Magical Creation: Difference between revisions

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   | Push || +24 hours to Duration
   | Push || +24 hours to Duration
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   | Effect || Like Basic Conjuration, but may now conjure a magical weapon, shield, armor, or clothing from the caster’s chosen plane. Rank magical items can be created at a time, and the items resemble the plane of origin. When conjured weapons and shields appear in the caster's hand, while armor and clothing appears on the caster. While the duration is active the caster can dismiss the item into the Barrier as a Free Action, and recall it as a Fast Action.
   | Effect || As [[Basic Creation]], however the caster Creates a single magical weapon, shield, set of armor or clothing that appears to be from the caster’s chosen plane. These items also count against the sorcerer's maximum Created Item Limit. Magical Creations, however, benefit from a pool of Rank points the caster may apply as enhancement bonuses when Creating magical items for the duration of the spell. The caster gains an additional +1 to this pool at Rank 5, however no individual statistic may be raised beyond Rank.  


These conjurations gain a pool of Rank points to spend as enhancement bonuses. The caster gains an additional +1 to this pool at Rank 5. The bonuses stay assigned for the duration of the spell, however no individual statistic may be raised beyond Rank.
Making an item that requires more points than are left in the caster's enhancement pool OR exceeds the caster's Created Item Limit will destroy existing Created items at the sorcerer's discretion in order to free up sufficient resources.  


* Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, (and so on) but gain + Rank Enhancement
Created shields or weaponry appear in the caster's hand, while armor and clothing appears directly on the caster. For the next 24 hours, the caster can dismiss the item to its plane of origin as a Free Action and recall it as a Fast Action. Items generally retain their basic attributes as follows:
* Shields retain the attributes of the basic version of the shield, including defense, required strength, etc. but also gain + Rank Enhancement.
 
* Armor retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction, and gains + Rank Enhancement.
* Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, and so on.
* Clothing gains Immunity to Mundane (non-magical) Armor Piercing and gains + Rank Enhancement.
* Shields retain the attributes of the basic version of the shield, including defense, required strength, etc..
* Armor retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction.
* Clothing gains Immunity to Mundane (non-magical) Armor Piercing.


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Latest revision as of 21:02, 9 January 2021

Required Seed: Create 2
Range Self
Area 1 Object
Duration 24 hours
Casting Verbal, Somatic
Cast Action Standard
Cost 1 Mana
Push +24 hours to Duration
Effect As Basic Creation, however the caster Creates a single magical weapon, shield, set of armor or clothing that appears to be from the caster’s chosen plane. These items also count against the sorcerer's maximum Created Item Limit. Magical Creations, however, benefit from a pool of Rank points the caster may apply as enhancement bonuses when Creating magical items for the duration of the spell. The caster gains an additional +1 to this pool at Rank 5, however no individual statistic may be raised beyond Rank.

Making an item that requires more points than are left in the caster's enhancement pool OR exceeds the caster's Created Item Limit will destroy existing Created items at the sorcerer's discretion in order to free up sufficient resources.

Created shields or weaponry appear in the caster's hand, while armor and clothing appears directly on the caster. For the next 24 hours, the caster can dismiss the item to its plane of origin as a Free Action and recall it as a Fast Action. Items generally retain their basic attributes as follows:

  • Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, and so on.
  • Shields retain the attributes of the basic version of the shield, including defense, required strength, etc..
  • Armor retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction.
  • Clothing gains Immunity to Mundane (non-magical) Armor Piercing.