Magic Items (And their Creation)
Jun 5, 2014 3:01:38 GMT
Post by Tel Vinrae on Jun 5, 2014 3:01:38 GMT
"Since the Battle of the Scarlet Fields, there has been a ban on the creation of Magic Items across Mileria. It is thought to be either a Dark Arte, or inhumane practice due to its taboo nature. The creation of Magic Items involves a sacrifice - willing or otherwise, and part of a person's soul must go into the creation of such a powerful item. Said subject offers the essence of themselves to imbue within the item being made, to give the item life and an eternal charge and power. However, Mankind has come to the conclusion that this practise is one that lacks moral. Negative features have been proven to be imbued more often than not, therefore questioning the true power of both the caster, the soul, and item, potentially dangerous.
It is widely believed that said subject who sacrificed part of their soul is unable to truly find the After upon their death, and that this is the cause as to why the subject's essence tends to be negative in personality - that their subconscious might actually be projecting a negative trait in protest. Some cultures and groups even believe that more agressive action needs to be taken, seeking out magic items to destroy so that the subject's soul may rest.
I have conducted vigorous studies and experiments on the creation of magic items. It is my belief that only the purest of souls can create the purest of items most regularly. I have proven through experiments that the Cormund Gems mined from the Burning Plains do not lessen the probability of an item receiving a negative attribute, even if such a gem is filled with a soul upon the death of the victim - unknowing or otherwise of the creator's intent. One can determine upon the creation of the item the personality trait that it contains, and the contents of the Cormund Gem is filled with such a personality. Draining a subject to point a death does not ensure desireable results in creating an Unsullied augment. Even the souls of unknowing children prove ineffective in determining the purity of the specimen. Insentient creatures do not provide enough power to charge an item, even if gathered countless of times. Sentient children and adults that are willing are still subject to offering maleficent augments. Those thought to be purest of soul still provide undesirable results. Through my comprehensive research with Mileria's most powerful necromancers, I have come to firm results that there is not creator, even as skilled as I, possess the ability to ascertain an desireable result when obtaining a soul and imbuing within an item.
Tel VInrae is the only city in all the land that still sanctions the practice of creating these items. After my research, I find myself questioning our decision to allow this practice. To the creators that read this, I advise you to heed my advice and take great caution during your process of augmentation. Consider wisely for we simply do not know, no matter the subject, what the cost may be to the item's wielder."
~~~ Disclaimer magically transcribed within all compilations of Item Creation tomes and indexes when opened and read, Author Unknown.
Magic Items can be found within the setting. Perhaps they are not rare, but they are not typically advertised either.
The arcanist imbues part of his soul into the item during creation. This results in a sometimes vacant sense of self. Because of this, the creator or a surrogate takes a -1 Permanent Constitution Drain per Magic Item created. Because 'part of himself' is now in that item, the wielder of the item sometimes feels things that do not belong to her. This can include, but is not limited to thoughts, feelings, actions, alignments, et cetera.
Means of imbuing the magical item:
Example: +1 longsword = -1 con. | +2 Longsword= -2 con | +1 Longsword of Frost = -2 con (-1 con for the +1 enchantment, and another for the +1 Equivalent of frost) | Assassin’s Dagger = -3 con. (Market price is higher than +2, less than +3)
1: Sacrificing 1 Con (from self) for each bonus, bonus equivalent, or cost of magical benefit below a specific bonus.
2: Drawing con from another Intelligent being (caster must be non-lawful or evil)
3: Drawing essence in equivalent Con by ritualistically destroying another Magical Item. (IE sacrifice a +2 Longsword for a +1 Longsword of frost)
Destruction of the magical item will return all lost Con to the original sacrifice(s). There is NO other method to restore this transference!
In the creation of a magical item, it will likely create an empathic energy which will be felt often when used or wielded. This is the effect of the essence transferred into the item. When creating a new magical Item, use the table below to identify the type of empathic energy.
Continued enhancement of an item will add additional types of emotions, or if rolled, only increase the intensity of the first.
Wonderous Items, Rods, Staves, rings, and wands will use the Weapon Scale for bonuses, based on market price.
When creating a Magical or Wonderous Item, the player a 1d100 to determine the essence that is imbued in the item. The results are as followed.
1-10: Fearful
11-20: Greedy
21-30: Hateful
31-40: Careless
41-50: Cynical
51-60: Chaotic
61-70: Apathetic
71-80: Vain
81-90: Aggressive
91-99: Defiant
100: Unsullied (Pure)
It is widely believed that said subject who sacrificed part of their soul is unable to truly find the After upon their death, and that this is the cause as to why the subject's essence tends to be negative in personality - that their subconscious might actually be projecting a negative trait in protest. Some cultures and groups even believe that more agressive action needs to be taken, seeking out magic items to destroy so that the subject's soul may rest.
I have conducted vigorous studies and experiments on the creation of magic items. It is my belief that only the purest of souls can create the purest of items most regularly. I have proven through experiments that the Cormund Gems mined from the Burning Plains do not lessen the probability of an item receiving a negative attribute, even if such a gem is filled with a soul upon the death of the victim - unknowing or otherwise of the creator's intent. One can determine upon the creation of the item the personality trait that it contains, and the contents of the Cormund Gem is filled with such a personality. Draining a subject to point a death does not ensure desireable results in creating an Unsullied augment. Even the souls of unknowing children prove ineffective in determining the purity of the specimen. Insentient creatures do not provide enough power to charge an item, even if gathered countless of times. Sentient children and adults that are willing are still subject to offering maleficent augments. Those thought to be purest of soul still provide undesirable results. Through my comprehensive research with Mileria's most powerful necromancers, I have come to firm results that there is not creator, even as skilled as I, possess the ability to ascertain an desireable result when obtaining a soul and imbuing within an item.
Tel VInrae is the only city in all the land that still sanctions the practice of creating these items. After my research, I find myself questioning our decision to allow this practice. To the creators that read this, I advise you to heed my advice and take great caution during your process of augmentation. Consider wisely for we simply do not know, no matter the subject, what the cost may be to the item's wielder."
~~~ Disclaimer magically transcribed within all compilations of Item Creation tomes and indexes when opened and read, Author Unknown.
Magic Items can be found within the setting. Perhaps they are not rare, but they are not typically advertised either.
The arcanist imbues part of his soul into the item during creation. This results in a sometimes vacant sense of self. Because of this, the creator or a surrogate takes a -1 Permanent Constitution Drain per Magic Item created. Because 'part of himself' is now in that item, the wielder of the item sometimes feels things that do not belong to her. This can include, but is not limited to thoughts, feelings, actions, alignments, et cetera.
Means of imbuing the magical item:
Example: +1 longsword = -1 con. | +2 Longsword= -2 con | +1 Longsword of Frost = -2 con (-1 con for the +1 enchantment, and another for the +1 Equivalent of frost) | Assassin’s Dagger = -3 con. (Market price is higher than +2, less than +3)
1: Sacrificing 1 Con (from self) for each bonus, bonus equivalent, or cost of magical benefit below a specific bonus.
2: Drawing con from another Intelligent being (caster must be non-lawful or evil)
3: Drawing essence in equivalent Con by ritualistically destroying another Magical Item. (IE sacrifice a +2 Longsword for a +1 Longsword of frost)
Destruction of the magical item will return all lost Con to the original sacrifice(s). There is NO other method to restore this transference!
In the creation of a magical item, it will likely create an empathic energy which will be felt often when used or wielded. This is the effect of the essence transferred into the item. When creating a new magical Item, use the table below to identify the type of empathic energy.
Continued enhancement of an item will add additional types of emotions, or if rolled, only increase the intensity of the first.
Wonderous Items, Rods, Staves, rings, and wands will use the Weapon Scale for bonuses, based on market price.
When creating a Magical or Wonderous Item, the player a 1d100 to determine the essence that is imbued in the item. The results are as followed.
1-10: Fearful
11-20: Greedy
21-30: Hateful
31-40: Careless
41-50: Cynical
51-60: Chaotic
61-70: Apathetic
71-80: Vain
81-90: Aggressive
91-99: Defiant
100: Unsullied (Pure)