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Making Magic ItemsMaking Magic Items
These are rules left over from the old days in an early phase of Chain of Being. Feel free to transform these into rules for Story Arc magic item creation.
Characteristics of Magic Items
All magic items have a set of characteristics which define the way they work. For purposes of creating magic items, each characteristic has a difficulty modifier which modifies any attempt to infuse a magic item (see section XX, Creating Magic Items).
Duration: Duration determines the amount of time during which the item operates once activated. For instance, the magic of a rod of fireballs lasts as long as it takes aim it and fire (though its effects are usually longer lasting), while most wearables work as the entire time they’re worn.
• Constant: A constant item always functions whenever a certain set of conditions are being fulfilled. These conditions are defined by the type of Activation chosen for the spell (see below). A Constant item is either capable of recycling its ambrosia or it derives its power from another source, and automatically has the Unlimited Wellspring. Difficulty: • Instant: Magic items with an Instant Duration last no more than a second (although they may have ramifications which last after the spell expires). Difficulty: • Variable: Most magic items have a Variable Duration, which means that they last as long as the Activation conditions are being fulfilled. Difficulty:
Activation: Activation determines which circumstances activate the item. Potions activate when consumed, for example, and most wearables simply activate when put on. Some items activate when willed to activate, and others work when certain words (like “abracadabra” and “bibbity-bobbity-boo”) are spoken. Usually an item activates under a set of circumstances normally associated with an object of its type, and performs a function thematically related to itself. Hence a magic urn might transform any liquid poured into it into jelly, or a gnarled old cane might make upon anyone holding it appear to all observers as an old man. This isn't always the case, though. A wand might shoot a fireball at midnight on every full moon regardless of whether its holder wants it to or what’s going on around it. A magic kneepad might assist its owner in picking locks so long as it’s stuffed inside her pocket. It depends entirely on the goals, and the sanity, of the person who created the item.2
• Always Active: Needless to say, magic items with the Always Active Activation are always active, and thus require no circumstances to activate them. Difficulty: • Destruction: Magic items with the Destruction Activation impart a magical effect as a consequence of their destruction. The infuser chooses the required method of destruction, like “being drunk,” or “exploding.” Although Destruction need not actually destroy the entire item (a particular part of it could simply be used up, for example), Destruction always prohibits all further uses of the item. An item with Destruction Activation requires no power source. Potions are the most common application of this Activation. Difficulty: • Perception: An item with the Perception Activation activates automatically when someone perceives it in some way specified by the infuser. A painting which makes the onlooker look like the person in the painting, a music box that plays a song which calms, or a pair of old socks which emit a stinky fog which causes insane dancing are examples. Difficulty: • Proximity: An item with the Proximity Activation activates when something comes within a certain distance of it. A stone which shaves anyone who walks within ten feet of it is an example. Difficulty: • Touch: An item with the Touch Activation activates automatically when touched, even if there’s clothing or similar in the way. A lemon enchanted to act as a land mine is an example. (Note that if Touch is not selected as at least one of the Activation characteristics, people will be able to activate certain types of items from across the room, which opens up some interesting strategic possibilities.) Difficulty: • Will (Evoked): Magic items which work with Evoked Will activate when willed to activate. However, unlike most items, the effect of a talismans and relics with an Evocation Activation are not consistent, but instead determined each time the item is activated. To activate such an item, a character must roll a Resolve / Evocation proficiency. The results of the item use are determined by checking the item’s results chart (this chart is identical to the Castable spell version of the magical effect). Difficulty: • Will (Simple): Items with a Simple Will Activation activate when an activator wills it, but only if the activator knows (more or less) the type of effect he is activating. A staff which summons a god or one which creates a fireball could be Simple Will items. Difficulty: • Will (Idiot Proof): Items with the Idiot Proof Will characteristic activates when the activator wills it. The activator need not have any idea what the item’s function is in order to activate it; anyone with a mind (no matter how foolish a mind) can do it. Difficulty: • Sounds/Gestures: An item with the Sounds/Gestures Activation activates automatically when a particular phrase is spoken, a particular sound is made, and/or a particular gesture is made. Difficulty: • Worn: An item with the Worn Activation activates automatically when worn in a specific manner. A ring which activates when placed on the finger, a shoe which activates when hung on the ear, or a pair of underwear which activates when worn on the outside of one’s clothing are examples. Difficulty: • Wielded: Difficulty:
Other Activation conditions, or combinations of the above, are also possible. An item could activate when liquid is dropped on it, when a certain amount of time passes, or when monkeys run through the immediate vicinity. Other items may not work unless the user meets certain qualifications, like a particular rating in a proficiency, or belief in a certain philosophy. Cobblers should adjust the difficulty modifiers to account for restrictions or additional advantages built into the item.
Wellspring: Magic items, just like magic people (AKA spellcasters), require a power source — a Wellspring. Some have a built-in, permanent Wellspring which allows the effect to be used forever, or they're constantly powered by a god. Such items have no limits on the number of times they can be used. Most items have a finite number of charges, however.
• Charged: Items with a Charged Wellspring have a finite number of charges. These function just like a caster's Channeling Threshold. Each use of an item's function costs a number of charges. When the number of charges reaches zero, the item is used up. If no Resolve / Evocation proficiency is required to activate an item, it can no longer be used once the charges reach zero (unless it's rechargeable — see below). If the item requires use of an Evocation skill, however, it can still be used at a penalty equal to the charge negative. Of course, this penalty will eventually be overwhelming enough that even the most skilled user will be unable to use it. The Wellspring of an item with a Charged Wellspring is equal to 4 times the result of the infusing check. Each use of the item’s power uses up a number of charges equal to the cost to employ that power. • Single Use: Items with Single Use Wellsprings work only once. Potions usually work this way, and scrolls sometimes do as well. • Spellcaster: Items which use a Spellcaster Wellspring tap the channeling threshold (in the relevant art and method) of the user, rather than using their own threshold. This affects a user exactly as if he had cast the spell himself. • Unlimited: Items which have an Unlimited Wellspring can be used indefinitely without end to their charges or any limits on the number of how many times they can be used. This might be because they continually recycle ambrosia, or because they draw power from something around them. Sometimes, this might have some disadvantages, such as an item which draws power from the heat in the room, resulting in everyone around you getting very cold whenever it’s used. Alternatively, the item could get power directly from a god. Or perhaps it uses nuclear power.
Additional Characteristics: Many items have other characteristics which add to or subtract from the difficulty of creating them, and affect the sort of item which results from the infusing process.
• Requires Consent: Some items require the consent of some other individual to be used. Some relics (and maybe a few very strange talismans) require the consent of a deity to be used; some talismans (and some relics) require the consent of the item’s creator. Difficulty: • Item Intelligence: Some magic items have an intelligence of their own. Such items are usually capable of activating themselves and usually have some kind of personality (often, for some reason, an annoying one). Minds are usually created at the time the item is infused, although occasionally they are stolen and modified. Rarely do items have souls — their minds are sustained magically. Intelligent items are capable of activating themselves in the same way that their user can activate them (items with Evoked Will Activations need an Evocation proficiency to activate themselves). Any item can be intelligent — weapons, jewelry, instruments, coinage, or whatever else. Sometimes it’s advisable to watch what you do — your backpack might be full of spies. Difficulty: • Rechargeable: Charged talismans and relics with the Rechargeable characteristic can be recharged when depleted with the appropriate Channeling skill by characters who know at least one spell from the art in question. Each degree scored on the roll imparts a single charge, but this process generally takes an hour per charge and saps the character’s Channeling Threshold just like casting a spell or infusing an item does. Difficulty: • Recharging (Automatic): Some magic items recharge automatically. A good number use the power of the dawn (or the dusk), and recharge the moment the sun comes up (or goes down). Difficulty: • Communication: If an item is intelligent but lacking in a means of communication, it may well get very frustrated. Items with the Communication characteristic must be intelligent to make use of it. All items with this characteristic can buy any number of languages from the Infusing Results Category of Communication, or they can buy telepathic ability. Difficulty: • Proficiencies: A magical item can have any of the proficiencies a creature can. Items with the Proficiencies characteristic must be intelligent to make use of it. All items with this characteristic can buy any number of points of proficiencies from the Infusing Results Category of Proficiencies. Note, however, that just because an item has a proficiency, that doesn’t mean it can use that proficiency. An item with a proficiency of 18 in Maneuver / Agility / Flying can only fly if it’s been enchanted with the ability to do so. Difficulty: • Plussed & Minussed Items: Certain magical items add to the number of degrees a character achieves on certain kinds of rolls associated with that item. These items are usually referred to arcanely as pluswhun, plustoo, plusthrey, plusfore, and plusfyve items, though no one knows exactly why. Any character lucky enough to find one can automatically add a number of degrees to his proficiency, so long as he uses the item properly. The conditions of proper use vary, though they usually relate to the function of the item in some way. A mace, for example, will likely impart a bonus to your attacks when you fight with it. A mask might add to your acting skill as long as it’s carried or worn. Or a harmonica might improve the quality of any music played with it. However, this isn’t always so; you might well find a monkey skull which helps you resist fatigue once you’ve swallowed it. Or you might find caltrops which give you +2 (plustoo) to doing math, so long as you’re barefoot and standing on them. Items which do the same thing except in reverse also exist; these are called minuswhun, minustoo, minusthrey, minusfore, and minusfyve items. All items with the Plussed & Minussed Items characteristic can buy any number of pluses or minuses from the Infusing Results Category of Pluses & Minuses. Difficulty: • Senses: If an item’s creator thinks to add senses, an intelligent item can acquire way of perceiving the exterior world In most cases, an item's intelligence isn't much good without senses, so most intelligent relics and talismans can tell what's going on around them, and they can usually talk about it. Some have rather interesting restrictions on the way in which they can communicate — in a silly voice, or in song — while others perceive the world oddly — through the eyes of the person who created them, or only via a very highly developed sense of smell. Cobblers can reduce the difficulty to create such an item by placing restrictions on them. Items with the Senses characteristic must be intelligent to make use of it. All items with this characteristic can buy any number of senses from the Infusing Results Category of Senses. Difficulty: • Specific Target: The magic item always targets a specific person or thing. This might be itself, the person wearing it or holding it, an object, or a specific person in the vicinity. Difficulty:
In the interests of making more interesting magic items, infusers are encouraged to build in strange difficult side effects, or unusual preconditions for using the item. Some items might only work on a particular individual or set of individuals, like your neighbor, hyena packs, or heads of state. Others might only work under certain conditions, like a lockpick kit which only picks locks on Thursdays, or a scroll which needs to be underwater to function. Cobblers are strongly encouraged to make plenty of magic items such as these in the interests of encouraging general weirdness.
Creating Magic Items
Using a Castable spell is a pretty simple matter — see page XX for the rules on this. Basically, you just roll your Casting proficiency in the relevant art or method. Infusing a spell is a bit different, and somewhat more complicated. Infusing spells into items takes only as much ambrosia as casting spells, but it takes far more time. For avatars, the process of infusing is called consecrating, it produces a relic, and it requires some kind of holy place. For mages, infusing is alchemy, it produces a talisman, and it requires a laboratory. Fetishes, on the other hand, must be created using the appropriate spells in conjunction with spirits; see section XX.
Basic Materials: To make a magic item, a character needs to start with an Infusible spell. If she doesn’t have a spell that fits the type of item she wants to make, she should create one (see page XX for rules on this) and learn it. For example, if she wants to make Exploding Candles, she might create a spell which targets objects and makes them explode. If she wanted to create an Torch of Eternal Cold Burning, she could start with a spell which creates cryoflame. Naturally, she also needs to start with the item she wants to infuse. (She won’t get far in her attempt to make Nipple Clamps of Flying3 unless she starts with a pair of nipple clamps.) Once she’s invented the spell, she should learn it as an Infusible spell.
Defining the Magic Item: Next, the alchemist or consecrator who has decided to make a talisman or relic must define the item’s characteristics. There are three major characteristics which govern the way items work (plus a number of other, optional characteristics). These characteristics include Duration, Activation, and Wellspring.
Because there are so many possibilities, it’s impossible to comprehensively define all the possible ways an item can work, but most of the most common possibilities are defined in the previous section, Characteristics of Magic Items. A character should pick one characteristic from each of the first three categories (or invent his own) for each ability the item is to have. He should then decide if he wants any of the optional characteristics which follow.
Note that an infuser can take as many of these characteristics as he likes, so long as it makes sense. An item which can be used to cast a particular spell could also be a plussed item and an intelligent item — -for example, an infuser could create a pluswhun Rubber Duck of Birdwatching and Shark Protection. This handy rubber duck not only makes sharks afraid of anyone who appears to be enjoying playing with it, it can also discourse intelligently on the subject of birdwatching and add a degree of armor to its owner versus all shark and bird attacks. Alternatively, an infuser could take the same characteristic twice for two different abilities. A rope could be both pluswhun to a specific Prowess skill and pluswhun to Maneuver / Agility / Climbing as well.
Also note that some creativity is necessarily involved in the process of defining exactly how a magic item works. A spell usually won’t define a lot of the details, such as how information is passed between a mirror and someone who looks into it, or what color a beam of light is when it shoots out of a wand. Infusers can define these things (usually at no cost, unless some significant benefit is desired) at the time of creation as well.
Infusing the Magic Item: Once the spell has been learned Infusibly, no more experience points are needed to infuse any number of magic items with that spell. The infuser simply makes a check with the appropriate Infusing proficiency any time he wishes to make a new item. For example, an infuser rolls Vision / Aether / Infusing to consecrate a little disc of bread into a Wafer of Holiness, or Presence / Cosmos / Infusing to use alchemy to make an Outhouse of Teleportation.
This check has several difficulty modifiers. The first is determined by adding together all the difficulties associated with the magic item characteristics chosen. For instance, a Single Use item has an associated difficulty modifier of X, and an Unlimited Wellspring has a difficulty modifier of X. The second modifier is determined by the available materials. Avatars require a holy area in order to infuse an item; mages require alchemical supplies. Hence, avaticular infusing checks are modified by the appropriate circumstance on the Access to Holiness chart, and magular infusing checks are modified by the appropriate circumstance on the Access to Alchemical Facilities chart.
Interpreting the Results of the Infusing Check: For every number of degrees achieved on the infusing check, the infuser obtains that result on each of the relevant Infusing Results Categories. Which Infusing Results Categories are relevant depends on the characteristics of the magic item being created. Some characteristics are associated with a particular Infusing Results Category. Others are associated with all except one or two categories. In addition, all items have an Infusing Results Category of Time Taken, since no matter what kind of item is being infused, it always takes time.
Just as is the case with a Castable spell, the results on each of the Infusing Results Categories can be shuffled around as desired to achieve a desired effect.
• Channeling Threshold: All items which have a Charged Wellspring have a Channeling Threshold. An item’s Channeling Threshold is how much ambrosia it stores (and hence, defines how many times it can be used). Just as a caster’s Channeling Threshold defines how much ambrosial drain he can take, an item’s Channeling Threshold determines how much ambrosial drain the item can take. Unlike a caster’s Threshold, which can go negative, an item can no longer be used when the Threshold reaches 0. The item’s Threshold is equal to 4 for every degree the infuser achieves on the Infusing check. Each time the item gets used, it incurs a drain equal to the spell’s drain.
• Effectiveness: Unless the infuser chooses the Evoked Will Activation, a magic item has an Effectiveness. This is a result on the spell’s results chart which forever determines what happens when the item is activated. An item’s effectiveness is a static result, exactly equivalent to the result the infuser obtains on the infusing check. For instance, if the infuser rolls X degrees when infusing an XXXXX spell into a XXXXXX, the XXXXX has a result of XXXXXX each time it’s activated. Note that many spells have several different result categories (the common ones being “range” and “duration”), and each of these is determined according to the infusing roll. (If the infuser chooses the Evoked Will Activation, the effectiveness of the item varies according to the results of the Evocation check each time the item is activated, and the infuser can ignore the item’s Effectiveness.)
• Communication: All items which have the Communication characteristic can learn languages. One language can be learned per 2 degrees (or, for 1 degree, a broken, confused version of a language can be learned). Alternatively, infusers can spend 8 degrees to make an item capable of communicating telepathically with anyone within normal speaking range.
• Proficiencies: Any intelligent item with the Proficiency characteristic can learn proficiencies. Each degree garnered gives the item 9 experience points which the infuser can spend on any proficiency, just like a person. The item can use these proficiencies, assuming it has the means, at will.
• Plussed & Minussed Items: Any item with the Plussed & Minussed Items characteristic can acquire a bonus or a penalty to all actions for which it’s used. For every four degrees attained, the item gains an additional +1 bonus or a -1 penalty (infuser’s choice) to all actions of a specified type.
• Senses: Any item with the Senses characteristic gets an extra sense (sight, hearing, touch, taste, and smell) for each level of success achieved on the infusing check. For 1 degree, the infuser can select one sense; for 2 degrees, the infuser can select 2; for 4 degrees, the infuser can select 3; for 8 degrees, the infuser can select all but one sense; for 16 degrees, the item gets all 5 senses.
• Time Taken: All items take time to create. To determine how long, start with the number of experience points it cost to learn the spell in the first place. Then check the result of the infusing roll on the Time Taken chart and multiply the experience points by this number. The result is the number of eight hour shifts it takes to create the item.
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