Ornamenting Craft Point Costs

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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

Related Rules

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.

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.

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. Characters have a cap restricting them to only channeling twenty magic power points (spell levels) worth of spells from a per game day object 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. In order to learn what a magic object does requires the identify magic skill.

Item Slots For Magic Objects

With the use of the ornamenter skill and crafting points a character can craft magic items. Magic items may also be found in game. Characters are limited in how many magic items they are able to use. There are 17 slots available for PCs to wear magic items.

Those slots are shield, torso, feet, head, legs, arms, waist, shoulder, back, hand, buckler, neck, wrist, ankle, an accessory and two rings slots. Characters are limited to one rod. A character can carry at most two wands.

Categories: Crafting and Production Rules | Crafted Items | Crafting Points | Production Points | Magic Power Points

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Page last modified on April 13, 2017, at 06:20 PM
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