The Magical Blacksmith
Player created magical gear (weapons, armor, and shields)
The Blacksmithing skill has not changed. A GM blacksmith
can still craft all the weapons and armor as usual.
The GM Blacksmith cannot create enchanted gear, nor can the GM blacksmith
create gear with the original hue of the resource from which it was created. All
resource types are reduced to iron during the smithing process.
The magical blacksmith, one having skills in
Magery, Black Smithy, and Arms Lore, can create the same weapons as the GM
blacksmith, and additionally imbue them with magical enchantments.
The magical enchantments are:
For weapons:
Weapon
Damage Level: Ruin, Might, Force, Power, and Vanquishing
Weapon
Accuracy Level: Accurate, Surpassingly, Eminently, Exceedingly, and Supremely
Weapon
Durability Level: Durable, Substantial, Massive, Fortified, and Indestructible
For
Armor and shields:
Armor
Durability Level: Durable, Substantial, Massive, Fortified, and Indestructible
Armor
Protection Level: Defense, Guarding, Hardening, Fortification, and Invulnerability
To
imbue gear with magical enchantments during the smithing process, you will need
only an ancient smithy hammer (can be found on all of the ore elementals,) and
some reagents (Garlic, and MandrakeRoot.)
There
are eight rare ore types: Dull Copper, Shadow Iron, Copper, Bronze, Gold, Agapite,
Verite, and Valorite,
There
are also eight spell circles: 1-8
The
spell circles correspond 1-to-1 with the eight ore types:
{
CraftResource.DullCopper, SpellCircle.First }
{
CraftResource.ShadowIron, SpellCircle.Second }
{
CraftResource.Copper, SpellCircle.Third }
{
CraftResource.Bronze, SpellCircle.Fourth }
{
CraftResource.Gold, SpellCircle.Fifth }
{
CraftResource.Agapite, SpellCircle.Sixth }
{
CraftResource.Verite, SpellCircle.Seventh }
{
CraftResource.Valorite, SpellCircle.Eighth }
For
instance, you need to have sufficient skill in magery (and mana) to cast first
circle spells, and correspondingly you will need sufficient skill in magery
(and mana) to craft magical dull copper.
You
will need sufficient magery (second circle) to craft Shadow Iron magical gear,
and so on.
The
table for required magery skills is listed here:
Crafting Magical
Weapons
Minimum Requirements for Crafting Magical Weapons
|
Spell Circle
|
INT/Mana
|
Minimum Skill
|
First/Dull
Copper
|
4
|
0.1
|
Second/Shadow
Iron
|
6
|
0.1
|
Third/Copper
|
9
|
10.1
|
Fourth/Bronze
|
11
|
24.1
|
Fifth/Gold
|
14
|
38.1
|
Sixth/Agapite
|
20
|
52.1
|
Seventh/Verite
|
40
|
66.1
|
Eighth/Valorite
|
50
|
80.1
|
|
A
3xGM can craft all metals and can achieve the highest levels of magical enchantments
for each. For example (agapite), an indestructible, supremely accurate, magic
katana of vanquishing.
Note two things here. First, there are no ‘Exceptional’ magic weapons. The
exceptional attribute is removed, and all magic weapons will carry the maker’s
mark.
The
‘Exceptional’ attribute is still respected throughout the system. First is
allows the maker’s mark to be added, and it prevents second order gear.
Discussed below.
Second Order Gear:
When
a mage-smith attempts to craft a magical weapon, they have a 20% chance of crafting
first order gear. First order gear allows for the highest level of
attributes to applied to the gear. If this attempt does not fall within the 20%
filter, you drop to a second order item. A second order item, is simply one
step down from the highest level of enchantment attributes. So for example the
weapon’s damage level may drop from vanquishing to power. Again though, if the item
under consideration was ‘exceptional’ to start, then there is no ‘second order’
consideration. You only get first order consideration.
Question: Does this a 3xGM will get all vanquishing weapons?
Not
at all. Let’s talk about attribute application.
When
it comes time to apply the magical enchantments (attributes), tests are made
each step of the way. Think of the various attributes arranged in a ladder,
with the highest attributes at the top of the ladder, and the lower attributes
below. We always start at the top of the ladder and perform the following
tests:
1.
Myskill >= MinSkill: This test checks to make sure
that your skill in magery us sufficient to even attempt to enchant this
particular metal type. For instance, if your magery was 50.3 and you are trying
to enchant Valorite, this test would reject your request and bump you down to
the next rung on the ladder.
2.
Soft or Moderately soft metal: Certain softer metals like
gold, copper, and dull copper are considered soft and cannot be considered for
the higher durability. All other attributes can be applied, but durability is
seriously impacted by this softness. The soft metals can at best only achieve ‘Durable’
which is only one step above ‘Regular’. So you could have a vanquishing gold
cutlass, but it’s durability would be only so-so.
Bronze is a little better than the soft metals and is considered a moderately soft
metal. Bronze can at best achieve ‘Substantial’ durability.
3.
CheckSkill(): CheckSkill is that mechanism that determines
if you can cast a water elemental at 85 magery. If you’ve ever tried, you know
what I’m talking about. CheckSkill in this context determines how likely you
are to imbue the gear (of a particular metal) with enchantments. Remember, Valorite
is the eighth level metal, and so is the toughest to enchant with the highest
attributes. You are far more likely to create a vanquishing weapon out of
copper than you are to out of Valorite. (although, you will take the hit on
durability with the copper weapon.)
4.
Random Chance: a 3xGM will too often pass all of these
tests, so we roll the dice and give the mage-smith a 20% success rate.
If
any of the above tests fail, you drop to the next rung on the ladder and all
the same tests are run again. If you fail all of the tests, and there are no
more rungs on the ladder, then you get the ‘Regular’ attribute.
Hue:
One
final note on first order and second order gear. Only first order gear may
retain the hue of the resource that created it, regardless if it was ‘exceptional’
or not.