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Magic item creation for a lower magic setting.
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<blockquote data-quote="MarauderX" data-source="post: 4437020" data-attributes="member: 9990"><p>Below is a more arduous process for item creation to prevent the setting from becoming flooded with magic items. The ideal is for the characters to quest or create the items, not collect them after each encounter to sell later. Everyone knows the 4E rules; there is little need for comparison here. Please post as though you were a player interested in using the rules to your benefit. Keep in mind that BBEGs get the same benefits and drawbacks as the players. And thanks in advance for you considerate input.</p><p>* * * * *</p><p>Magic item creation in Correl is a long, arduous process that is sometimes dangerous and often fruitless. Fashioning works beyond a character's merit is certainly possible, and can be achieved through careful planning, finding the best of components, and overwhelming force of will.</p><p></p><p>A character may create or enhance an item of his level or lower without incurring any risk. Resizing armor costs nothing, and takes 1 hour per change in size to ensure no loss of magical fidelity.</p><p></p><p>Crafting a magic item at the character's level or below poses no risk. For each level above the character's own, there is a 25% risk of failure. A character cannot create an item 7 levels above their own. A character does not know whether they have succeed or failed until the time and money have been spent. A failure may yield dangerous results, including loss of life, limb, destruction of remaining materials, and/or decimation of everything in a radius of 10 squares per level.</p><p></p><p>An item takes one full day of labor (12 hours, no traveling or other tasks) for each level of the item. Upgrading an item still takes one day per level, and does not subtract the time for previous work. Should the workplace be sabotaged, pillaged or otherwise tampered with, circumstance bonuses will apply. Extra time may be spent to increase the likelihood of success. Doubling the amount of time required adds +25% for success. Interruptions incur further chances of failure, adding -10% each occurrence. Should the interruption take longer than the creation time, the item creation is considered a failure and must be started over. One half of the components are lost due to deterioration of herbs and other special items during this time.</p><p></p><p>The component cost to create an item remains. Should a failure occur, only half of the component cost is spent unless a catastrophic failure destroys it all. It may be possible to increase the quality of components used in fashioning the item to have a better chance of success. A character can spend twice as much to create the item to increase the chance of success by 25%. In the same way, a character can spend less than required to fashion an item. Should a character spend half as much as required, the character will incur a penalty of -25%, no matter the level of the item.</p><p></p><p>Others with the skills to fashion the magic item can assist with the creation of the item. Each character aiding the first must have the proper skills (trained in Arcana, Religion, etc.). Up to 5 assistants can help, and each adds a bonus of +5% to the creation.</p><p></p><p>Example: Shireen, an 7th level wizard, decides to create a Handy Haversack, a 10th level item. The item is 3 levels above her own, and thus she runs the risk of 75% chance of failure. She decides to take her time to create the item, spending 20 days instead of the normal 10 to gain a bonus of +25%. She also takes a 5,000 gold piece loan from her fighter friend to gather the best components money can buy, pointing out that he would no longer have to carry her heavy things. She is able to spend twice the normal amount, 10,000 gold pieces, to gain another bonus of +25%. Shireen will still have a 25% chance of failure, but she is willing to accept that risk. Shireen rolls a 22, resulting in failure. Cursing her luck, Shireen gathers her remaining components, worth 5,000 gold, and prepares to try once more. She again takes the extra time, but this time she has a 50% chance of failure since she does not have twice the amount of gold to replace the lost improved components. She makes a deal with two local wizards to aid her, gaining a +10% bonus. She decides 40% is an acceptable risk and begins creating the item. Shireen is interrupted to deal with an nuisance troll for a week, and when she returns she faces an -10% penalty, for a total failure chance of 50%. Knowing that she would lose half of her components if she stopped again anyway, Shireen risks pressing on to complete her project. Rolling a 54, she cheers and thanks her fellow aides for their much-needed help.</p><p></p><p>Level of item - caster level</p><p> Maximum Level Penalty -150%</p><p> Max Time Bonus 25%</p><p> Max Cost Bonus 25%</p><p> Max Help Bonus 25%</p><p> Max Failure Possible 75%</p></blockquote><p></p>
[QUOTE="MarauderX, post: 4437020, member: 9990"] Below is a more arduous process for item creation to prevent the setting from becoming flooded with magic items. The ideal is for the characters to quest or create the items, not collect them after each encounter to sell later. Everyone knows the 4E rules; there is little need for comparison here. Please post as though you were a player interested in using the rules to your benefit. Keep in mind that BBEGs get the same benefits and drawbacks as the players. And thanks in advance for you considerate input. * * * * * Magic item creation in Correl is a long, arduous process that is sometimes dangerous and often fruitless. Fashioning works beyond a character's merit is certainly possible, and can be achieved through careful planning, finding the best of components, and overwhelming force of will. A character may create or enhance an item of his level or lower without incurring any risk. Resizing armor costs nothing, and takes 1 hour per change in size to ensure no loss of magical fidelity. Crafting a magic item at the character's level or below poses no risk. For each level above the character's own, there is a 25% risk of failure. A character cannot create an item 7 levels above their own. A character does not know whether they have succeed or failed until the time and money have been spent. A failure may yield dangerous results, including loss of life, limb, destruction of remaining materials, and/or decimation of everything in a radius of 10 squares per level. An item takes one full day of labor (12 hours, no traveling or other tasks) for each level of the item. Upgrading an item still takes one day per level, and does not subtract the time for previous work. Should the workplace be sabotaged, pillaged or otherwise tampered with, circumstance bonuses will apply. Extra time may be spent to increase the likelihood of success. Doubling the amount of time required adds +25% for success. Interruptions incur further chances of failure, adding -10% each occurrence. Should the interruption take longer than the creation time, the item creation is considered a failure and must be started over. One half of the components are lost due to deterioration of herbs and other special items during this time. The component cost to create an item remains. Should a failure occur, only half of the component cost is spent unless a catastrophic failure destroys it all. It may be possible to increase the quality of components used in fashioning the item to have a better chance of success. A character can spend twice as much to create the item to increase the chance of success by 25%. In the same way, a character can spend less than required to fashion an item. Should a character spend half as much as required, the character will incur a penalty of -25%, no matter the level of the item. Others with the skills to fashion the magic item can assist with the creation of the item. Each character aiding the first must have the proper skills (trained in Arcana, Religion, etc.). Up to 5 assistants can help, and each adds a bonus of +5% to the creation. Example: Shireen, an 7th level wizard, decides to create a Handy Haversack, a 10th level item. The item is 3 levels above her own, and thus she runs the risk of 75% chance of failure. She decides to take her time to create the item, spending 20 days instead of the normal 10 to gain a bonus of +25%. She also takes a 5,000 gold piece loan from her fighter friend to gather the best components money can buy, pointing out that he would no longer have to carry her heavy things. She is able to spend twice the normal amount, 10,000 gold pieces, to gain another bonus of +25%. Shireen will still have a 25% chance of failure, but she is willing to accept that risk. Shireen rolls a 22, resulting in failure. Cursing her luck, Shireen gathers her remaining components, worth 5,000 gold, and prepares to try once more. She again takes the extra time, but this time she has a 50% chance of failure since she does not have twice the amount of gold to replace the lost improved components. She makes a deal with two local wizards to aid her, gaining a +10% bonus. She decides 40% is an acceptable risk and begins creating the item. Shireen is interrupted to deal with an nuisance troll for a week, and when she returns she faces an -10% penalty, for a total failure chance of 50%. Knowing that she would lose half of her components if she stopped again anyway, Shireen risks pressing on to complete her project. Rolling a 54, she cheers and thanks her fellow aides for their much-needed help. Level of item - caster level Maximum Level Penalty -150% Max Time Bonus 25% Max Cost Bonus 25% Max Help Bonus 25% Max Failure Possible 75% [/QUOTE]
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