Magic Item Creation (420): Difference between revisions
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==Imbeddable Spells== |
==Imbeddable Spells== |
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Below is a table of spells which can be normally imbeded. Spells in green can be imbeded |
Below is a table of spells which can be normally imbeded. Spells in green can be imbeded and spells in pink cannot. No spells above the 20th spell in a circle and Spellsongs cannot be imbeded. Circles which would not ordinarily be known by a character knowing '''Magic Item Creation''' are also omitted due to the difficulty of gathering data and small pool of interested parties. |
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Revision as of 20:47, 3 April 2015
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The Magic Item Creation spell allows the caster to imbed a spell they have learned into an appropriate imbeddable magical item. Rangers can create blank imbeddable rods, wands, wire grass anklets/bracelets and tree bark amulets from foraged items with the Imbue (614) spell. Other imbeddable items can be purchased from shops or sometimes found as treasure items on creatures.
Procedure
Imbedding is a two step process:
- Step 1 is preparing and casting spell 420 with the imbeddable item in hand.
- Step 2 is imbedding a known spell in the prepared item.
To begin, the caster must be holding an imbeddable item in either the right of left hand. It is not necessary to have the other hand empty but is is recommended. The spell is then prepared and cast. It is advisable to always use cast MY <item> when casting the spell. Once successful, the caster will be attuned to the item and have five minutes to imbed a spell in it. The caster may now imbed the item with a known spell using a verb activator and a specific number of charges. E.g., Imbed 401 in rod using raise for 20 charges.
Note: During the imbedding phase DO NOT use MY with the item or you will be unsuccessful.
The number of charges that can be successfully imbedded depends on the item's mana capacity, the level of the spell, the number of charges and the level of the caster. If you find that you are failing the imbed portion of the process, it is recommended that you reduce the number of charges attempted and take advantage of a workshop.
Activator Verbs
There is a small list of activator verbs available to the caster. Each verb has certain item restrictions, and advantages/disadvantages versus the other verbs. The four activator verbs are raise, rub, tap, wave. In order to use an imbedded item successfully the character must attain a minimum endroll of 101 when attempting to activate the item.
Raise
An item that has been imbedded with the raise verb activator will require the most training in the Magic Item Use skill to be successfully activated. It has a -40 penalty to the activation modifiers formula. However, using the raise verb has the advantage of increasing the duration of the imbedded spell by 33%.
Note: The raise activator can only be used with wands and rods.
>raise my wand
You raise your small wand skyward!
1d100: 3 + Modifiers: 275 == 278
A silvery luminescence surrounds you.
Rub
An item imbedded with rub verb activator has no bonus/penalty to either the magic item activation formula or to the duration of the spell.
Note: The rub activator cannot be used in wands or rods.
You rub your amulet.
1d100: 98 + Modifiers: 225 == 323
A brilliant luminescence surrounds you and your group.
Tap
An item imbedded with the tap verb activator has the largest bonus to the magic item activation check: a bonus of +25. However, the duration of spells activated in this manner are reduced by 50%. This activator is best for spells that are difficult to activate and have a long duration or for spells that have no duration, like Elemental Wave or Quake, though it would not be ideal for offensive spells that require a specific target to be selected, as the spell will target the caster automatically.
Note: The tap activator cannot be used in wands or rods.
>tap my amu
You tap an amulet that you are wearing.
1d100: 47 + Modifiers: 296 == 343
A wave of dark ethereal ripples moves outward from you.
Wave
An item imbedded with the wave verb activator is the only one that allows a character to target another creature or character with the imbedded spell. Imbedding offensive spells like Minor Acid is useless unless this activator is used. There is no bonus/penalty to either the activation skill attempt or the spell's duration.
Note: The wave activator can only be used with wands and rods.
You wave your rod at a kobold.
1d100: 73 + Modifiers: 265 == 338
You hurl a hissing stream of acid at a kobold!
AS: +120 vs DS: +27 with AvD: +38 + d100 roll: +63 = +194
... and hit for 53 points of damage!
Syntax
- imbed <spell> in <item> using <activator> for <number> charges
- The imbedded spell must be a spell that the imbedding caster knows, though the rare enhancive item that grants knowledge of the spell is sufficient for this.
- The item must have been prepared with the magic item creation spell.
- The activator may be 'wave', 'raise', 'tap', or 'rub'.
- The number of charges is up to the discretion of the imbedder. Knowledge of the item's mana capacity and the caster's success/failure rate for different spell levels will aid in determining this value.
Example
>pre 420
You gesture and invoke the powers of the elements for the Magic Item Creation spell...
Your spell is ready.
>cast my wand
You gesture at a small wand.
A vibrant violet thread grows between you and the wand. It glows brilliantly for a moment
and then fades into invisibility but you still feel attuned to the wand.
Cast Roundtime 3 Seconds.
>imbed 401 in wand using raise for 40 charges
You concentrate on funneling your power into the wand.
You manage to successfully place 24 charges of the Elemental Defense I when it begins to overheat, so you stop.
Success Factors
- Level of Character
- Level of Spell
- Number of Charges
- Material of Item: The only materials that are currently considered by imbedding are mithril, ora, imflass, and vultite. Anything else is 'normal'.
Imbedding in a workshop adds a significant bonus toward a successful outcome.
Failure Messaging
A minor failure will cause the item to lose its attunement along with the mana attempted to be imbedded. But, it may be re-prepared immediately with spell 420 for another imbedding attempt. A major failure will cause both item and mana loss along with an injured hand.
Minor failure:
Something goes wrong with the process and you feel your power rush away from you.
Major failure:
Something goes very wrong with the process! The power that you are attempting to control goes wild!
The rod you are holding explodes with a bright flash! Your hand is injured!
Imbeddable Spells
Below is a table of spells which can be normally imbeded. Spells in green can be imbeded and spells in pink cannot. No spells above the 20th spell in a circle and Spellsongs cannot be imbeded. Circles which would not ordinarily be known by a character knowing Magic Item Creation are also omitted due to the difficulty of gathering data and small pool of interested parties.
See also
External Links
- Minor Elemental Spell Circle: Magic Item Create, on Play.net