mercoledì 16 settembre 2020

Magic Charms, by Aaron Hollingsworth

 This time Aaron presents us with a whole set of new rules.
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Magic Charms

 

A magic charm is a fine sized item in the form of a trinket, bauble, or other object that fits in the palm of one's hand. Each magic charm contains a small-yet-versatile amount of magic to help its user succeed. Magic charms come in a variety of shapes and sizes, and are usually no heavier than a marble or longer than a feather. 

 

Physical Description: Magic charms are fine-sized objects that come in a variety of shapes and can be fashioned from any material. The expected appearance of a magic charm is usually subject to its cultural background. For example: an honorary charm might take the shape of an eagle feather in one society and a metal pin or badge in another society. 

Whatever their shape, magic charms often take the form of a trinket on a small cord or fastened with a pin. Examples include, but are not limited to: keys, feathers, lockets, hearts, stars, shamrocks, rabbit’s feet, numbers, minerals, or old coins. A magic charm’s weight is considered negligible. Magic charms have AC 18, 5 hit points, and hardness 3. 

 

Activation: Anyone can use a magic charm once they are aware that it is a magic charm. Unlike other magic items, a magic charm is simple enough to be identified with a single casting of detect magic. Magic charms come in various types. See below for more information on types of magic charms. To attach and activate a magic charm, the magic charm must be tied to a worn or handheld item as a full-round action. Removing a magic charm is also a full-round action, but the object must be unattended. A worn or handheld item can have no more than one magic charm applied at a time. Breaking or destroying an object will instantly remove a magic charm currently attached to it. Magic charms are considered slotless items. 

A magic charm takes 24 hours to attune to the item it is attached to before it automatically activates. Once active, it can grant its benefits.    

 

Creation: Creating Magic Charms

To create a magic charm, a character usually needs some tiny bit of material to fashion the charm. This fine-sized object can also be produced with the prestidigitation spell. She also needs simple tools and other materials to fashion the charm to its finalized appearance. Alternatively, a magic charm’s final shape could be as simple as a feather one finds on the ground. The cost for the materials is subsumed in the cost for creating the item. Magic charms costs are half the market value of the listed item.

Certain spells are involved in the prerequisites for making the charm, and the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require. The act of working on the charm triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from the caster’s currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

 

Time Required Crafting a magic charm requires 1 hour for each 1,000 gp of the base price.

 

Feat(s) Required: Craft Magic Charm.

 

Skill(s) Required: Each magic charm has its own applicable skill check.

 

Types of Magic Charms

Magic charms come from a variety of cultural and magical traditions. The following is a list of magic charms by their various types.

 

GOOD LUCK CHARM

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight

DESCRIPTION

Good luck charms are highly prized for their versatility in altering one’s fortune. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 luck bonus to a single attack roll, skill or ability check, Saving Throw, or damage roll. A good luck charm can also be used to grant its bonus to the user’s Armor Class for 1 round (until the start of their next turn). A good luck charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell daze, prestidigitation; Skill Profession (gambler) DC 15; Cost 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

HERITAGE CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5);; Weight

DESCRIPTION

Heritage charms are racially specific charms that are intended for members of a certain race or ethnicity. They increase up to three separate racial bonuses the user possesses by +1, +2, +3, +4, or +5

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell bleed, stabilize; Skill Knowledge (local) DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

HONORARY CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5); Weight

DESCRIPTION

Honorary charms are usually awarded to individuals for their acts of valor or bravery.  Honorary charms can be used as a non-action to grant a +1, +2, +3, +4, or +5 competence bonus to single attack roll, skill or ability check, or Saving Throw. An honorary charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, virtue; Skill Intimidate DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

KEEPSAKE

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight

DESCRIPTION

Keepsakes are charms that recall the importance or significance of a friend or loved one.They can be used as a non-action to grant a +1, +2, +3, +4, or +5 morale bonus to a single attack roll, skill or ability check, Saving Throw, or damage rolls. A keepsake can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, know direction; Skill Profession (any) DC 15; Cost 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

MEMENTO

CL 1st; Price 420 gp (+1), 1,600 gp (+2), 4,000 gp (+3), 16,000 (+4), 50,000 (+5); Weight

DESCRIPTION

Mementos are charms that recall events, locations, or other information. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 insight bonus to a single attack roll, skill or ability check, or Saving Throw. A memento can also be used to grant its bonus to the user’s Armor Class for 1 round (until the start of their next turn). A memento can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell detect magic, guidance; Skill Knowledge (any) DC 15; 210 gp (+1), 800 gp (+2), 2,000 gp (+3), 8,000 gp (+4), 25,000 gp (+5)  

 

PROTECTIVE CHARM

CL 1st; Price 100 gp (+1), 300 gp (+2), 900 gp (+3), 2,700 gp (+4), 8,500 gp (+5); Weight

DESCRIPTION

Perhaps the most common form of magic charm, protective charms can be used as a non-action to grant a +1, +2, +3, +4, or +5 resistance bonus to a single Saving Throw. A protective charm can be used 3 times per day.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell resistance; Skill Stealth DC 10; Cost 50 gp (+1), 150 gp (+2), 450 gp (+3), 1,350 gp (+4), 4,250 gp (+5)  

 

SYMBOLIC CHARM

CL 1st; Price 320 gp (+1), 1,300 gp (+2), 3,000 gp (+3), 12,000 gp (+4), 40,000 gp (+5); Weight

DESCRIPTION

Symbolic charms represent a reverence toward a certain religion, philosophy, or code of conduct. They can be used as a non-action to grant a +1, +2, +3, +4, or +5 sacred or profane bonus to a single skill or ability check, Saving Throw, or damage roll. A symbolic charm can be used 3 times per day. Symbolic charms are too small to function as holy or unholy symbols.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Charm; Spell guidance, resistance; Skill Knowledge (religion, nature, or nobility) DC 15; Cost 160 gp (+1), 650 gp (+2), 1,500 gp (+3), 6,000 gp (+4), 20,000 gp (+5)  

 

Feat

 

Craft Magic Charm

You can create magic charms, a type of magic item.

Prerequisite: Caster level 1st.

Benefit: You can create a wide variety of magic charms. Crafting a magic charms takes 1 hour for each 1,000 gp in its price. To create a magic charm, you must use up raw materials costing half of its base price.

You can also mend a broken magic charm if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

See magic item creation rules for more information.

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