Magic Item Creation (420): Difference between revisions

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Imbedding in a workshop also increases chances of success.
Imbedding in a workshop also increases chances of success.

==Messaging==
Minor failure:
:<i>Something goes wrong with the process and you feel your power rush away from you.</i>


== External Links ==
== External Links ==

Revision as of 14:23, 17 July 2008

Magic Item Creation (420)
Mnemonic [MAGICITEM]
Duration Charges
Utility Magic
Type Utility
Components An imbeddable item
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack


The Magic Item Create spell allows the caster to imbed a spell the have learned into an appropriate imbeddable magical item. The caster has a period of five minutes from the time Magic Item Create is initially cast on an item to actually imbed the spell and the caster must hold the item in his or her hand. If one tries to charge an item beyond its mana capacity, it will only receive the portion of the requested charges which it is capable of holding.

There are a small list of activator verbs for magical items, which is selected at the moment the spells are imbedded into the item. Each verb has advantages and disadvantages over the other verbs, as some activators are easier to activate but last for a shorter duration. The four activator verbs are raise, rub, tap, and wave.

  • Raise - Using the raise verb to activate a spell requires the most training in Magic Item Use, having a -25 penalty to the check. It also can only target the character activating the magic item. However, using the raise verb increases the duration of the spell by 50%.
  • Rub - The rub verb has a bonus of +25 to the Magic Item activation attempt and the spell still has 100% of the duration it should have. The only drawback is a magical item with this activator only allows it to affect the character activating it.
  • Tap - The tap verb has the largest bonus to the Magic Item activation check, a bonus of +50. However, the duration of spells activated in this manner is 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.
  • Wave - The wave verb is the only activator that allows a character to target another creature or character with the activated spell. Imbedding offensive spells like Minor Acid is useless unless this activator is used. The duration of a spell activated this way is 100% of what it would be normally and there is no bonus or penalty applied to the magic item activation check.

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 Imbed Spell.
    • The activator may be 'wave', 'raise', 'tap', or 'rub'.
    • The number of charges may be as many charges as you could cast the spell using the Mana Points you have available.

For example, if a character wanted to imbed haste in a rod using the raise activator (which increases the duration of the spell by 50%), after casting imbed on the rod, they would enter the command "imbed 506 in rod using raise for 13 charges" to imbed the spell.

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 also increases chances of success.

Messaging

Minor failure:

Something goes wrong with the process and you feel your power rush away from you.

External Links