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

 SkillCostNote
+•Arcane Amuletrics †800Theorems of Magics
+•Divine Wisdom †800Knowledge of Reality
+•Metallurgy II †700Knowledge of Reality
+-? Artifice Discipline (12 Areas) 800Magical Item Creation
   Artifice Research1000Methodology/Design Study

Arcane AmuletricsSorcery IILogic 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 WisdomDivine Accord IIFaith 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 IIMetallurgyMuse 14+
Details can be found under Metallurgy II in the Artisan-Craftsman Skills section.
Artifice DisciplineArcane Amuletrics or Divine Wisdom or Enchanted MetalWill 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