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Characters with the ornamenter skill can craft non-weapon magic items using crafting points. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.
Magic objects created with the ornamenter skill can have multiple enhancements purchased for them. The crafting point cost to make a magic object is based on this table. For each craft point spent an additional 5 coins must be spent to create a magic object.
There are four types of magic objects: temporary, per game day, permanent, and enchantments. All types of magic objects that duplicate spells require an incant to activate the spell unless the object specifies something different in its description.
A temporary magic object has a finite number of charges which once used leave the object worthless. Temporary objects can typically not be recharged. Players are required to keep track of how many uses an object has remaining (and should the item change hands for any reason you should let the new possessor know how many charges remain).
Objects that are per game day never wear out from use, but can only be used a limited number of times per game day. These items cast spells but don't require any magic power points from the user to activate. Separate from the cap character's have on power points per game day, there is also a cap of twenty magic power points (spell levels) worth of spells from per game day objects each game day. Per game day items with "unlimited activations" or "unlimited use" still count against this channeling limit unless they specifically state otherwise. Once the charges of one of these objects is expended it is useless for the remainder of the game day.
Enchantments are a special type of magic object that is not represented by a prop and thus cannot be stolen or traded. Instead an enchantment is recorded directly on a player's character sheet. In all other ways an enchantment is like other magic objects, including having a second magic object type of temporary, per game day, or permanent.
Characters can always identify the presence of a magic object by the light blue glow the item emits in-game. As making every magic object actually glow would be grossly impractical this is represented by players being able to ask each other if an object is glowing. To learn what a magic object does requires the identify magic skill.
Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.
Third level spells and lower can be imbued into magic objects to create per game day items with one use per game day. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.
These are enhancements that can be added to magic objects.
A +1 armor point bonus must be crafted into worn armor. This bonus cannot be dispelled, it is a permanent improvement to the armor's physical armor points that is always active. This bonus does not stack with the enhance armor spell. Physical armor has a cap of 4 points.
Items which grant +1 or +2 bonus magic power points are treated like gaining additional ranks of the magic power point skill which refresh at convergence as normal. A character can only spend a total of 20 magic power points between any two convergences unless an ability or effect explicitly allows them to break that limit.
|Stats Bonuses With Normal Caps||Craft Points|
|+2 Production Points||4|
|+2 Craft Points||4|
|+4 Production Points||8|
|+4 Craft Points||8|
|+1 Magic Power||8|
|+2 Magic Power||12|
|+1 Armor Point to Armor||Increase the armor points of armor by 1, (see here for details).||8|
|Nature Immunity||Grants immunity to nature damage until removed.||12|
|Imbued Spells||Description||Craft Points|
|Imbue with a 1st Level Spell||The item can cast the chosen level one spell once per game day. Can take multiple times to stack more uses per game day.||4|
|Imbue with a 2nd Level Spell||The item can cast the chosen level two spell once per game day. Can take multiple times to stack more uses per game day.||8|
|Imbue with a 3rd Level Spell||The item can cast the chosen level three spell once per game day. Can take multiple times to stack more uses per game day.||12|
|Rod of 1st Level Spell||8|
|Rod of 2nd Level Spell||12|
|Rod of 3rd Level Spell||16|
|Slot||Maximum number of craft points allowed||Example Prop||Unacceptable Props|
|Shield||20||A Shield||Things that are not shields|
|Torso||20||Shirt, breastplate, vest, surcoat, really well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk.||bandoleer, nipple piercing|
|Feet||20||Boots, sandals, shoes, sabatons. Items should be in pairs except in rare and exceptional circumstances.||Ankle straps, spurs, toe rings, socks.|
|Head||16||Helmet, hat, elaborate headband, tiara, crown, coif, hood, mask.||Scarf, bandanna, hair accessories, facial jewelry, earrings|
|Leg||16||Greaves, pants, full leg armor, non-armor skirt. Loincloths and other articles of clothing clearly worn beneath the waist. Leg items that can come in pairs should except in rare and exceptional circumstances.||Leg warmers, ankle or boot wraps, garters.|
|Arm||16||Bracers, arm armor, rerebraces. Arm items come in pairs except in rare and exceptional circumstances.||arm cuffs, arm warmers.|
|Waist||12||Belt, sash, chain skirt, war belt, cingulum militaire, waist cincher, elaborate chain belt.||SImple Waist chain, belly button piercing.|
|Shoulder||12||Spaulders, mantle, pauldrons, elaborate shawl. Shoulder items that can come in pairs should except in rare and exceptional circumstances.||Besegews, epaulettes, parrot.|
|Hand||12||Glove, Gauntlet, Ring+Chain+Bracelet combination-thingies. Hand items come in pairs except in rare and exceptional circumstances.||Half-Gauntlets (modern anachronistic SCA Invention).|
|Neck||8||Ornate or Elaborate Necklace, choker, gorget, chain of office, torc, collar, bevor, stole.||Simple necklace or chain|
|Wrist||8||Cuffs, ornate or elaborate bracelet, manacles. Wrist items that can come in pairs should except in rare and exceptional circumstances.||Simple bracelet or cuffs.|
|Ankle||8||Ornate or elaborate anklet, shackles, ankle cuffs. Ankle items that can come in pairs should, except in rare and exceptional circumstances||Simple anklet or ankle cuffs.|
|Accessory||4||Backpack, quiver, sheath, belt, pouch, haversack, frog, scabbard, earring, bandoleer, spurs and straps, glasses, goggles, scarf, anything worn on your body.||Anything that obviously fits in another slot, anything not worn.|
These are other items that you can carry a limited number of.
|Wand 1||A Wand|
|Wand 2||A Wand|
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