Rules
Enchanted Realms Rulebook
Basic Game Rules
The Skills System
Artificing
Artificing
The skills for artificing are advanced powers designed to craft magical items. It is important to note this does not replace weapon or armor crafting to create quality and magical combat enhancements. This is for creating devices and items that have spell effects or other powers. The prerequisite can come from either a divine skill, a sorcery skill or enchanted metals. As a reminder, a formula of how to create an item must be known before the crafting can begin. Further, there are two other requirements to create an enchanted device. The first is consumable materials. The second is the artifice core. However, those details will not be explained here.
† Has Prerequisite
| Skill | Cost | Note | ||||
|---|---|---|---|---|---|---|
| +• | Arcane Amuletrics † | 800 | Theorems of Magics | |||
| +• | Divine Wisdom † | 800 | Knowledge of Reality | |||
| +• | Metallurgy II † | 700 | Knowledge of Reality | |||
| +-? | Artifice Discipline (12 Areas) | 800 | Magical Item Creation | |||
| Artifice Research | 1000 | Methodology/Design Study | ||||
| Arcane Amuletrics | Sorcery II | Logic 15+ |
|---|---|---|
| This skill is essentially a theoretical training needed before one can obtain one of the artifice disciplines. Further, certain artificing designs can only be made using a particular prerequisite; thus, while many items can be crafted using sorcery, some items will only be able to be crafted from this arcane skill. | ||
| Unskilled: Impossible | ||
| Karma Attainment: 3 weeks of tutelage | ||
| Divine Wisdom | Divine Accord II | Faith 15+ |
|---|---|---|
| This skill is essentially a divine blessing granted to the priest to have the understanding of how the chimerics of magical infusion works on a larger scale. It is one of the possible skills that can be used as a prerequisite to gain one of the artifice disciplines. Some magic items can only be crafted from this divine lore. | ||
| Unskilled: Impossible | ||
| Karma Attainment: A month of fasting and prayer | ||
| Metallurgy II | Metallurgy | Muse 14+ |
|---|---|---|
| Details can be found under Metallurgy II in the Artisan-Craftsman Skills section. | ||
| Artifice Discipline | Arcane Amuletrics or Divine Wisdom or Enchanted Metal | Will 15+ |
|---|---|---|
| This is the skill used to actually craft magical weapons, armors and devices; however, it is specific to a particular discipline of artificing. There are n-number disciplines. This skill can be learned for other disciplines separately, but disciplines marked as opposites cannot be learned once its diametric skill has been obtained. Further, a formula of how to create an item must be known. Like alchemy, formulas are traded, sold, shared, researched and stolen. Additionally, recipes are complex and must be written down. However, once a process is acquired and the necessary consumable materials and the artifice core have been obtained, the crafting can begin. There is a daily TM that must be rolled; bonuses to rolls are based on the prerequisite skill. When successful, that value is added to the running total. If the threshold value is reached before the expiration days for the item, then it is successful. If not, then the item fails. Either way, the consumable materials are destroyed and the artifice core may be. When performing this, the GM will provide additional details specific to the item being crafted. Upon gaining this skill, one common design will also be obtained. | ||
| Unskilled: Impossible | ||
| Karma Attainment: TBD | ||