Magic Item Creation


Magic Items are cool, but translating wealth into magic items breaks the game (see d20). With that said, here are the rules on making magic items:

Magic Items are Made via Edges. Each Edge is available anytime the character Advances and is otherwise qualified to acquire the Edge. Please refer to the Fantasy Gear Toolkit (FGT), pgs 14-16 for an overview of magic item creation and general rules and limitations. In the spirit of brevity, these rules are omitted here.

Artificer
Prereqs: WC, Seasoned Trapping: Etched, scribed, or embroidered runes on item Effect: Select an item. Add +1 (to a maximum of +3) to an appropriate skill when using that item. In this case, appropriate means “somehow related to the enhanced skill”. The obvious example is a +1 to Fighting on a weapon, but +1 to Persuasion on a cloak is just as viable. Alternately, add +1 to damage to any weapon (to a maximum of +3 damage).

Improved Artificer
Prereqs: WC, Veteran Trapping: Etched, scribed, or embroidered runes on item Effect: Select an item. Add an Edge onto the item. Ensure that the Edge meets the rules and intent of the Improved Artificer Edge on FGT pg15.

Enchant
Prereqs: WC, Seasoned, Arcane Background: Arcane Trapping: Etched, scribed, or embroidered runes on item Effect: Select an item. Place a power you know into the item. Follow the rules and intent of the Enchant Edge described on FGT pgs 15 and 16.

Improved Enchant
Prereqs: WC, Legendary, Arcane Background: Arcane, Enchant Trapping: Etched, scribed, or embroidered runes on item Effect: Select an item. Place a power you know into the item. Follow the rules and intent of the Improved Enchant Edge described on FGT pg 16.

In all cases, work with the GM to get the item you want within the bounds of sanity. If you are trying to break the game, don’t bother.