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Creating Magical Items
The Art of Enchanting
The process of creating a magical item is called enchanting. Although it is a straightforward process to imbue an item with magic, enchanting is an art form. There are many variables in the casting of any spell, and certain combinations are more beneficial than others. A master enchanter knows how to cast a spell into an item to produce the most potent, versatile effect.
Enchanted items are highly sought after and extremely valuable. Only major and capitol cities have merchants wealthy enough to sell enchanted items, though anyone with enough gold would be interested in buying them. Many magical items are heirlooms, passed down through the generations and fought over by inheritors. Most are in the hands of professional explorers, members of the military, and the nobility. These people can either spare the money or have great need of such items. Enchanted items can also be very dangerous. They can place magical power in the hands of ordinary people. An enchanter who sells too many items may find himself at odds with merchant houses and other spellcasters. An enchanter who sells magical weapons to the wrong people may be sanctioned by the government. Spellcasters who master enchanting and little else risk being kidnapped and forced to create items for criminals.
Enchantment on an item is lost if it is significantly damaged. Adventurers generally need high quality items while in the field, and wealthy individuals want their enchanted items to be works of art. Because of this, most enchanted items are Fine quality or better. Weapons and armor tend to be Very Fine quality and enhanced by the Amalgamate spell.
There are nine spells used in the process of creating magical items, called artificing spells. These spells are Amulet, Elixir, Projectile, Staff, Wand, Enchant, Powerstone, Evocation Rune and Proscription Rune. See the chapter on Spell Descriptions for more information.
Six of the artificing spells are used to transform an ordinary item into a magical one - Amulet, Elixir, Projectile, Staff, Wand, and Enchant. Each works in a similar fashion. The spellcaster casts the appropriate enchanting spell, followed immediately by the spell (or spells) he wishes to imbue the item with. The parameters and maximum power of the magical effects depend on how (and how well) the subsequent spells are cast. Artificing spells are cast with the default duration. A magical item can never be imbued with an artificing spell. These spells are difficult to cast and create a small bias in the spellcaster's mana flow. Because of this, they must be cast an hour or more apart.
There are two spells which can be cast on an item directly after an enchanting spell - Evocation Rune and Proscription Rune. These two spells allow the enchanter to control how the magical item is used and by whom. Evocation Rune can place one or more activation triggers on the item. For example, it may trigger if its name is known by the wielder, if a password is spoken, or when it is touched by a sentient creature. If a magical item is imbued with multiple effects that can be activated simultaneously, this rune can be used to link them; when the primary effect is activated, one additional spell per trigger can be activated automatically. Proscription Rune can place activation limiters on the item. For example, it may only activate for humans, during the day, for women, for good people, or in the hands of a druid.
A master enchanter is often called upon to create a complete suit of armor or some other set of equipment with identical magical properties. All of the items must be created by the same craftsman, from the same starting materials, with the same style and quality, and within one season in order to be considered a collection. The items are symbolically bound together during the enchanting process, often by placement within an inscribed circle. The enchanter must roll his Thaumaturgy skill at a -1 penalty for each item in the collection after the first. On a successful roll, the items receive identical magic from a single casting of each spell. Items linked together into a magical collection must all be worn or used together in order for the magic within them to activate. For this reason, helms and gauntlets are often enchanted separately. This form of enchanting is not appropriate for ranged weapon ammunition, since each missile is fired separately. The Projectile spell is used to create sets of arrows and sling stones.
Powerstones are gemstones which are extremely useful to spellcasters. They have been magically imbued with the ability to absorb mana from the environment and store it. A spellcaster can channel the stored mana out of the powerstone and use it to cast spells. He must be touching the powerstone directly or through a small quantity of precious metal. Powerstones can be set into rings, bracelets, pendants, necklaces, earrings, anklets, tiaras, or other pieces of jewelry that are always in direct contact with the body. Rings are common because they are difficult to snatch. Pendants are frequently used when a spellcaster wants to keep his powerstone out of sight beneath his shirt. If a powerstone is cracked or chipped, it becomes an ordinary damaged gemstone.
The maximum mana capacity of a gemstone is based on its clarity and how well the Powerstone spell is cast. The rate at which is can absorb (or recover) mana from the surrounding environment is based on the type of stone. The Powerstone spell is always cast with the default duration, and can be successfully cast no more than once per week. Rune spells cannot be placed on powerstones.
Although there are standard formulas for determining the value of artificing, the actual price can vary. The value, in copper pieces, of artificing is based on the following formulas. The total price of a magical item is equal to the artificing value plus the item cost.
To determine the base cost of artificing, add the mana cost and number of casting roll successes for all non-artificing spells placed on the item.
The base cost of artificing is equal to: (Total Mana Cost)2 + (Total Casting Successes)2
Multiply this by x2 if a pure magic path spell was cast on the item, or x1.5 if the item was imbued with a high path spell or rune (round down).
Depending on which artificing spell was used, multiply the result by:
None (Spells cast directly on an item) - x4
Amulet or Elixir - x 10
Staff or Projectile - x40
Wand - x50
Enchant - x60
If multiple effects are enchanted on the same item, the cost is increased. Add 500cp for two effects, 1000cp for three, 2000cp for four, 4000cp for five, and so forth.
The price of casting Powerstone is equal to [(Casting Successes + Casting Difficulty) * 250] + 1000
If cooperative casting is required to achieve the necessary number of successes on any non-artificing spells, the cost is increased by 250cp/person for Low Path, 500cp/person for High Path, and 2000cp/person for Arcane spells.
Use the Magic Item Creator or Powerstone Creator to easily determine the value of magic items.