BRCS:Chapter three/Magic/Creating magic items
Main Page » Chapter three/Magic » Chapter three/Magic/Creating magic items
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.
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.
- a non-BRCS variant
Creating magic items using RP
|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.
, 11-21-2008 at 12:32 AM|
Last edited by , 10-23-2011 at 02:14 PM
0 Comments, 1,308 Views
Loading Selected Tab - Please Wait
Tags for this Page
By Sorontar in forum MainComments: 0Last Post: 08-07-2008, 06:46 AM
By Sorontar in forum MainComments: 0Last Post: 08-07-2008, 06:44 AM
By Sorontar in forum Birthright Campaign Setting 3.5Comments: 0Last Post: 08-07-2008, 06:35 AM
By Sorontar in forum Birthright Campaign Setting 3.5Comments: 0Last Post: 08-05-2008, 06:58 AM
By Arjan in forum D20 system reference documentComments: 0Last Post: 02-23-2007, 12:04 AM