Creating Magical Items
Any character who knows magic and knows the Alchemy skill can create items. A magic-user who creates items will be called an Alchemist regardless of what Magic Realm they use. A Sorcerer will create an item by Enchanting, a Priest by Blessing and an Animist will attach Spirit Runes on the item. For game purposes they are all equal. There are several broad classes of magical items:
- Amulets
- Items which protect against magical attack.
- Augments
- Items which increase the efficiency of the power of the wielder
- Biases
- Items which store an amount of power that can be tapped in to by the magic-user.
- Equipment
- Equipment may be enchanted to give a bonus when it is used in performing a skill.
- Focuses
- Items which enhance the powers of magic-users in casting spells.
- Jujus
- Items which increase one or more Stats of the wearer.
- Talismans
- Items which have the power to cast a spell if properly used.
- Potion
- A potion can be embedded with a spell which will effect the drinker.
- Rune paper
- A rune paper can be embedded with one spell (Use Runes skill, to cast). Rune papers work like single use Talismans.
- Weapons
- A weapon may be enchanted to give a bonus to the skill or the damage or both.
Creating magical items is a series of tasks. First the item must be either created by the Alchemist or bought as new for this purpose. The item must also have a symbolic meaning appropriate for the spell or else be abstract (rings or other kind of jewelry). A pair of boots might carry a spell to leave no tracks, or running really fast, but it would be inappropriate for said boots to shoot lightning bolts.
It is possible to have multiple enchantments on a single item. Each enchantment is a separate task, even if it a similar or even the same enchantment. Remember that enchanting a weapon twice to be a +1 damage, it is still only +1 damage weapon. If the Alchemist wants to see if he can add an additional enchantment on a magical item, he has to do a Magic skill check. The Difficulty of this is the number of enchantments currently on the item minus 2. (# enchantments - 2) i.e a A sword with 1 enhancement requires a Mediocre Magic skill check. A failure indicates that no further enchantments may be added to that item by that Alchemist, until they gain more skill in Magic.
It is also possible to improve an already existing enchantment. First the Alchemist needs to pass a Magic skill check with a Difficulty of (#of enchantments -2). Then a new enchantment of the same kind (but of higher Level) needs to be added.
Alchemy
Alchemy is the skill of crafting magical items. It is used in the tasks to create the various magical items listed below. Just like Magic, Sorcery, Prayer and Channeling it does not have a default value.
Binding Task
Once the base item is acquired, the Alchemist must bind it to magic. This task prepares a mundane item to be able to receive magical enchantments without bursting.
Level | Task Value | Task Difficulty |
---|---|---|
0 | 1 | Terrible |
1 | 5 | Poor |
2 | 15 | Mediocre |
3 | 35 | Fair |
4 | 75 | Good |
5 | 150 | Great |
6 | 350 | Superb |
7 | 750 | Amazing |
8 | 1500 | Legendary |
The Binding Task is a Task with a Task Turn of 1 day. The Task Value depends on the Level of the item. Look up the Task Value corresponding to the Level of the item in the Level Table. The Task Difficulty is Fair. Furthermore the prospective Alchemist must have Power Points equal to the Task Value. If you are using Abstract Power the Task Difficulty is the required Abstract Power.
Task Turn | 1 day |
Task Value | Level of item |
Task Difficulty | Fair |
Skill | Alchemy |
Magical Powers
The next step depends on exactly what item is being created. All Magic Powers Tasks have a Task Turn of 1 day. The magical effects have a Level. The Level of the Magic Power dictates the Task Value and the Task Difficulty. It varies with the Magical Power Level and Power. Look up the Level in the Power table to find the Task Value in the Power column. In the sections below Task Value and Task Difficulty is listed as Xxx Level + Y, which means you ass the number to the selected level before looking up Task Value or Task Difficulty.
Sometimes you need to average a skill with Alchemy to create the Magical Effect. Use this table below to easily calculate the average of 2 skills.
Poor | Mediocre | Fair | Good | Great | Superb | Amazing | Legendary | |
Poor | Poor | |||||||
Mediocre | Poor | Mediocre | ||||||
Fair | Mediocre | Mediocre | Fair | |||||
Good | Mediocre | Fair | Fair | Good | ||||
Great | Fair | Fair | Good | Good | Great | |||
Superb | Fair | Good | Good | Great | Great | Superb | ||
Amazing | Good | Good | Great | Great | Superb | Superb | Amazing | |
Legendary | Good | Great | Great | Superb | Superb | Amazing | Amazing | Legendary |
Amulet
The simplest amulets add to the magic resistance versus spells of a given type (sorcery, divine or spirit magic). Amulets operate as long as they are held or worn by the user, as appropriate. A maximum bonus a magic-user may give to an amulet may not exceed his Magic skill Level. The most valuable talismans protect against all kinds of magic. Such items are rare in proportion to finding an Alchemist who would know all three realms of magic. The Amulet level is equal to the bonus it gives.
Task Turn | 1 day |
Task Value | Amulet Level |
Task Difficulty | Amulet Level |
Skill | Average Alchemy and all Realm Skills for the Amulet Realm. |
Augment
An Augment assists a spell caster by focusing his power so that only a fraction of the needed power is used in spell casting. An augment reduces the required Power for all spells by the Power Points indicated in the Level Table for its level. Only one Augment can be used at once time. If more then one are used the higher Level one takes precedence.
Task Turn | 1 day |
Task Value | Augment Level + 1 |
Task Difficulty | Augment Level |
Skill | Alchemy |
Bias
A bias is a relatively simple magical object. It increases the power that the magic-user has available per day. The amount of stored power a Bias contains can not exceed that of the Alchemist who create the Bias. The Alchemist can work with another Alchemist to create a more powerful bias.
If using Abstract Power, the player should roll 4dF and add their Power Level to the roll. If the total is less than Mediocre, then their daily limit goes up by 1 level, or up to the Abstract Power of the Bias +1 whichever is higher. Alternatively, they can keep it as a separate power store, and us it for those spells.
Task Turn | 1 day |
Task Value | Bias Level + 2 |
Task Difficulty | Bias Level - 1 |
Skill | Alchemy |
Equipment
Magical equipment enhance a skill with the level of the Equipment. Examples are cloak of hiding, boots of stealth, Saddle of Riding. When creating magical equipment the Alchemist needs to contract an expert o a skill or be skilled themselves. The Level of the Equipment cannot be greater than the Skill level of the skill in question.
Task Turn | 1 day |
Task Value | Equipment Level + 3 |
Task Difficulty | Equipment Level |
Skill | Average Alchemy and the affected skill |
Focus
A Focus acts to increase the effect of the spells when he casts a spell. This item reduces the spell complexity by the Focus Level. It will also increase the Magic skill when used for casting spells by the same amount. The Level of the Focus can not be greater then the Magic Skill of the Alchemist.
Task Turn | 1 day |
Task Value | Focus Level +2 |
Task Difficulty | Focus Level +3 |
Skill | Alchemy |
Juju
Jujus increase one or more Stats my the level of the Juju, as long as the Juju is worn. Juju are usually some sort of jewelry such as rings, necklaces, armbands, crown etc.
Task Turn | 1 day |
Task Value | Juju Level+4 |
Task Difficulty | Juju Level+2 |
Skill | Alchemy |
Lock
A lock will prevent further enchantments to be placed on the item. Many wizards use this to protect their items from "tampering". To overcome a lock a magic skill check with a Difficulty equal to the Lock Level must first be successfully made. Only one attempt is allowed.
Task Turn | 1 day |
Task Value | Lock Level |
Task Difficulty | Lock Level |
Skill | Alchemy |
Talisman
A talisman is a magical item that casts a specific spell whenever the user wishes. Any Character can use a talisman, provided that he knows that it is a talisman and what spell it casts (this can be found by Bonding with the item or someone who has Bonded to the item can explain how it works.) The spell is released with the Magic skill of the user plus the level of the talisman.
Talismans use charges, one each time they are used. Talisman Level dictates how many charges a Talisman cal hold. Look up the Level and cross reference the Task Value column in the Level Table to determine the number of Charges a given Talisman can hold.
Note that the Spell Caster will need to be able to also cast the spell to be embedded each day in addition to the Power Point requirement for the actual Talisman Task.
Task Turn | 1 day |
Task Value | Talisman Level |
Task Difficulty | Talisman Level |
Skill | Average Alchemy and Magic |
Charge Task
Once the Talisman spell is completed the creator needs to charge it. To charge (or recharge) a talisman the Alchemist has to know the spell it casts. The Charge Task has a Task Turn of 1 day, and a Task Value equal to the maximum number of charges. The Task Difficulty is Mediocre. Every day the charge of the item is increased with the Task Points gained in the Charge Task. An item cannot be given more charges than indicated by the Level.
Task Turn | 1 day |
Task Value | Item Charges |
Task Difficulty | Mediocre |
Skill | Alchemy |
Rune paper
A rune paper is a special single-use Talisman. Since it is so volatile it has a Task Turn of 1 hour, for the Talisman Task. Also, No binding spell is needed, but a special rune paper needs to be used. Alchemists can create Rune Paper with the Rune skill.
Task Turn | 1 hour |
Task Value | Rune Level |
Task Difficulty | Rune Level |
Skill | Runes |
To create Rune paper it is a task with Task Turn of 1 day, a Task Value of 5, and a Task Difficulty of Mediocre.
Task Turn | 1 day |
Task Value | 5 |
Task Difficulty | Mediocre |
Skill | Runes |
Potions
A potion is a special Talisman which will embed the spell in a drink, and the drinker will be effected by the spell. All spells embedded in potions must have a range and Area-of-effect: Self. Once a raw potion is available it needs only the Potion Task to embed a spell in it.
Task Turn | 1 hour |
Task Value | Potion Level |
Task Difficulty | Potion Level |
Skill | Herbalism |
Creating a raw potion is a Herbalism task with Task Turn of 1 day, a Task Value of 5, and a Task Difficulty of Mediocre.
Task Turn | 1 day |
Task Value | 5 |
Task Difficulty | Mediocre |
Skill | Herbalism |
Weapon
Weapons can be enchanted to give damage modifications or to give a bonus to the skill use. The bonus is equal to the Level of the Weapon. Each one is a separate Effect. For skill use an average of Alchemy and the weapon skill with the weapon.
All enchanted weapons, even those that only have a binding spell cast on them are magic weapons and thus deliver damage to creatures only vulnerable to magic weapons. Many magic-users rely on this fact to make some easy money.
Task Turn | 1 day |
Task Value | Weapon Level + 3 |
Task Difficulty | Weapon Level + 1 |
Skill bonus skill | Average Magic and weapon skill |
Damage bonus skill | Alchemy |
Slaying Weapons
Slaying weapons are keyed to a specific type of creature (ex. Dragons, or Giants, or Orcs). When a Slaying weapon hits it delivers Aggravated damage (if using A new damage system for Fudge) or +5 damage (if using base rules). Slaying weapons are magical weapons even when used against creatures that are not of the type they are keyed to.
Task Turn | 1 day |
Task Value | Amazing |
Task Difficulty | Good |
Skill | Alchemy |
Holy Weapons
Holy weapons are treated as magical. Holy weapons are treated as Slaying Weapons versus the enemies of the deity. Only priests may create holy weapons. Holy weapons can only be created by Priest Alchemists.
Task Turn | 1 day |
Task Value | Amazing |
Task Difficulty | Good |
Skill | Prayer |
Elemental weapons
Elemental weapons deliver an elemental attack in addition to that of the normal damage. Fire weapons deliver fire damage, wind weapons deliver electrical damage, etc. There are many different variations of elemental effects, but they all do the same basic thing, they deliver extra damage. Some creatures are more susceptible to certain elemental weapons, for such creatures treat the elemental weapon as a Slaying Weapon (in addition to other bonuses).
Task Turn | 1 day |
Task Value | Weapon Level + 4 |
Task Difficulty | Weapon Level + 2 |
Skill | Alchemy |
Examples
Magic sword
This magic sword gives +2 damage and +1 to skill. To create it it needs a Level 2 Binding spell and a Level 1 (skill bonus) and Level 2 (bonus damage) Weapon spells.
Task Turn | 1 day |
Level | 2 |
Task Value | 15 |
Task Difficulty | Fair |
Skill | Alchemy |
Task Turn | 1 day |
Level | 1 |
Task Value | 75 |
Task Difficulty | Mediocre |
Skill | Average Alchemy and Swords |
Task Turn | 1 day |
Level | 2 |
Task Value | 150 |
Task Difficulty | Fair |
Skill | Alchemy |
Efrael the Alchemist tries to create this magical sword. Efrael is Superb at Alchemy and Fair with Swords. Efrael also has 167 Power Points (or a Superb amount of power), which means this is within his limits since to create the sword he will need 150 Power Points.
First he needs to prepare the sword for receiving Enchantments via the Binding Task. With his skills it will take him on an average 5 days, since the Task Value is 15 and his Superb skill compared to the difficulty is 3 levels above the the Task Difficulty of Fair.
Next he must complete the Weapon +1 to skill Task. This Task is worth 75 Task Points but it has only a complexity of Mediocre which is good since Efrael's average of Alchemy and Swords is only Good. This means that he should finish in about 38 days or so.
Finally he will need to to complete the second Sword +2 task. This one is trickier, the Task Difficulty is Fair and has a Task Value of 150. It means that it will take him on an average 50 days to complete. All in all the +1/+2 Magic sword will take a bit over 3 months to complete!
Cloak of invisibility
A cloak of invisibility allows the user to turn himself and anything he can fit underneath the cloak invisible, and relatively motionless (the cloak cannot ripple too much). It has 150 charges.
Complexity | Poor |
Power | 9 |
Abstract Power | Poor |
Range | Touch |
Area-of-effect | 1 Target (anything inside the cloak) |
Duration | Concentration |
Task Turn | 1 day |
Task Value | 150 |
Task Difficulty | Fair |
Skill | Alchemy |
Level | 5 |
This requires a Level 5 Binding in order to be able to have 150 charges.
Task Turn | 1 day |
Task Value | 150 |
Task Difficulty | Great |
Skill | Average Alchemy and Magic |
Level | 5 |
Charges | 0/150 |
Task Turn | 1 day |
Task Value | 150 |
Task Difficulty | Mediocre |
Skill | Alchemy |
Efrael the Alchemist creates a cloak of invisibility. Efrael is Great at Magic and Superb with Alchemy. Efrael also has 167 Power Points (or a Superb amount of power), which means this is within his limits, since the Invisibility spell is only 9 Power Points.
First he needs to prepare the cloak (Bind Task). With his Superb Alchemy and Great Sorcery, it will take him on an average 50 days, since the Task is worth 150 Task Points and his Superb skill compared to the difficulty is 2 levels above the the Complexity of Fair.
Next he must complete the Talisman Task. This task is worth 150 Task Points, and has a Task Difficulty of Great. Since his average skill in Magic and Alchemy is Superb, he will need most of 150 days or so to finish it. This will create a cloak of invisibility with 0 charges.
Finally Efrael needs to charge the cloak. He will charge an average of 4 points per day, meaning it will take about 38 days to fully charge the cloak. All in all the cloak of invisibility will take almost 8 months to complete! No wonder magical items are so expensive!
Wizard's Staff
This Wizard's Staff is a Level 2 Focus, Augment and Bias. It grants the Sorcerer who uses it a -2 Complexity to all spells they cast. Also it reduces all spell Power Point requirements by 15 points. Finally since it is also a Bias it will also grant 15 extra power points to the Sorcerer per day. A Mediocre amount of Power if using Abstract Power.
Adjusting power
If the GM wants it to be easier or harder to create magical items they can adjust the Level to Task Value and/or Task Difficulty. These values should make creating magical items take a fair bit of time. Usually in the order of months to create an item. By adjusting the Task Value you adjust the amount of time it takes for magical items to be created. By Adjusting the Task Difficulty you adjust the minimum skill it takes to create items, and the general availability of magical items.
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