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Charms and Fetishes
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==Examples== Gerso wants to make a lightstick to use while adventuring. It duplicates the 1st-level spell light, so has a base cost of 500 gold. It can only be used once, and has a limited duration. The lightstick requires materials worth 250 gold and labor worth 250 gold. It will take five days to enchant. The principal has a minimum cost of 25% of the overall material cost, or 63 gp, and there must be an additional 125 gold in special components. The rest of the material cost will be in incidentals. Gerso does some research, and reads about a certain cavern miles from civilization that contains a number of curious crystals that absorb light and store it, slowly radiating it back out over a period of days. “Aha!” he says to himself, “those sound like an excellent material to use for my purposes!” He gathers his companions and they set off for the caverns. Once inside they must fight off the strange, bat-like creatures that dwell within while harvesting a number of crystals to use. For special components Gerso decides to use the light-producing glands of the fire beetle; each of these has a gold value of 15 gp, so he hires some lower-level adventurers to harvest 7 glands for a total value of 105 gp. He pays an alchemist to extract the desired compound, a process costing 50 gold. Of the ten crystals Gerso manages to harvest there are six suitable for his purposes, and the Referee rules that each has a value of 120 gold. Upon returning to civilization Gerso draws up plans for his lightstick and commissions a master jeweler to craft it for him. The plans call for the crystal to be polished, shaped and inlaid with gold filigree. The Referee rules that it will take one week to fashion the item and cost 120 gold in total. The alchemical extract of the fire beetle gland is mixed in with the molten gold in preparation for producing the filigree. All in all, Gerso has invested 395 gp in material for his lightstick, which is 145 gold more than he needed to spend. He's doing the enchanting himself, so doesn’t have to pay someone, but still uses his labor output to figure production times. Gerso is a 5th-level magic-user, producing 75 gp worth of work per week, or 11 gp per day. The lightstick requires 250 gp worth of labor, which will take him 3 and 1/2 weeks to enchant. Gerso spends the time needed to craft the lightstick, with a base chance of 50% to successfully enchant the item, modified as follows: • Gerso has an Intelligence of 16, resulting in a +2% modifier being applied to the roll. • He harvested the principal himself, gaining a +5% bonus to the chance of success. Since he hired someone to provide him with the fire beetle glands he doesn't gain a bonus here. • Gerso is Skilled in Magical Engineering, gaining a +4% bonus to the roll. • When the jeweler crafted the lightstick she scored a critical success with a roll of 18, applying a +5% bonus to the roll. Gerso has a total modifier of +16, bringing his chance of success to 66% and the chance of automatic failure to 88-100. There is no modifier to the chance of failure. '''Lightstick.''' Crafted from a single crystal roughly a foot long and two inches in diameter, and bound in a web of gold filigree, a lightstick glows upon command, radiating light as per the 1st-level magic-user spell of the same name. Once lit it cannot be extinguished, and once the duration expires the magic is exhausted and the crystal cracks, becoming valueless. The light radiated typically lasts for a period of 11 turns. This item weighs one pound. '''Talisman of Bear's Strength.''' Murgan the Mighty, a 9th-level fighter, has just slain a cave bear in single combat, and as a trophy took one of the beast's teeth. It's not worth enough on its own to create a “proper” magical item, so Murgan commissions Gerso to craft a talisman for him to wear around his neck. “The bear was strong and mighty,” Murgan tells Gerso, “make me something that gives me some of its strength!” Gerso decides to make use of the formula he has recently discovered that increases the damage from a blow. The formula replicates an effect with a base cost of 100 gold, and Gerso decides to give the item a full five charges, for a modified cost of 500 gold. He also decides to bind it to Murgan, reducing the cost by half, and increases the duration to permanent, meaning that the charm will never lose its dweomer unless the charges are spent. This increases the overall cost by a factor of two, bringing it back up to a total cost of 500 gold. With an overall cost of 500 gold the minimum material cost is 250 gp, of which the principal needs to be worth at least 63 gold. The bear tooth is worth 300 gold, more than sufficient to make up the principal cost. In fact, since it is more than 1/2 of the overall material cost Gerso gains a +5% bonus to the chance of success. The principal is worth more than the entire material cost, so no more work is needed other than to tie it to a leather thong. Since the item will be bound to a single individual, Murgan must participate in the crafting process, which takes an entire week. Murgan must spend 5 hp per day, which can be healed magically at the end of each day. As an experienced warrior he's not worried about a little bloodletting. However, the final hit point cannot be healed; it is a permanent reduction in Murgan's hp total until all charges have been expelled. By now Gerso is a 7th-level magic-user and will succeed on a roll of 1-60. Because he can produce 300 gp worth of work per week it takes him just under a week (six days) to craft the necklace. His chance of success is modified as follows: Gerso has an Intelligence of 16, resulting in a +2% modifier being applied to the roll. Murgan harvested the principal himself, increasing the chance of success by +3%. Gerso is Skilled in Magical Engineering, gaining a +4% bonus to the roll. The value of the principal is more than 1/2 the overall material cost of the item. Half the material cost is 125 gp, and the tooth is worth 300 gp, so it exceeds the value by more than the max, adding +10% to the chance of success. Restricting the item's use to a single individual imposes a penalty of –10%. The overall modifier is +9% to the base chance of success. The chance of success is 1-69, with a range of automatic failure of 87-100. Gerso rolls a 75, a failure. However, the tooth is not ruined in the attempt, so he may try again. This time the result is a 25, a success.
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