Please help me "proof" my Enchanting/Recharging rules...
Posted: Wed Sep 17, 2014 9:03 pm
The following are my new rules to replace the mess that are the rules in the M&T for enchanting magic items. Please let me know if you think it reads clearly, point out what is confusing, and let me know of any situation/issue I have forgotten to address, formatting/spelling issues are because I am doing my rough drafts in Notepad, thanks!
Magic item Creation.
First off, two spells are required.
The first is called "Enchant an Item", it too is a 5th level spell, just like Permanency. All spell casters can have access to it via research (Arcane or Runemark Classes) or prayer (Divine Classes).
Simply put this spell makes an item receptive to accepting and holding magic. On its own, it enables items to hold "charges", such as Wands, Staves and Rods.
For such items to permanently hold the spells imbued requires the Permanency Spell, and for purposes of creating magic items ONLY, all classes can obtain and use the Permanency spell. All other aspects of the spell only work for Wizards and Runemarks, as written.
The whole process takes a month for any item. "Any item" being anything magically enchanted aside from Scrolls and Potions, which have their own rules.
During this time the items are treated with a range of things, such as various bodily fluids, plants, etc... to establish and strengthen the proper magical resonances within the item. Key words within the "Enchant Item" spell itself are also repeated on a schedule spelled out within the spell throughout the month. The item being enchanted must be kept within 1 foot of the enchanter throughout the whole month, or the process is ruined, instantly. Also, the Enchanter themselves should not be wearing magic of any kind, or be enchanted themselves, except with spells of the same "school" as the enchantment being put into the item. IF you want/need to do so, every item of a different school, and spell on those items of a different school add a CL penalty of 1.
So if you are wearing 3 items with a total of 5 spells not of the same school as that being put on the item, you will add a penalty of 5 to your INT CL check.
It is the spells that matter, not the item.
The daily rituals take place over an 8 hour period, the remaining 16 hours of the day can be spent sleeping or meditating, as well as eating, etc...However, the enchanter cannot focus on other intensive tasks. The spell is also cast in conjunction with the cycle of the moon, preferably as the Moon transitions from being a "New Moon" to a "Full Moon". On the nights of the Full Moon are when the magic resonances are strongest, in particular as the Full Moon "sets", and the Sun is about to rise, which is why the rituals conclude at this time. For permanent items, this is when the Permanency Spell is cast as the final part of the ritual.
Only spells that the enchanter can personally cast can be put into the item. Wands, scrolls, etc... can not be used to do any of the casting.
Enchanters can work as pairs to create items with spells only one of the enchanters knows. Both will have to follow all the requirements over the course of the month, including remaining within 1 foot of the item. Two checks need to be made upon the items completion. First, and INT or WIS check to determine if all the steps were properly followed throughout. Failure can mean failure, or an outcome minimally or even wildly different from that which was desired, or result in a Cursed item. CK decides. The CL is equal to the highest level spell put into the item, so for a Wand of Fireballs, the CL will be a 3. The second check is a CON save, which is spelled out in the Permanency spell description itself.
For charged items, the enchanter must be able to cast the required number of charges to fully charge the item within the month time frame. So during the initial enchanting process, 2 or more spells can be cast into the item each day. However, when it comes time to recharge, only one charge can be restored per day. During the recharging process the Enchant Item Spell must be cast once again, and all the Enchanting requirements must be performed and met again, however, this time, the enchanter can stop the process whenever they wish, which is usually when the item is fully recharged.
Since the recharging process can potentially take up to 50 days in the case of Wands, enchanters usually stop at 30 days and resume the recharging rituals at a later date. However, a determined Enchanter can continue until the wand is fully recharged. Recharging is different in cost. The Component cost is simply 10 GP per Spell Level x Charges needed. So to recharge a Wand of Fireballs will cost 30 x 49 GP, so 1,450 GP. Recharging should be done inside of an "Enchanting Chamber" as well.
Determining components:
The process is critical, because it is absolutely necessary to establish the correct magical energies, or resonances, within the item being enchanted.
To determine what components are needed is based upon common belief. It is hypothesized that in many instances it is the common belief's that actually imbue the non-magical components with the magical energies/resonances that they contain (or at least are believed to contain). Spell Casters have written many tomes on what they believe numerous items have as "magical properties", so if you have such tomes, use them as your guide lines. Otherwise use what you know, such as Blue gemstones are often attributed with powers related to water, wind, and purity. Red Gemstones are often associated with powers of Fire, renewal, etc... Work with your CK to determine what the appropriate components will be.
Use of components from magical creatures are far more obvious. If you use remains from a Fire based being, they can obviously be used in the creation of any fire related magic item. Components from a Displacer Beast will work for items invoking Displacement powers. Components from various Giants aid in creating items that enhance STR and/or Constitution, and so on.
All components must be of the greatest "purity" possible, so always must be of the "Best Quality". Expert Quality for Weapons and Armors. Lesser components can be used, but add a CL penalty of 5 to your final INT check if you do so. Truly inferior components add a penalty of 10 instead of the 5. In general, "formula" for creating specific magic items are usually comprised of at least 6 non magical components and at least one component from some magical beast or living creature that embody the "power" desired, such as Giants giving superior Strength and Constitution. Getting components from the magical Giants, Fire, Frost, Storm, are obviously the best to obtain. For a "Bane" power you will need blood or some other acceptable component from the "enemy" of whatever the "Bane" is against. For example, against creatures of evil, you would collect blood from a Paladin, or good Cleric.
Determining cost:
Base cost for just casting Enchant an Item is averaged out to be 3,000 GP. If you obtain the components yourself, which must all be fresh, (IE less than 30 days since collected from living creatures or harvested plants), you can work with your CK to lower these costs down to 350 gold. You must also have an enchanting room/chamber or similar type of location. This is critical because such locations are set up to eliminate undesirable magical energies.
You can do Enchanting without such a location, but it will add 10 to your INT CL check, greatly reducing the likelihood of a desired outcome, and be far more likely to totally fail or result in a Cursed item. If you have to create such a location yourself it will cost 10,000 GP, and to "purify" it after every item is completed will cost an additional 200 GP each time. These places are usually desired to be as secure as possible, since the caster should not wear or bring any magic item into the area, or be enchanted themselves. So typically the areas exterior to the chamber are heavily defended, and may add additional costs.
Additional cost is determined by the spells/powers imbued. A "level" must be determined. For spells, this is already done. For other desired powers, that do not have a spell, the CK will have to decide. Each decided upon level adds Spell Level Squared, times 250 GP. So for imbuing Fireball, it will add the cost of 2,250 GP over the duration of the enchanting ritual, typically 5,250 GP total. 2,250 GP if components are gathered by the Enchanter. For a +1 Sword, it will cost a total of 3,100 GP, plus the cost of constructing the Sword itself, or as little as 450 GP, if the components are collected by the Enchanter. The cost formula for calculating costs of the "Bonus" Enchantment (+1, +2, +3, and so on) is the Bonus Squared times 250 GP. So 250 GP, 1,000 GP, 2,250 GP, 4,000 GP, and finally 6,250 GP for Armor.
Double these numbers for weapons, since they get +1/+1, plus the cost of manufacturing Expert Weapons or Armor of that type.
Magic item Creation.
First off, two spells are required.
The first is called "Enchant an Item", it too is a 5th level spell, just like Permanency. All spell casters can have access to it via research (Arcane or Runemark Classes) or prayer (Divine Classes).
Simply put this spell makes an item receptive to accepting and holding magic. On its own, it enables items to hold "charges", such as Wands, Staves and Rods.
For such items to permanently hold the spells imbued requires the Permanency Spell, and for purposes of creating magic items ONLY, all classes can obtain and use the Permanency spell. All other aspects of the spell only work for Wizards and Runemarks, as written.
The whole process takes a month for any item. "Any item" being anything magically enchanted aside from Scrolls and Potions, which have their own rules.
During this time the items are treated with a range of things, such as various bodily fluids, plants, etc... to establish and strengthen the proper magical resonances within the item. Key words within the "Enchant Item" spell itself are also repeated on a schedule spelled out within the spell throughout the month. The item being enchanted must be kept within 1 foot of the enchanter throughout the whole month, or the process is ruined, instantly. Also, the Enchanter themselves should not be wearing magic of any kind, or be enchanted themselves, except with spells of the same "school" as the enchantment being put into the item. IF you want/need to do so, every item of a different school, and spell on those items of a different school add a CL penalty of 1.
So if you are wearing 3 items with a total of 5 spells not of the same school as that being put on the item, you will add a penalty of 5 to your INT CL check.
It is the spells that matter, not the item.
The daily rituals take place over an 8 hour period, the remaining 16 hours of the day can be spent sleeping or meditating, as well as eating, etc...However, the enchanter cannot focus on other intensive tasks. The spell is also cast in conjunction with the cycle of the moon, preferably as the Moon transitions from being a "New Moon" to a "Full Moon". On the nights of the Full Moon are when the magic resonances are strongest, in particular as the Full Moon "sets", and the Sun is about to rise, which is why the rituals conclude at this time. For permanent items, this is when the Permanency Spell is cast as the final part of the ritual.
Only spells that the enchanter can personally cast can be put into the item. Wands, scrolls, etc... can not be used to do any of the casting.
Enchanters can work as pairs to create items with spells only one of the enchanters knows. Both will have to follow all the requirements over the course of the month, including remaining within 1 foot of the item. Two checks need to be made upon the items completion. First, and INT or WIS check to determine if all the steps were properly followed throughout. Failure can mean failure, or an outcome minimally or even wildly different from that which was desired, or result in a Cursed item. CK decides. The CL is equal to the highest level spell put into the item, so for a Wand of Fireballs, the CL will be a 3. The second check is a CON save, which is spelled out in the Permanency spell description itself.
For charged items, the enchanter must be able to cast the required number of charges to fully charge the item within the month time frame. So during the initial enchanting process, 2 or more spells can be cast into the item each day. However, when it comes time to recharge, only one charge can be restored per day. During the recharging process the Enchant Item Spell must be cast once again, and all the Enchanting requirements must be performed and met again, however, this time, the enchanter can stop the process whenever they wish, which is usually when the item is fully recharged.
Since the recharging process can potentially take up to 50 days in the case of Wands, enchanters usually stop at 30 days and resume the recharging rituals at a later date. However, a determined Enchanter can continue until the wand is fully recharged. Recharging is different in cost. The Component cost is simply 10 GP per Spell Level x Charges needed. So to recharge a Wand of Fireballs will cost 30 x 49 GP, so 1,450 GP. Recharging should be done inside of an "Enchanting Chamber" as well.
Determining components:
The process is critical, because it is absolutely necessary to establish the correct magical energies, or resonances, within the item being enchanted.
To determine what components are needed is based upon common belief. It is hypothesized that in many instances it is the common belief's that actually imbue the non-magical components with the magical energies/resonances that they contain (or at least are believed to contain). Spell Casters have written many tomes on what they believe numerous items have as "magical properties", so if you have such tomes, use them as your guide lines. Otherwise use what you know, such as Blue gemstones are often attributed with powers related to water, wind, and purity. Red Gemstones are often associated with powers of Fire, renewal, etc... Work with your CK to determine what the appropriate components will be.
Use of components from magical creatures are far more obvious. If you use remains from a Fire based being, they can obviously be used in the creation of any fire related magic item. Components from a Displacer Beast will work for items invoking Displacement powers. Components from various Giants aid in creating items that enhance STR and/or Constitution, and so on.
All components must be of the greatest "purity" possible, so always must be of the "Best Quality". Expert Quality for Weapons and Armors. Lesser components can be used, but add a CL penalty of 5 to your final INT check if you do so. Truly inferior components add a penalty of 10 instead of the 5. In general, "formula" for creating specific magic items are usually comprised of at least 6 non magical components and at least one component from some magical beast or living creature that embody the "power" desired, such as Giants giving superior Strength and Constitution. Getting components from the magical Giants, Fire, Frost, Storm, are obviously the best to obtain. For a "Bane" power you will need blood or some other acceptable component from the "enemy" of whatever the "Bane" is against. For example, against creatures of evil, you would collect blood from a Paladin, or good Cleric.
Determining cost:
Base cost for just casting Enchant an Item is averaged out to be 3,000 GP. If you obtain the components yourself, which must all be fresh, (IE less than 30 days since collected from living creatures or harvested plants), you can work with your CK to lower these costs down to 350 gold. You must also have an enchanting room/chamber or similar type of location. This is critical because such locations are set up to eliminate undesirable magical energies.
You can do Enchanting without such a location, but it will add 10 to your INT CL check, greatly reducing the likelihood of a desired outcome, and be far more likely to totally fail or result in a Cursed item. If you have to create such a location yourself it will cost 10,000 GP, and to "purify" it after every item is completed will cost an additional 200 GP each time. These places are usually desired to be as secure as possible, since the caster should not wear or bring any magic item into the area, or be enchanted themselves. So typically the areas exterior to the chamber are heavily defended, and may add additional costs.
Additional cost is determined by the spells/powers imbued. A "level" must be determined. For spells, this is already done. For other desired powers, that do not have a spell, the CK will have to decide. Each decided upon level adds Spell Level Squared, times 250 GP. So for imbuing Fireball, it will add the cost of 2,250 GP over the duration of the enchanting ritual, typically 5,250 GP total. 2,250 GP if components are gathered by the Enchanter. For a +1 Sword, it will cost a total of 3,100 GP, plus the cost of constructing the Sword itself, or as little as 450 GP, if the components are collected by the Enchanter. The cost formula for calculating costs of the "Bonus" Enchantment (+1, +2, +3, and so on) is the Bonus Squared times 250 GP. So 250 GP, 1,000 GP, 2,250 GP, 4,000 GP, and finally 6,250 GP for Armor.
Double these numbers for weapons, since they get +1/+1, plus the cost of manufacturing Expert Weapons or Armor of that type.