Site Index | > Crafting and Production Rules | > Using Craft Points | > Ornamenting Crafting (Slotted Objects) | > Ornamenting Feature Costs |
Slot Used: | Variable |
---|---|
Slots Available: | Varies |
Ornamenting Rank Required to create | 1 Rank per 4 Craft Points used |
Coin Cost to Create: | 5 coin per craft point used |
Maximum Craft Points | By Slot |
Lootable: | Yes |
Brief Description: | A worn item with magic properties |
Ornamenting Craft Point Costs
These are enhancements that can be added to magic objects, subject to normal stacking rules.
A +1 armor point bonus must be crafted onto a piece of worn armor. The bonus affects all worn armor not just the piece that has this ability. This bonus cannot be dispelled, it is treated as a permanent improvement to your 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 Caps | Craft Points |
---|---|
+2 Production Points | 4 |
+4 Production Points | 8 |
+4 Craft Points | 8 |
+1 Magic Power | 8 |
+2 Magic Power | 12 |
Enhancements | Description | Craft Points |
---|---|---|
+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 event. Can take multiple times to stack more uses per event. | 4 |
Imbue with a 2nd Level Spell | The item can cast the chosen level two spell once per event. Can take multiple times to stack more uses per event. | 8 |
Imbue with a 3rd Level Spell | The item can cast the chosen level three spell once per event. Can take multiple times to stack more uses per event. | 12 |
Wands | Craft Points |
---|---|
Lesser Wand | 4 |
Normal Wand | 8 |
Major Wand | 12 |
Rods | Craft Point Costs |
---|---|
Rod of 1st Level Spell | 8 |
Rod of 2nd Level Spell | 12 |
Rod of 3rd Level Spell | 16 |
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.
Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. 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. The ID number will inform you what abilities the object has. You must be able to identify magic to use the special abilities of an object. There is one exception to this rule. If a weapon is made with a special material (elven steel, silver, goblin iron, razorleaf, or primal) that requires a custom paint job to indicate it, you should still use that material call when attacking with that weapon.
There are four types of magic objects: temporary, per event, 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 event never wear out from use, but can only be used a limited number of times per event. These items cast spells but don't require any magic power points from the user to activate. Once the charges of one of these objects is expended it is useless for the remainder of the event.
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 event, 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.
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 20 potential slots available for PCs to wear magic items. When a character uses a magic item in an item slot, that slot is filled and that character may not use a different magic item in that slot during the same event. The exception to this are weapons, bucklers, and shields; the only limit to how many different weapons and shields you can use is how many you are willing to carry. Skills restrict what combination of weapons and shields you can use at one time however.
Those slots are weapon, shield/ buckler, torso, feet, head, legs, arms, waist, shoulder, back, hand, neck, wrist, ankle, an accessory and two rings slots. Characters are limited to either one rod or one tome. A character can use at most two wands per event.
Some rare loot items are considered "slotless". These items do not take up an item slot.
Magic items that get used by characters become "attuned". Attuning lasts for the event. When an item is attuned it cannot be used by other characters. During game when you use the magical properties of any item, that item becomes attuned. All epic items, master crafted items, and rods in a players possession must be attuned when a player checks in. Other items do not need to be attuned right away. Players do not need to attune all items they own if they do not wish to, but they need to decide at that time which items that they own that they will attune to. Any items not attuned may be loaned/ given to other players to attune to at check in but this cannot be done once the game has begun.
Player owned epic items, master crafted items, and rods which are not attuned at check-in may not be used by anyone that event. New items looted during encounters (recovering an epic item stolen from a PC doesn't count) can be attuned during an event even if they are an epic item, master crafted item, or rod .
Weapons can be used for combat by other players without needing to be attuned, even if the item is attuned to someone else. When this happens the user doesn't benefit from special abilities of the weapon except for properties that can be used unidentified (elven steel, silver, goblin Iron, nature, primal, or a magic weapon).
Spell and Item Effects - Stacking Effects
Any time a spell, potion, poison, magic item, alchemical item, tinkering item, ritual, etc. does something to a player that is known as an "effect". When a character is affected by multiple effects there are rules on how they interact.
For the purposes of this page a one-time effect is any effect that has a limited number of times it happens. This could mean something that applies to your next attack, or your next four attacks.
A character cannot benefit at the same time from a spell (or effect) with the same name twice. In all circumstances the second instance of that spell (or effect) has no impact (as if it had never been cast or used).
Effects that apply to the "next" time something happens can't stack either. A character can't use two of the same blade poison that applies to their next attack, in order to have it apply to the next two attacks. The second blade poison in this scenario would be wasted.
If multiple spells (or effects) have different names but the same type of bonus (such as increasing body or magic armor) they can stack together. This will likely result in a character being impacted by a cap. Only effects that explicitly let you go beyond a cap of a stat let you break those limits. When crafting each bonus crafted onto a piece of gear is counted as a separate effect and therefore you couldn't craft the same bonus onto an item multiple times unless that bonus says it can be crafted more than once.
When an effect allows you to call for something different with a weapon than you would normally call, you must choose which call to use when you make your attacks. If the something different only applies to the "next successful hit", and you choose not to use it when you make that hit, the effect is wasted.
For example if a character who deals 2 damage with each melee attack has a sword that deals "Nature" damage and they apply Scorpion's Kiss to that weapon so that it can deal "poison weaken" damage for the next successful hit. When they make that successful hit against an opponent they can choose to call "2 nature" or "poison weaken". They may not call "2 Nature poison weaken". Regardless of the effect they choose, the Scorpion's Kiss will be expended after that successful hit.
With defenses a relevant immunity applies before any one-time effects apply.
If a character has two different one-time effects that both prevent an attack the higher level one applies first. Should two one-time effects be the same level, the one that is more limited in what it applies to is used first.
No combination of effects can make you invulnerable to all damage. The last effect received that would create an invulnerable situation is automatically prevented.
The following spells and effects may not stack with each other unless an ability explicitly allows them to:
- Poison Immunity Spell
- Battle Mastery Spell
- Nature Immunity Magic Items
- Mind Blank Spell
- The Rare Arcane Antiviral Ritual
- The Rare Elemental Shelter Ritual
- The Rare Vulnerability Trap
Categories: Crafting and Production Rules | Crafted Items | Crafting Points | Production Points | Magic Power Points
<< Magic Item Slots and Maximum Craft Points Per Slot | Production and Crafting Rules | Nature Immunity From Items >> |