BRCS:Chapter three/Magic/Creating magic items

From BRWiki
Jump to: navigation, search

Main Page » Chapter three/Magic » Chapter three/Magic/Creating magic items


This article is a Birthright Campaign Setting (D&D 3.5/D20) page

The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.

Magical items are relatively uncommon in Cerilia. Although magical items can be created using the standard rules presented in the Player's Handbook, most Cerilian wizards prefer not to spend their vital essence (XP) and fortunes (gp) in the creation of miscellaneous disposable magical items. Cerilian artificers tend not to waste their efforts on the creation of minor devices. The magical devices that do exist in Cerilia are generally quite powerful, and rarely have a market value below 4000gp.

Variant: Regency-based magical item creation

Under this variant, regent artificers can use the power of their realm magic to empower magical items. Through the power of month long rituals, a regent spell caster may use regency pints rather than experience points as the vital energy required to creating a magical item. Regency point are spent in this manner are equivalent to 10 XP each. The use of these rituals, however, adds 32 days (one Cerilian month) to each item's creation time.

shortcut iconSee Also: Creating magic items using RP - a non-BRCS variant