Magic Item Creation Components


Homebrew and House Rules


Enchantment

In order to create a magic item, the mage must obtain the physical form of magic, “tass.” Each point (dram), of tass represents 1 level of power for the creation of magic items.

A mage must obtain as many points of tass as the required caster level of the magic item.

Finding Tass

Tass itself can usually be purchased for about 1000 gold per dram from people who know what it is but have no use for it. If no one is around to sell it, which is usually the case, there are a number of other ways the mage can acquire it.

Magic Mushrooms, Fire Flowers and Lightning Born Mistletoe

In the same way magical creatures are born into the world by the hand of the gods, magical plants are sometimes found in nature. There is neither rhyme nor reason regarding their appearance, other than they may appear where fairies celebrate and angels walk. Each plant contains 1d4 points of tass and can be found at places of power including ley line nodes and fairy mounds 10% of the time if the site has gone undisturbed for at least a year.

Magical Creatures

Creatures born of magic have tass hidden throughout their bodies, though no simple butcher has the technique to extract it. This magical energy is stored in different organs and fluids depending on the time of day, alignment of the stars, nature of death and the anatomy of the creature itself. Successfully extracting tass from a supernatural being requires a Knowledge Arcana roll DC 10 + 1 per point of CR. On a successful roll, 1 dram of tass can be extracted per two hit dice of the creature.

Tass taken from a sentient being is very dangerous to use. Such energy carries a part of the spirit of the creature and some say memories of its death. There is a 5% chance per point of the creatures CHA score that a curse will fall on either the wizard who uses the material or the object he creates. This chance is increased by 50% if the creature is normally infused with dark chi or negative energy. It is increased by another 50% if the creature is a normal resident of one of the outer planes (meaning that its earthly death was just a temporary setback).

Random Fortune

Occasionally a spark from the forge of the gods falls to the earth, a magical stone is generated from the union of earth and sky, something falls out of a rift, or is left by an angel. Such magical energies are potent and usually best used for one thing or another in particular. There is no accounting for luck so be thankful if you ever come across such an object.

Generating Tass

Sacrificing your Spirit

A magic user can permanently burn either two points from his constitution or one spell per day to generate tass for the creation of a magic item. This expenditure of personal energy creates 2 points of tass in the case of Con or 1 point per spell level in the case of a spell slot. A magic user can only perform this ritual 3 times in his life, as each use loosens his mortal coil. The fourth attempt requires a DC 25 Will save. Failure results in death.

Unholy Sacrifice

Tass can be created by performing a ritual sacrifice. Anything from a rabbit to a princess can be sacrificed in order to create the magical energy. In general, one point of tass is formed for every 3 points of the victim’s Charisma, with an additional point for any one of the following: royalty, virginity, magical ancestry, spell casting ability and superior physical fitness (the magical, fairy-blooded sorcerer, daughter of prince of Ansalon would be a very efficient victim).

In the case of unholy sacrifice, the object AND / OR the wizard receive a curse. This curse can often be predicted or selected by arranging a pact with a powerful otherworldly being. The curse will still be there and will never be lessened, but it can be made more convenient for the wizard and more favorable for the goals of the Alien Intelligence.

Distilling Tass

Sometimes a wizard can be so fortunate that he is able to build a stronghold on a place of magical power. For example, the Ivory Tower of the Order of Reason in London is built on the crossroads of several Ley lines. Such a stronghold must be constructed with the highest level of intelligence, with each and every stone placed in alignment with the stars and every room, hall, window and door arranged to draw in magical energy. Building a structure such as this requires some five times the cost of an ordinary stone building.

Each month, a single Craft Alchemy check, DC 25 can be made to extract a single point of tass from the air itself. The random nature of magical energies means that this check must be rolled (the wizard can’t simply take 10). With the GM’s permission, the alchemist can automatically generate an average amount of tass, including fractional amounts per month, based on his skill bonus.

Notes on Enchanting

This system isn’t necessarily designed to block player characters from making magic items. A great deal of time can pass between adventures, giving the party to distill tass. Besides that, the player characters will venture into the most magical places, giving the GM plenty of opportunity to place tass if he desires. The point of this system is to explain why the game world isn’t flooded with magic items just because there are wizards who could, in theory, make them. Tass is very hard to come by, very rare, and only the most adventurous are likely to turn up with much of it.

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