spend half this
base price in lapis lazuli and use up alchemical reagents costing half this
base price. When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is the target
of the spell. Any potion that stores a spell with a costly material component
or an XP cost also carries a commensurate cost. In addition to the costs
derived from the base price, you must expend the material component or pay the
XP when creating the potion.
Focus: A ceramic or glass vial fitted
with a tight stopper (worth 1 gp). The stoppered container is usually no more
than 1 inch wide and 2 inches high.
Craft
Wondrous Item: You can magically create any wondrous item whose
prerequisites you meet. To magically create a wondrous item, you must spend half
the item’s base price in lapis lazuli and use up alchemical reagents costing half
of this base price. You can also mend a broken wondrous item if it is one that
you could make. Doing so costs half the lapis lazuli, half the alchemical
reagents, and half the casting time. Some wondrous items incur extra costs in
material components or XP, as noted in their descriptions. These costs are in
addition to those derived from the item’s base price. You must pay such a cost
to create an item or to mend a broken one.
Focus: A masterwork item appropriate to
the item you are creating. The value of this item varies according to the item
you are creating. Unless noted elsewhere, a masterwork article of clothing or a
piece of masterwork jewelry should have a minimum value of 200 gp. A masterwork
tool is worth 50 gp. If you cannot find the published value of a masterwork
item that you wish to create, the DM has final say, but should be at least
worth 50 gp.
Create Magic Item III
New Spell.
Universal
Level: Universal 3
As create magic item I, except as noted
here. Create magic item III allows
you to magically create any item from a lower level create magic item spell as well as the following items.
Craft
Magic Arms and Armor: You can magically create any magic weapon, armor, or
shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or
shield takes one day for each 2,000 gp in the price of its magical features. To
enhance a weapon, suit of armor, or shield, you must spend half total base price
in lapis lazuli and use up alchemical reagents costing half of this total
price. The weapon, armor, or shield to be enhanced must be a masterwork item
that you provide. Its cost is not included in the above cost. You can also mend
a broken magic weapon, suit of armor, or shield if it is one that you could
make. Doing so costs half the lapis lazuli, half the alchemical reagents, and
half the casting time.
Focus: A suit of masterwork armor, a
masterwork shield, or a masterwork weapon, appropriate to the item you wish to
create.
Craft
Wand: You can magically create a wand of any 4th-level or lower
spell that you know. The base price of a wand is its caster level x the spell
level x 750 gp. To magically create a wand, you must spend half this base price
in lapis lazuli and use up alchemical reagents costing half of this base price.
A new magically created wand has 50 charges. Any wand that stores a spell with
a costly material component or an XP cost also carries a commensurate cost. In
addition to the cost derived from the base price, you must expend fifty copies
of the material component and pay fifty times the XP cost.
Focus: A typical wand is 6 inches to 12
inches long and about 1/4 inch thick, and often weighs no more than 1 ounce.
Most wands are wood, but some are bone. A rare few are metal, glass, or even
ceramic, but these are quite exotic. This item has no minimum value, and may be
simply a stick.
Create Magic Item IV
New Spell.
Universal
Level: Universal 4
As create magic item I, except as noted
here. Create magic item IV allows you
to magically create any item from a lower level create magic item spell as well as the following items.
Craft
Construct: You can magically create any construct whose prerequisites you
meet. To magically create a construct, you must spend half the base price in
lapis lazuli and use up alchemical reagents costing half of the base price (see
individual construct monster entries for details). You can also repair
constructs that have taken damage. In one day of work, you can repair up to 20
points of damage by expending 50 gp per point of damage repaired. A newly
created construct has average hit points for its Hit Dice.
Focus: Varies by construct and may
include additional skill checks as well.
Create Magic Item V
New Spell.
Universal
Level: Universal 5
As create magic item I, except as noted
here. Create magic item V allows you
to magically create any item from a lower level create magic item spell as well as the following items.
Craft
Rod: You can magically create any rod whose prerequisites you meet. To
magically create a rod, you must spend half its base price in lapis lazuli and
use up alchemical reagents costing half of its base price. Some rods incur
extra costs in material components or XP, as noted in their descriptions. These
costs are in addition to those derived from the rod’s base price.
Focus: Rods weigh approximately 5
pounds. They range from 2 feet to 3 feet long and are usually made of iron or
some other metal. Use the price of a masterwork light mace or a masterwork
club.
Create Magic Item VI
New Spell.
Universal
Level: Universal 6
Target: Creature touched; see text
As create magic item I, except as noted
here. Create magic item VI allows you
to magically create any item from a lower level create magic item spell as well as the following items.
Craft
Contingent Spell: You can magically create any spell that you know as a
contingent spell. The base price of a contingent spell is equal to its spell level × caster level ×
100 gp. To magically create a contingent spell, you must spend half this base
price in lapis lazuli and use up alchemical reagents costing half the base
price. Some spells incur extra costs in material components or XP (as noted in
their descriptions), which must be paid when the contingent spell is created. A
contingent spell is a single-use, one-spell magical effect instilled within a
specific willing creature. It doesn’t take up space on the body or have a physical
form, and it remains inactive until triggered (similar to the effect created by
a contingency spell). Once triggered,
a contingent spell takes immediate effect upon the bearer (or is centered in
the bearer’s square if the spell affects an area). Triggers for contingent
spells are usually events that happen to the bearer of the spell, and can
include death, contracting disease, exposure to a breath weapon or to energy
damage, falling, exposure to poison, exposure to a dangerous environment
(trapped by fire, plunged underwater, and so forth), succumbing to sleep or
fear effects, gaining negative levels, or being rendered helpless, deafened, or
blinded. A contingent spell must be prepared in the presence of the person to
bear it, and the bearer is subject to the same restrictions as the creator
(unable to cast any other spells while the contingent spell is being prepared,
must be present for 8 hours each day, and so on). Once assigned to a bearer, a
contingent spell cannot be transferred to another creature, although it can be
destroyed (see below). A contingent spell is tied to the bearer’s body, alive
or dead, and stories circulate among adventurers of contingent spells remaining
quiet for hundreds of years on a slain bearer’s remains, only to suddenly activate
when the proper trigger condition arises. If the bearer of a contingent spell
is the target of dispel magic, the
contingent spell might be permanently dispelled (but not triggered), as if it
were an active spell in effect on the target creature. In an antimagic field, contingent spells are temporarily
suppressed as all other magic items are. At any one time, a creature can bear a
number of contingent spells equal to its Hit Dice. Attempts to apply additional
contingent spells beyond this limit simply fail.
Focus: The target creature.
Create Magic Item VII
New Spell.
Universal
Level: Universal 7
As create magic item I, except as noted
here. Create magic item VII allows
you to magically create any item from a lower level create magic item spell as well as the following items.
Craft
Staff: You can magically create any staff whose prerequisites you meet. To
magically craft a staff, you must spend half its base price in lapis lazuli and
use up alchemical reagents costing half of its base price. A new magically
created staff has 50 charges. Some staffs incur extra costs in material
components or XP, as noted in their descriptions. These costs are in addition
to those derived from the staff’s base price.
Focus: A typical staff is 4 feet to 7
feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs
are wood, but a rare few are bone, metal, or even glass. (These are extremely
exotic.) Staffs often have a gem or some device at their tip or are shod in
metal at one or both ends. Staffs are often decorated with carvings or runes.
There is no minimum value for a staff and may simply be a quarterstaff.
Forge
Ring: You can magically create any ring whose prerequisites you meet. To
magically create a ring, you must spend half its base price in lapis lazuli and
use up alchemical reagents costing half of its base price. You can also mend a
broken ring if it is one that you could make. Doing so costs half the lapis
lazuli, half the alchemical reagents, and half the casting time. Some magic rings
incur extra costs in material components or XP, as noted in their descriptions.
You must pay such a cost to forge such a ring or to mend a broken one.
Focus: Rings have no appreciable weight.
Although exceptions exist that are crafted from glass or bone, the vast
majority of rings are forged from metal—usually precious metals such as gold,
silver, and platinum. A ring should have a minimum value of at least 200 gp
unless noted otherwise.
No comments:
Post a Comment