Crafting Items

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Crafting Items

Terminology

Term Name: Crafting Points

Description: A measure of the potency (or quantity) of permanent items a character can create between events.

Abbreviation or Synonyms: CP

Rule Type: Gameplay

Characters can gain access to crafting points allowing them to design their own magic items between events. Players can also sometimes acquire feb feast items that allow them to design their own magic item using these rules regardless of what skills their character possesses. This page discusses how this is done.

Crafting rules can get confusing; new players can safely skip them until they are interested and ready to start crafting items of their own. The only thing on this page they may want to know about prior to that is the information on using runes.

Are you here to fill out your preproduction form and just need a quick cheat sheet? Here it is:
The cost formula for ornamenting and tinkering is 1 craft point = 5 coin. For how many craft points you can fit into each item slot, see this table.
For weaponsmithing, your cost formula is 1 craft point = 10 coin. All weapons can fit 24 craft points in them.
For producing consumables, see this page.

Crafted and Epic Items

A crafted or craftable item is any item a player character can create themselves through the crafting rules.

Characters with the Weaponsmithing or Ornamenting skills can craft custom magic items between events using crafting points and the preproduction system. This creates numbered items characters can keep for as long as they hold onto them.

Tinkering can also be used to craft tinkering items.

An epic item is any magic item that cannot be crafted using the normal crafting rules. This could be because it has more crafting points spent on it than an item for that item slot could have, because the item has abilities that can only be assigned to an epic item, or because the item does something unique that doesn't follow the crafting rules.

Epic items are generally loot from major stories or large events.

Craft Points

Characters can gain access to crafting points through a variety of skills and items. They can then spend these using the pre-production system and coin to produce permanent magic items (and wands). Craft points are only truly useful in multiples of four. There are no mechanics in the game that take advantage of any other quantity of craft points. To spend a craft point a character will also spend 10 coin per craft point when using weaponsmithing, and 5 coin per craft point for anything else (ornamenting, tinkering, and making tomes).

Tinkering items all state how many craft points are required to make them. All other items are custom designed with a cap on how many craft points can be used based on the item type or slot occupied. Nothing allows player characters to break these caps.

Improving Items

Crafted items don't need to be completed in just one event. A character can put some craft points towards an item and come back to add more at a future event. To do this the character must determine what type of item is being created (what slot will be occupied, the weapon type, or what exact tinkering item is being made) and put that in their preproduction information the first event they start work on it. This detail can never be changed. If the item is a weapon they must also select any special materials being used in construction the first time they put points into it (even if they can't afford to pay for the material's craft point cost in full), this also may not be changed. Having done this, each event the player attends while playing the character who possesses the item they may pay additional craft points to improve the item, up to the limit allowed for that item's slot.

A character can even improve an item they did not craft as long as it follows these guidelines. The character must have the necessary skills to put any specific feature into an item. Characters who collectively have the right skills for a feature, but individually do not, cannot work together to add that feature.

Zero point craft features may not be added to items after the event they are first created/ started.

Craft Point Uses

Ornamenting

Characters with the Ornamenting skill can spend craft points to create a wide variety of magic items. How well trained the character is in the ornamenting skill determines exactly what slots they can make items for. Each slot has a limit on how many craft points may be spent on items worn there.

Weaponsmithing

Characters with the weaponsmithing skill can spend craft points to create special weapons. These weapons can be crafted of special materials or can have other unusual features. The specific weapon types that can be created are based on how well trained the character is in weaponsmithing. All weapons can have up to 24 craft points used to create them.

A weapon does not need to be made of a special material. Those weapons with no special materials or abilities of any kind may be brought into play at any time after receiving a safety inspection from player outreach & education staff. These weapons are said to be mundane, and they call for only Might or Accuracy as appropriate based on what kind of weapon they are.

Other weapons are made from a variety of special materials. This is typically to defeat creatures with damage requirements. Any weapon made of a special material must always use the appropriate call for that material when attacking with it, even if you have not or cannot identify it. If you recognize the paint job as a particular special material, use the corresponding call.

Weapons made of special materials are very commonly used for ease of access to different damage types. Elven Steel weapons are particularly popular for dealing with undead at night. Because Silver and Elven Steel weapons do not work with many blade alchemicals, Goblin Iron and Thermium dual material weapons are also very popular for condensing how many weapons are being carried at once. Items made of pure Goblin Iron, pure Silver, or pure Thermium get benefits with different blade alchemicals.

Tinkering Items

Characters with the tinkering skill can create devices and encampment items using craft points. Each item will specify how many craft points and what level of tinkering skill is required to create it.

Tinkering Alterations

Another thing characters with the tinkering skill are capable of doing is altering the prop for an item. They do this using preproduction just like crafting a new item. Alteration allows the character to move the rules/ abilities for an item off of one prop and onto another, or to swap the rules/ abilities of two props with each other. Doing this requires both props use the same item slot and if one of the props has any unusual properties that were a factor in its function/ design, these properties must be present in the new item. If in doubt about if an item has any unusual properties speak to the 1st marshals.

Example: A character has very large bulky bracers they got as loot for an encounter. These bracers are really useful, but uncomfortable to wear. The player wishes to have the bracers tinkered to new easier to wear bracers. However, the bulky nature of the bracers was a factor when rules staff designed what abilities the bracers have. They intentionally made the bracers better than they would have otherwise been to make up for the fact that they were going to be very uncomfortable. These bracers may not be altered with tinkering unless the new bracers are also similarly uncomfortable.

Not every pair of uncomfortable bracers will be this way, so it is worth checking with the 1st marshals if this is an option on a case-by-case basis.

The cost in craft points and coin to alter an item is based on the maximum craft points that can be allocated when normally crafting an item in the slot the item occupies. To alter an item you pay that same number of craft points.

Slot Craft Points Coin Cost Tinkering Skill Needed
8 80 (Weapon) or 40 (Other) Tinkering Training
12 120 (Weapon) or 60 (Other) Tinkering Proficiency
16 160 (Weapon) or 80 (Other) Tinkering Expertise
20 200 (Weapon) or 100 (Other) Tinkering Mastery
24 240 (Weapon) or 120 (Other) Tinkering Mastery

For the purposes of slotless and variable slot items, the requirement to tinker is 100 coin and Tinkering Mastery.

Because you pay the full cost in craft points and coins, tinkering alteration is only really useful for Epic Items. Otherwise a player is almost always better off crafting a new item with the same abilities, resulting in them having two items (the old one and the new one) instead of one.

Tomes

Characters with Scholar 3 (Proficient) can craft tomes. This requires no other skills, only craft points. Player character created tomes can only contain one school of magic in them. Crafting a tome requires a character to have a ritual quill available. Character's can add spells of level no greater than their level of Scholar.

Epic Items

We also sometimes use the crafting system for designing epic items. This is something only ever done by GM's to create loot for the game, or for special Feb Feast items. In these two cases there is no coin cost or skills involved. The craft point value assigned is simply a limit on how many can be spent on a single item. When making one of these items it still must occupy a slot, but the item is not restricted by that slot's normal craft point maximum.

Some crafting features are exclusively available to epic items, and some are further restricted to only appear on Feb Feast items. Feb Feast only features are almost exclusively available to Feb Feast items. These features will almost never appear on loot acquired during game play.

Runes

A rune is a partially completed magic item, preserved by arts currently lost to Novitas. Using pre-production any player may turn in a rune and assign the properties associated with the rune to an appropriate mundane prop they own. Each rune will specify what slot it occupies, players can enhance any mundane prop that is appropriate for that slot. Doing this permanently turns the prop into a magic item with the abilities that were listed on the rune. The rune is then and should be turned in to logistics to be used again for a future rune.

There is no coin or craft point cost to turn in a rune, nor are there any skills required to do so.

The magic stored in runes is unstable. All runes will list in the items description a date by which the rune must be turned in before the rune will go inert. Once the rune has been used this date doesn't matter, the magic item it created is permanent. If the rune is not used by that date it will become inert and should be turned in immediately.

Runes are exclusively found as loot items during game play.

Crafting Features

When crafting magic items there are a wide variety of features that can be chosen. Players select any features they desire and pay for them with craft points and coins. Many features have special rules for what kinds of objects they can be applied to, if they require other features to go with them or if they are mutually exclusive with specific features. Each feature will detail any of these restrictions in their description.

General Crafting Features

Some crafting features can be placed on both weapons and other slotted gear (besides Rods, Wands and Tomes) using the weaponsmithing or ornamenting skills respectively.

Standard Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

+4 Craft Points

Yes Yes 8 Gain 4 additional craft points each event.

+1 Power Point

Yes Yes 8 Gain 1 power point each game day that does not break cap.

+2 Power Points

Yes Yes 12 Gain 2 power points each game day that do not break cap.

+2 Production Points

Yes Yes 4 Gain 2 production points each event that do not break cap.

+4 Production Points

Yes Yes 8 Gain 4 production points each event that do not break cap.

Nature Immunity

Yes Yes 12 When you put this item on you are immune to 'Nature!' damage. If you then take the item off, the effect will end for the remainder of the game day. This effect counts against your immunity cap.

Common Language

Yes Yes 8 A character attuned to this item can speak (and understand) a common language chosen when the item is crafted. A single item can only allow a character to speak one language. This does not allow reading and writing of the language.

Read and Write Language

Yes Yes 4 This feature allows a character to read and write a language they are able to speak due to the magic item giving understanding of a language. This must be crafted with a language skill ability.

Epic Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Battle Mastery

Epic Only Epic Only 40 When you put this item on you are under the effect of the Battle Mastery spell. If you then take the item off, the effect will end for the remainder of the game day. This effect counts against your immunity cap.

Exceptional Item

Epic Only Epic Only -4 This item may not have any epic crafting features on it except for this one. The item gains an additional 4 crafting points to spend on features.

Level 1 Alchemical Effect

Epic Only Epic Only 4 This item can duplicate the effects of a specific level one alchemical item chosen when this feature is crafted. If the alchemical item produces more than one copy when it is produced gain the same number of uses of this feature for each time you purchase it. This may be purchased more than once for additional uses or for different alchemical items. When a character uses the magic item in play, they should roleplay an appropriate action for the object producing the alchemical.

Level 2 Alchemical Effect

Epic Only Epic Only 8 This item can duplicate the effects of a specific level two alchemical item chosen when this feature is crafted. If the alchemical item produces more than one copy when it is produced gain the same number of uses of this feature for each time you purchase it. This may be purchased more than once for additional uses or for different alchemical items. When a character uses the magic item in play, they should roleplay an appropriate action for the object producing the alchemical.

Level 3 Alchemical Effect

Epic Only Epic Only 12 This item can duplicate the effects of a specific level three alchemical item chosen when this feature is crafted. If the alchemical item produces more than one copy when it is produced gain the same number of uses of this feature for each time you purchase it. This may be purchased more than once for additional uses or for different alchemical items. When a character uses the magic item in play, they should roleplay an appropriate action for the object producing the alchemical.

Level 4 Alchemical Effect

Epic Only Epic Only 16 This item can duplicate the effects of a specific level four alchemical item chosen when this feature is crafted. If the alchemical item produces more than one copy when it is produced gain the same number of uses of this feature for each time you purchase it. This may be purchased more than once for additional uses or for different alchemical items. When a character uses the magic item in play, they should roleplay an appropriate action for the object producing the alchemical.

Level 5 Alchemical Effect

Epic Only Epic Only 20 This item can duplicate the effects of a specific level five alchemical item chosen when this feature is crafted. If the alchemical item produces more than one copy when it is produced gain the same number of uses of this feature for each time you purchase it. This may be purchased more than once for additional uses or for different alchemical items. When a character uses the magic item in play, they should roleplay an appropriate action for the object producing the alchemical.

Count as a Master's Staff

Feb Feast Only Feb Feast Only 24 When this feature is crafted select a school to associate with it. If the wielder of the item is a master of that school they pay one fewer power point to cast spells from that school (to a minimum of 1). Unlike the standard version of this craft, any slot (other than Rod, Tome or Wand) or weapon type can have this feature crafted on it. This feature can be crafted onto an item multiple times (choosing a different school each time). This item counts as a Master's Staff. Characters can only benefit from one total item that counts as a Master's Staff per event (though that item can have multiple schools associated with it).

Master's School Change

Epic Only Epic Only 4 Must be crafted onto a master's staff. This staff may change it's school at the start of every year.

Compulsion Immunity

Epic Only Epic Only 40 When you put this item on you are under the effect of the Mind Blank spell. If you then take the item off, the effect will end for the remainder of the game day. This effect counts against your immunity cap.

Poison Immunity

Epic Only Epic Only 40 When you put this item on you are under the effect of the Poison Immunity spell. If you then take the item off, the effect will end for the remainder of the game day. This effect counts against your immunity cap.

Spell Mastery Item

Feb Feast Only Feb Feast Only 24 An item with this ability causes one spell in a school you have mastered to cost 2 fewer power points to cast (minimum 1). The effect does not stack. You may not use another item that is a Master's Staff]] (or which has this craft on it) during an event you benefited from this item.

Uncommon Language

Epic Only Epic Only 12 A character attuned to this item can speak (and understand) a uncommon language chosen when the item is crafted. A single item can only allow a character to speak one language. This does not allow reading and writing of the language.

Rare Language

Epic Only Epic Only 20 A character attuned to this item can speak (and understand) a rare language chosen when the item is crafted. A single item can only allow a character to speak one language. This does not allow reading and writing of the language.

Blackspeech

Feb Feast Only Feb Feast Only 24 A character attuned to this item can speak (and understand) blackspeech. A single item can only allow a character to speak one language. This does not allow reading and writing of blackspeech.

Immortal (Language)

Feb Feast Only Feb Feast Only 24 A character attuned to this item can speak (and understand) immortal. A single item can only allow a character to speak one language. This does not allow reading and writing of immortal.

Unspent Craft Points

Epic Only Epic Only Variable An item with this craft feature hasn't had all of its craft points assigned. The total number of unspent craft points will be listed in the item's description. Any player who acquires this item may use preproduction to decide how to spend those craft points on any non-epic crafting features that item could have. This does not require any skills nor does it require the player to spend any craft points. This is compatible with the 'Exceptional Item' craft feature.

Weapon Exclusive Crafting Features

These features can only be applied to weapons.

Weapon Type

All weapons must have exactly one type (no more, no less).

Weapon Type

Crafting Skill Crafting Cost Combat Skill Damage Skill

Crafted Ammunition

Weaponsmithing Training None Projectile Training Accuracy

Crafted Bow and Crossbow

Weaponsmithing Expert 4 Projectile Training Accuracy

Crafted Great Javelin

Weaponsmithing Master 16 Thrown Expertise Circumstantial

Crafted Great Weapon

Weaponsmithing Master 16 Melee Expertise Might

Crafted Javelin

Weaponsmithing Expert 4 Thrown Proficiency Accuracy

Crafted Martial Weapon

Weaponsmithing Proficiency 4 Melee Proficiency Might

Crafted Non-Martial Weapon

Weaponsmithing Basics None Melee Training Might

Crafted Standard Thrown Weapon

Weaponsmithing Training None Thrown Training Accuracy

Standard Weapon Materials

Weapons may be crafted with one or more special materials. Each material lists any restrictions on what it can be paired with.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Elven Steel Weapon

No Yes 20 This weapon has been made out of Elven Steel. Attacks with it call for 'Elven Steel!'. Elven Steel weapons cannot be paired with any other special material.

Goblin Iron Weapon

No Yes 8 This weapon is crafted out of Goblin Iron. Attacks with it call for 'Poison!'. Goblin Iron weapons cannot also be made of Silver.

Silver Weapon

No Yes 8 This weapon is made of or coated in silver. Attacks with it call for 'Silver!'. Silver weapons cannot also be made of Goblin Iron.

Thermium Weapon

No Yes 8 This weapon has been made out of Thermium. Attacks with it call for 'Nature!'.

Epic Weapon Materials

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Improved Goblin Iron Weapon

No Epic Only 16 This weapon is crafted out of exceptional Goblin Iron and may not use other special materials. Attacks with this weapon call for 'Poison!'. Blade alchemicals applied to this weapon get an additional use.

Improved Silver Weapon

Epic Only 20 This weapon is made of pure silver, it cannot be crafted with additional materials. The bearer may replace their next hit with 'Dispel Magic!' once per event.

Improved Thermium Weapon

No Epic Only 16 This weapon is made out of exceptional Thermium and cannot be crafted to have another material type. Twice per event this weapon may replace its next hit with a '4 Acid!' call.

Primal Weapon

No Feb Feast Only 20 This weapon is made out of raw elemental power. Attacks with it call for 'Primal!'.

Standard Weapon Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Master's Blade

No Master Weaponsmith and Master Tinkerer 8 If the wielder of this weapon is a weapon master they gain an additional master's strike each game day. Can only be taken by a weapon once. A character can only benefit from one additional master's strike from a master's blade each game day.

Master's Staff

No Master Weaponsmith and Master Ornamentor 8 Must be crafted onto a great weapon. The weapon is a Master's Staff. A character can only benefit from one item that counts as a Master's Staff per event.

Select a school of magic at when this is crafted. When the staff is used by a master of that school the weapon reduces the cost of casting any spell from that school by 1 (to a minimum of 1). This does not stack with other effects. The feature can only be crafted onto a weapon once.

Masterwork Weapon

No Yes 4 Strikes with this weapon have +1 Might/ Accuracy. Can only be taken once. The prop for this weapon should look above average.

Epic Weapon Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Extra Master's Strike

No Feb Feast Only 16 This weapon's wielder may perform 1 master's strike per game day even if they could not normally. Can be taken more than once.

Spellstore Weapon

No Feb Feast Only 20 This weapon always has the effect of the Spellstore spell on it. You may store one, non-self range spell in the weapon at any time. When you cast it, you may immediately store a new one. Should anyeone cast a spell into a weapon that is already holding one, the older spell is gone forever.

Armor Crafting Features

These features can only be placed on props that count as armor.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Enhanced Armor Craft

Yes No 8 Provides +1 physical armor points to the character's best source of physical armor points. This must be crafted onto a piece of armor which now takes up a slot. Does not stack with other crafting features that enhance armor.

Epic Armor Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Epic Enhanced Armor Craft

Epic No 16 Provides +2 physical armor points to the character's best source of physical armor points. This must be crafted onto a piece of armor which now takes up a slot. Does not stack with other crafting features that enhance armor.

Example: One of these features is placed on light leather bracers. The bracers by themselves would provide 1 physical armor point. However, the character also is wearing a chain shirt which provides 3 physical armor points. The character therefore has 4 physical armor points.

Spell Related Features

Many magic item features replicate spell casting. These are sometimes refered to as imbued items.

Standard Spell Related Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell

Yes Yes 4/ cast Selected a 1st level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

2nd Level Spell

Yes Yes 8/ cast Selected a 2nd level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

3rd Level Spell

Yes Yes 12/ cast Selected a 3rd level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

Restricted Incantation

Ornamenting 1 Weaponsmithing 1 None The incantation used to cast a spell on this item has a requirement that must be met. This could be using (or not using) a certain language, using certain words, a specific incant, or an increased incantation length. Logs staff may restrict overly complex or long requirements.

Epic Spell Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

4th Level Spell

Epic Only Epic Only 16/ cast Selected a 4th level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

5th Level Spell

Epic Only Epic Only 20/ cast Selected a 5th level spell when crafted. This item casts it once per event. May be crafted multiple times for additional casts per event or to add casts of other spells.

Prismatic Level 1 Spell

Epic Only Epic Only 8/ cast Allows an item to cast ANY 1st level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 2 Spell

Epic Only Epic Only 12/ cast Allows an item to cast ANY 2nd level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 3 Spell

Feb Feast Only Feb Feast Only 16/ cast Allows an item to cast ANY 3rd level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 4 Spell

Feb Feast Only Feb Feast Only 24/ cast Allows an item to cast ANY 4th level spell once per event. May be crafted multiple times for additional casts.

Prismatic Level 5 Spell

Feb Feast Only Feb Feast Only 28/ cast Allows an item to cast ANY 5th level spell once per event. May be crafted multiple times for additional casts.

Change Spell Yearly

Feb Feast Only Feb Feast Only 4/ Spell At the start of each calendar year you may change one spell this item casts (chosen when the item is made) for another of the same level. May be taken multiple times for an item with multiple spells.

Spellburst Spell

Feb Feast Only Feb Feast Only 8/ Spell All castings of one spell on this item, chosen when the item is made, is always affected by the Spellburst spell. May be taken multiple times for an item with multiple spells.

Extra Tag Bag

Feb Feast Only Feb Feast Only 8/ Spell All copies of one spell, which generates tag bags, on this item (chosen when the item is made) now generates an extra tag bag. This may be taken multiple times for an item with multiple spells. Can also be taken multiple times for the same spell, its effects stack.

No Incant Spell

Epic Only Epic Only 12/ Spell All castings of one spell on this item can be cast with no incant required. May be taken multiple times to for items with multiple spells.

Rods

Rods can only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Rod Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell Rod

Ornamenting 2 No 8 Select one 1st level spell, when holding this rod you may cast it as if you knew the spell.

2nd Level Spell Rod

Ornamenting 2 No 12 Select one 2nd level spell, when holding this rod you may cast it as if you knew the spell.

3rd Level Spell Rod

Ornamenting 2 No 16 Select one 3rd level spell, when holding this rod you may cast it as if you knew the spell.

Epic Rod Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

4th Level Spell Rod

Epic Only No 20 Select one 4th level spell, when holding this rod you may cast it as if you knew the spell.

5th Level Spell Rod

Epic Only No 24 Select one 5th level spell, when holding this rod you may cast it as if you knew the spell.

Yearly Spell Change (Rod)

Feb Feast Only No 4 The spell in this rod may be changed to another of the same level at the start of each year.

Master's Rod

Feb Feast Only No 8 The spell in this rod costs one fewer power point to cast (minimum 1). This does not stack with other discounts.

Spellburst Rod

Feb Feast Only No 8 When using this rod if the spell generates tag bags it is automatically affected by the Spellburst spell.

Extra Tag Bag Rod

Feb Feast Only No 8/ tag bag When using this rod if the spell generates tag bags it generates an additional tag bag. May be taken multiple times.

Tomes

Tomes may only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Tome Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

1st Level Spell Tome

Scholar 3 No 8 Add a 1st level spell to a tome. The spell must be the same school as all other spells in the tome.

2nd Level Spell (Tome)

Scholar 3 No 12 Add a 2nd level spell to a tome. The spell must be the same school as all other spells in the tome.

3rd Level Spell (Tome)

Scholar 3 No 16 Add a 3rd level spell to a tome. The spell must be the same school as all other spells in the tome.

4th Level Spell (Tome)

Scholar 4 No 20 Add a 4th level spell to a tome. The spell must be the same school as all other spells in the tome.

5th Level Spell (Tome)

Scholar 5 No 24 Add a 5th level spell to a tome. The spell must be the same school as all other spells in the tome.

Epic Tome Crafting Features

At this time there are no epic crafting features for tomes.

Wands

Wands may only have crafting features explicitly designed for them. The following lists are all inclusive.

Standard Wand Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

10 Power Point Wand

Ornamenting 2 No 4 A wand with 10 power points

20 Point Wand

Ornamenting 2 No 8 A wand with 20 power points

30 Point Wand

Ornamenting 2 No 12 A wand with 30 power points

Standard Wand

Ornamenting 2 No None Choose a level 1, 2, or 3 spell for this wand to cast. A wand can only have one spell.

Epic Wand Crafting Features

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

40 Point Wand

Epic Only No 16 A wand with 40 power points

50 Point Wand

Epic Only No 20 A wand with 50 power points

Epic Wand

Epic Only No None Choose a level 4 or 5 spell for this wand to cast. A wand can only have one spell.

Recharging Wand

Feb Feast Only No 8 At the start of each year this wand's power points replenish.

Wand Changes Spells

Feb Feast Only No 4 At the start of each calendar year this wand can change the spell it casts.

Item Slot Modifier Features

There are some epic crafts that change what slot the crafted item will occupy.

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Variable Slot

Feb Feast Only No 4 This item must occupy a slot, but the player may choose which slot each event. Variable slot items may not occupy the weapon or shield/ buckler slots.

Slotless Item

Feb Feast Only No 12 This item which would normally occupy a slot does not.

References

Item Slots

These are the slots available to each character and sample props that might be made into magic items to occupy those slots.

Any prop that would typically be worn as part of a pair should be worn that way (the two props together count as one single magic item occupying one slot). With these items both must be worn to get any benefits.

Item Name

Slot Used Slots Available Skill Required Maximum Craft Points Description Excluded Items

Accessory

Accessory 2 Ornamenting 1 8 Backpack, quiver, sheath, belt pouch, haversack, frog, scabbard, earring, bandoleer, spurs, straps, glasses, goggles, anything that doesn't fit another slot. Anything that obviously fits another slot.

Arms

Arms 2 Ornamenting 4 20 Bracers, rerebraces, cuffs, ornate bracelets, manacles, gloves, gauntlets. arm cuffs, arm warmers, half gauntlets, simple bracelets

Back

Back 2 Ornamenting 3 16 Cloak, Capes, Spaulders, Mantles, Pauldrons, elaborate shawls Besegews, epaulettes, parrots

Buckler

Off-Hand 1 Ornamenting 3 16 A buckler. Characters have no limit on how many bucklers they may attune to, but they can only use one at a time. Shields

Feet

Feet 1 Ornamenting 5 24 Boots, sandals, sabatons Ankle straps, spurs, toe rings, socks.

Head

Head 1 Ornamenting 4 20 Headwear such as helmets, hats, crowns, elaborate headbands, tiaras, coifs, hoods and approved masks. Scarves, bandanas, hair accessories, facial jewelry, earrings.

Legs

Legs 1 Ornamenting 4 20 Greaves, pants, full leg armor, non-armor skirt. Loincloths worn clearly beneath the waist. Leg warmers, ankle or boot wraps, garters

Neck

Neck 1 Ornamenting 2 12 Ornate or elaborate necklaces, chokers, gorgets, chains of office, torcs collars, bevors or stoles. Simple necklaces or chains

Ring

Ring 2 Ornamenting 1 12 A ring worn on the hand. Things that aren't rings

Rod

Rod/ Tome 1 Ornamenting 2 16 A rod. Things that are not rods.

Shield

Off-Hand 1 Master Ornamenting 24 A shield. Characters have no limit on how many shields they may attune to, but they can only use one at a time. Bucklers

Tome

Rod/Tome 1 Scholar 3 120 A tome. Books, items that aren't the item type 'Tome'.

Torso

Torso 1 Ornamenting 5 24 Shirt, breastplate, vest, surcoat, well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk Bandoleer, nipple piercings

Waist

Waist 1 Ornamenting 3 16 Belt, sash, chain skirt, war belt, cingulum militaire, waist, cincher, elaborate chain belt Simple waist chain, belly button piercing

Wand

Wand 2 Ornamenting 2 12 A wand. Things that are not wands.

Weapons

Main or Off-hand 1/1 Weaponsmithing* 24 Any weapon. Characters have no limit to how many weapons they can attune to, but can only use one weapon at a time in each hand (and can only use a weapon in both hands if they have the right skills). Things that are not weapons

Preproduction

Are you lost and looking for the page with information relevant to your preproduction form? Click here for production, and here for crafting.

Every month dozens of players attend events, and sometimes as many as half of them will want to create new magic items, produce potions, and make other in-game items. It can take logistics staff sometimes hours a month putting all of these orders together, so we use the pre-production system to help make that job a lot easier on them.

Each month logistics staff members will post reminders to turn in preproduction. You don't need to wait for those reminders, simply send the form in at any time:

  • Use this form to submit preproduction; this includes crafting new items, altering props with tinkering, producing new consumables, creating valuable items, turning in runes, exchanging items with merchant, or to let us know that you'll need items for being a high-ranking druid or merchant.
  • To submit requests to update obsolete consumables and printed items (such as rituals or very old scrolls) use this form.

By doing this logistics staff has everything they need to make and gather in one single place, making the job much easier.

Categories: Gameplay Rules | Spell and Item Rules | Crafting Rules | Weaponsmithing | Ornamenting | Tinkering


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