magical writing and major changes to the magic/item creation system

jaker2003

Explorer
Ok, I've had this idea for a while and I finally hammered it out today.
Magical writing is widespread; the following spells use or manipulate text or symbols.
Arcane Mark, Explosive Runes, False Life spell requires the caster to trace sigils with alcohol as a material component, Glyph of Warding, Glyph of Warding, Greater, Illusory Script, Mark of Justice, Magic Circle spells have a stipulation allowing the use of a diagram, Secret Page, Sepia Snake Sigil, Symbol of Death, Symbol of Fear, Symbol of Insanity, Symbol of Pain, Symbol of Persuasion, Symbol of Sleep, Symbol of Stunning, and Symbol of Weakness

So, my idea is Graphidae (family of writing). Because of its length, I've stashed it into a spoiler button.

[sblock=Graphidae]Craft Graphidae [Item Creation]
You can create various marks, tattoos, glyphs, and runes.
Prerequisites: Caster Level 3rd, Scribe Scroll, Craft Wondrous Item, Spellcraft 5 ranks.
Benefit: You can create various magical symbols. Generally, crafting magical symbols takes one day. To craft a magical symbol, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some magical symbols incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

And now I should explain how I would operate these:
These magical writings glow when in the area of a detect magic effect and come in four generalized categories:
Marks: Marks are temporary symbols that hold and control magic that affects the subject creature. You can create a magical mark of any 3rd-level or lower spell that you know and that targets one or more creatures. Drawing a magical mark takes ten minutes. When you create a magical mark, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a magical mark is its spell level x its caster level x 50gp. To draw a magical mark, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a magical mark, you make any choices that you would normally make when casting the spell. Any magical mark that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the magical mark. When the mark is created, the spell or spell slot is expended for the day as if you had cast it. Activation of a mark is as simple as touching it and willing it to work (a standard action). After the mark has generated its effect, it fades away, expended. Unactivated marks remain until discharged.
Tattoos: Tattoos are permanent symbols that hold and control magic that affects or originates on a subject creature. You can ink a tattoo of any non-instantaneous spell you know that targets one or more creatures. Scribing a magical tattoo takes one day. When you create a magic tattoo, you set the caster level. The base price of a magical tattoo is its spell level X its Caster Level X 2,000gp. This price is then multiplied based on the spell’s duration.
Rounds/level 4
Minute/level 2
10minutes/level 1.5
24hours+ 0.5​
If the spell has a material component cost, multiply that cost by 100 and add to the base price. If the spell has an XP cost, multiply the XP cost by 500gp and add to the base price. When you scribe a magical tattoo, you place it on or near an assigned body slot. Magical tattoos not assigned to a body slot (such as left ring) have their entire prices doubled. When you create a magical tattoo, you make any choices that you would normally make when spellcasting. The creature bearing the tattoo is the primary subject of the spell, and the center of any spell with a range. Spells with effects that discharge or fail are renewed after an hour.
Glyphs: Glyphs are temporary symbols that hold and control magic that affects or originates on a subject object. You can create a glyph of any 3rd-level or lower spell that you know and that targets one or more items. Drawing a glyph takes ten minutes. When you create a glyph, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a glyph is its spell level x its caster level x 50gp. To draw a glyph, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a glyph, you make any choices that you would normally make when casting the spell. Any glyph that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the glyph. Activation of a mark is as simple as touching it and willing it to work (a standard action). After the mark has generated its effect, it fades away, expended.
Runes: Runes are permanent symbols that are inscribed into objects, granting them magical abilities. Runes can enhance weapons, armor, rods, staffs, wands, and rings, provided that you have the necessary item creation feats. Inscribing a rune takes one day. To enhance an item with a rune, you must spend 1/5 of its base price in XP and use up raw materials costing 1/25 of its base price.[/sblock]I'm really looking forward to feedback on this.
 
Last edited:

log in or register to remove this ad

Any attempt at fixing the crafting rules is worth the effort IMHO.

I like this. It makes crafting more interesting, something I dearly hope is addressed in the upcoming Magic Item Compendium.

One nitpick I saw was that I think you have your multipliers reversed in the duration table.

Shouldn't shorter duration effects cost less?

Also I'm not getting what Runes are for. Maybe an example or three?



And hey! It's just fun to say Craft Graphidae :D

heh...
 

BobbyMac said:
Any attempt at fixing the crafting rules is worth the effort IMHO.
I like this. It makes crafting more interesting, something I dearly hope is addressed in the upcoming Magic Item Compendium.
One nitpick I saw was that I think you have your multipliers reversed in the duration table.
Shouldn't shorter duration effects cost less?
Also I'm not getting what Runes are for. Maybe an example or three?
And hey! It's just fun to say Craft Graphidae :D
heh...
The multipliers are correct. The tattoos generate a permanent spell effect, spells with longer durations are easier to maintain than spells that end sooner; because the tattoo must maintain it all day, every day.

Runes are just a faster way to enhance items. By carving magical or sewing magical runes into them. For example, instead of spending 4 days crafting a +2 longsword, you could inscribe a rune onto a masterwork sword. Now you have a +2 longsword after only one day.

I concocted the name from latin, it means family of writing.

To help explain to everyone:
Marks work like potions (or rather like psionic tattoos)
Tattoos make spells permanent
Glyphs work like potions, but only affect items
Runes make crafting magic items faster.
 
Last edited:

At one time I was working on a runecasting system, whereby you could cast "spells" using runes - basically, you drew a rune (or combination of runes) and a certain effect occurred. I gave up on awhile back, but I still have the notes. They were more general - alignment, elements, planar, etc., but you could inscribe runes onto items to give them magical properties.

Your system is a little like that, but you're using actual spells infused into the runes instead of general effects. It seems rather limited in that you can only do up to 3rd level spells; greater glyph of warding lets you do up to 6th level, and you could make another one that lets you do up to 9th (or have additional feats for those two).

Really, I don't see the difference between a tattoo and a normal wondrous item, beyond the fact that a tattoo requires two feats AND 5 ranks in Spellcraft - it's still taking up body slots and uses the same pricing system.

Runes: Runes are permanent symbols that are inscribed into objects, granting them magical abilities. Runes can enhance weapons, armor, rods, staffs, wands, and rings, provided that you have the necessary item creation feats. Inscribing a rune takes one day.
So... I have to take yet another feat to be able to add runes to magic items, and the only benefit I get out of it is being able to make magic items in 1 day (which is, arguably, overpowered).

To enhance an item with a rune, you must spend 1/5 of its base price in XP and use up raw materials costing 1/25 of its base price.
By "base price" I'm assuming you mean the item's base price, not the rune's.

I do like the idea of one-use runes (marks) and permanent runes (tattoos) - I'm going to yoink those.

Runes make crafting magic items faster.
If all you're looking for is a faster magic item crafting system, check this out.
 

Kerrick said:
It seems rather limited in that you can only do up to 3rd level spells; greater glyph of warding lets you do up to 6th level, and you could make another one that lets you do up to 9th (or have additional feats for those two).
Glyphs of Warding only store attack spells. The Marks are a quick way to give you and your allies potions without having to worry about drowning unconscious allies or losing gulps of potions to aquatic environs.
Kerrick said:
Really, I don't see the difference between a tattoo and a normal wondrous item, beyond the fact that a tattoo requires two feats AND 5 ranks in Spellcraft - it's still taking up body slots and uses the same pricing system.
Normal wondrous items grant all sorts of effects. These tattoos only generate a single spell effect, and they do it constantly. The tattoo's pricing system is limited to spell effects only. The tattoos use up body slots so that they can be balanced against normal wondrous items.
Kerrick said:
So... I have to take yet another feat to be able to add runes to magic items, and the only benefit I get out of it is being able to make magic items in 1 day (which is, arguably, overpowered).
The point of inscribing runes (in my humbly arrogant opinion) is to have a cool way of using magic. In some fantasy stories, carving magical symbols onto an object granted it powers, so it seemed appropriate to have it enhance weapons. Inscribing runes is quick work, though. I think it is somewhat balanced by its XP cost. How often would you rush a weapon enhancement at this price?
Kerrick said:
By "base price" I'm assuming you mean the item's base price, not the rune's.
Yes, the enhancement's base price.
Kerrick said:
I do like the idea of one-use runes (marks) and permanent runes (tattoos) - I'm going to yoink those.
Of course. I like when I come up with something that's useful.
Kerrick said:
If all you're looking for is a faster magic item crafting system, check this out.
Um, I found no magic item information at this site.
Please continue feedback.
 

Glyphs of Warding only store attack spells. The Marks are a quick way to give you and your allies potions without having to worry about drowning unconscious allies or losing gulps of potions to aquatic environs.
You can't drown someone with a potion - it's 1 ounce of fluid, and I believe that question's been addressed somewhere anyway (the FAQ?).

Normal wondrous items grant all sorts of effects. These tattoos only generate a single spell effect, and they do it constantly. The tattoo's pricing system is limited to spell effects only. The tattoos use up body slots so that they can be balanced against normal wondrous items.
Okay.. so a single spell effect that requires two feats, 5 skill ranks, and takes up a body slot. It's still the same as a wondrous item (or even a ring) that grants a single effect - most cloaks, for example, headbands, belts, boots, etc. Could you price, say, a tattoo of jump, or is it limited to protective/enhancement effects?

The point of inscribing runes (in my humbly arrogant opinion) is to have a cool way of using magic. In some fantasy stories, carving magical symbols onto an object granted it powers, so it seemed appropriate to have it enhance weapons.
I agree, it would be cool to inscribe runes into weapons and make them magical - I did the same thing.

Inscribing runes is quick work, though. I think it is somewhat balanced by its XP cost. How often would you rush a weapon enhancement at this price?
Inscribing a rune wouldn't take that long, true, but what about more powerful items? As the power level goes up, the rune should become more complex, there are probably more of them, and you have to infuse more magic into it/them, which would (should) take longer. Making a +5 sword in one day is just way over the top.

The XP cost is the same as it would be for making the weapon normally - 1/25th the market value. I'm not sure what you mean by "rush the weapon enhancement at this price" though.

Um, I found no magic item information at this site.
D'oh! I forgot I took it down to be revised. Our group is playtesting it, but I might post it up in this forum to get some other feedback. Basically, it works off a variant crafting system where the item is made using the Craft skill, and there's a chance of failure (that's how you get cursed items) but no XP cost to balance that.
 

Kerrick said:
Okay.. so, a single spell effect that requires two feats, 5 skill ranks, and takes up a body slot. It's still the same as a wondrous item (or even a ring) that grants a single effect - most cloaks, for example, headbands, belts, boots, etc. Could you price, say, a tattoo of jump, or is it limited to protective/enhancement effects?
Yes, jump is an excellent example for a tattoo. Protective/enhancement effects are just the most obvious. You could even use tattoos to curse captured foes - a doom tattoo would bestow a -2 on attack rolls, damage rolls, saves, and checks. If the same enemy attacked the party again, he'd be easier to defeat.
Kerrick said:
Inscribing a rune wouldn't take that long, true, but what about more powerful items? As the power level goes up, the rune should become more complex, there are probably more of them, and you have to infuse more magic into it/them, which would (should) take longer. Making a +5 sword in one day is just way over the top.
I suppose it would make sense to scale it back to one day for every 10,000gp in the item's base price. It's still 10 times faster than normal, and +5 weapons aren't created in a finger snap.
Kerrick said:
The XP cost is the same as it would be for making the weapon normally - 1/25th the market value. I'm not sure what you mean by "rush the weapon enhancement at this price" though.
The XP COST TO THE CRAFTER IS 1/5 of the item's base price, and the creator must use up raw materials totaling 1/25 THE ITE'MS BASE PRICE.
 

Remove ads

Top