RangerWickett
Legend
The Widdershins Forge is a small copper sphere etched with green glass in a swirling pattern. It detects as possessing strong transmutation and conjuration magic.
While in the possession of a spellcaster with an item creation feat, the widdershins forge allows the character to create magic items on temporal credit. If a spellcaster is capable of crafting a particular magic item, he can gather together payment equal to the item's market value, including any special or rare items required for the crafting. Then he places the forge amid those items, and concentrates for one minute. At the end of the minute, he may pay the XP cost required to craft the item. If he does, all of the payment vanishes, consumed by the forge, and the desired item appears.
When a mage does this, the glass etching on the sphere turns partially red, with the length of the line marking the relative market value of the item -- from a hair's length for a potion, to half a hemisphere for a 90,000 gp item, or completely red for an item of 360,000 gp or more. While the glass is red, the first power of the widdershins forge can no longer be used, since it has invoked a debt which must be repaid.
Instead, the owner becomes aware of the item's time and magic debt, which he can learn precisely simply by holding the item. That debt is equal to one day for every 1000 gp of the market price of the last item crafted by the forge. Each day, if the owner casts the spells that would normally be required to create the last item made by the forge, the forge absorbs the magic, one day of the debt is paid off, and a small portion of the glass that was red turns gold instead.
Finally, if the sphere has any gold glass (the result of paying off the forge's time debt), the owner of the item can command the sphere to dispense money, typically gold, silver, or platinum coins. The sphere can dispense up to 500 gp for each day of debt which has been paid off, to a maximum of 1/2 the market price of the item. This money appears wherever the owner desires within 5 ft., usually in neatly stacked piles. Upon doing so, a small length of the gold glass turns green for every 500 gp worth of money the forge dispenses.
Once the sphere's time debt has been completely repaid, and all of the money dispensed, the glass on the sphere is once again completely green. Only then can the forge be used to create another item.
Example: Katrina wants to make a wand of fireballs, which costs 11,250 gp. She gathers that much value in coins and gems, sets the forge amidst them, then concentrates for one minute and expends 450 XP. The wand appears, and glass covering about 11 degrees of the sphere's surface turns red.
Every few days, when Katrina isn't busy fighting monsters, she'll expend a fireball into the sphere, which earns her a credit of 500 gp. Once she is all done, after using up 12 fireball spells over the course of 12 days, the red glass is completely gold, and Katrina can command the forge to dispense 5,625 gp.
While in the possession of a spellcaster with an item creation feat, the widdershins forge allows the character to create magic items on temporal credit. If a spellcaster is capable of crafting a particular magic item, he can gather together payment equal to the item's market value, including any special or rare items required for the crafting. Then he places the forge amid those items, and concentrates for one minute. At the end of the minute, he may pay the XP cost required to craft the item. If he does, all of the payment vanishes, consumed by the forge, and the desired item appears.
When a mage does this, the glass etching on the sphere turns partially red, with the length of the line marking the relative market value of the item -- from a hair's length for a potion, to half a hemisphere for a 90,000 gp item, or completely red for an item of 360,000 gp or more. While the glass is red, the first power of the widdershins forge can no longer be used, since it has invoked a debt which must be repaid.
Instead, the owner becomes aware of the item's time and magic debt, which he can learn precisely simply by holding the item. That debt is equal to one day for every 1000 gp of the market price of the last item crafted by the forge. Each day, if the owner casts the spells that would normally be required to create the last item made by the forge, the forge absorbs the magic, one day of the debt is paid off, and a small portion of the glass that was red turns gold instead.
Finally, if the sphere has any gold glass (the result of paying off the forge's time debt), the owner of the item can command the sphere to dispense money, typically gold, silver, or platinum coins. The sphere can dispense up to 500 gp for each day of debt which has been paid off, to a maximum of 1/2 the market price of the item. This money appears wherever the owner desires within 5 ft., usually in neatly stacked piles. Upon doing so, a small length of the gold glass turns green for every 500 gp worth of money the forge dispenses.
Once the sphere's time debt has been completely repaid, and all of the money dispensed, the glass on the sphere is once again completely green. Only then can the forge be used to create another item.
Example: Katrina wants to make a wand of fireballs, which costs 11,250 gp. She gathers that much value in coins and gems, sets the forge amidst them, then concentrates for one minute and expends 450 XP. The wand appears, and glass covering about 11 degrees of the sphere's surface turns red.
Every few days, when Katrina isn't busy fighting monsters, she'll expend a fireball into the sphere, which earns her a credit of 500 gp. Once she is all done, after using up 12 fireball spells over the course of 12 days, the red glass is completely gold, and Katrina can command the forge to dispense 5,625 gp.