Magic Item Crafting

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Magic Item Crafting

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.

Objects have a maximum crafting point value based on the location on the body they are worn.

Related Rules

Magic Objects

All magic objects must have a treasure ID number. Items without this number should be assumed to be counterfeit.

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.

Permanent objects are always active and are never expended. Because they are always active they should only require an incant to use if they explicitly say they do.

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 and Related Skills

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.

Characters are capped at a total of 20 crafting points from all sources.

Ornamenting Craft Point Costs

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.

Ornamenting Enhancement Costs

Stats Bonuses With Normal CapsCraft Points
+2 Production Points4
+2 Craft Points4
+4 Production Points8
+4 Craft Points8
+1 Magic Power8
+2 Magic Power12
EnhancementsCraft Points
+1 Armor Point to Armor (see here)8
Nature Immunity12
Imbuing a SpellCraft Points
Imbue with 1st Level Spell4
Imbue with 2nd Level Spell8
Imbue with 3rd Level Spell12
WandsCraft Points
Lesser Wand4
Normal Wand8
Major Wand12
RodsCraft Points
Rod of 1st Level Spell8
Rod of 2nd Level Spell12
Rod of 3rd Level Spell16

List of Item Slots

The table below lists each slot and the maximum allowed craft points when designing a magic item for that slot:

SlotMaximum number of craft points allowedExample PropUnacceptable Props
Shield20A ShieldThings that are not shields
Torso20Shirt, breastplate, vest, surcoat, really well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk.bandoleer, nipple piercing
Feet20Boots, sandals, shoes, sabatons. Items should be in pairs except in rare and exceptional circumstances.Ankle straps, spurs, toe rings, socks.
Head16Helmet, hat, elaborate headband, tiara, crown, coif, hood, mask.Scarf, bandanna, hair accessories, facial jewelry, earrings
Leg16Greaves, 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.
Arm16Bracers, arm armor, rerebraces. Arm items come in pairs except in rare and exceptional circumstances.arm cuffs, arm warmers.
Waist12Belt, sash, chain skirt, war belt, cingulum militaire, waist cincher, elaborate chain belt.SImple Waist chain, belly button piercing.
Shoulder12Spaulders, mantle, pauldrons, elaborate shawl. Shoulder items that can come in pairs should except in rare and exceptional circumstances.Besegews, epaulettes, parrot.
Hand12Glove, Gauntlet, Ring+Chain+Bracelet combination-thingies. Hand items come in pairs except in rare and exceptional circumstances.Half-Gauntlets (modern anachronistic SCA Invention).
Back12Cloak, Cape 
Neck8Ornate or Elaborate Necklace, choker, gorget, chain of office, torc, collar, bevor, stole.Simple necklace or chain
Wrist8Cuffs, ornate or elaborate bracelet, manacles. Wrist items that can come in pairs should except in rare and exceptional circumstances.Simple bracelet or cuffs.
Ankle8Ornate or elaborate anklet, shackles, ankle cuffs. Ankle items that can come in pairs should, except in rare and exceptional circumstancesSimple anklet or ankle cuffs.
Ring 18Ring 
Ring 28Ring 
Accessory4Backpack, 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.

SlotExample Items
Wand 1A Wand
Wand 2A Wand
RodA Rod

Categories: Crafting and Production Rules | Crafted Items

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