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Sudo
2015-06-26, 06:01 PM
Major Schema and Creation Patterns

Summary
Major Schemas, Minor Schemas and Creation Patterns are the source of House Cannith’s wealth and power. A Creation Pattern is essentially a printing press for a particular type of magic item. The Major Schema defines how various magical effects are bound together, and Minor Schemas provide the initial magic. A special transmutation spell combined with the Transference spell (PHB II) converts crafting materials and a donor's XP into Raw Magic Crystals, suitable for use in a Creation Pattern. Thus, a crafter need only be able activate the Minor Schema attached to the Creation Pattern, and the schema handles the actual creation with no further input from crafter, taking drastically less time than a traditional crafting of the same item.

*Note: this is a work in progress and is subject to changes and refinements*

In the Magic of Eberron on page 122, it describes Schemas and Patterns being used in conjunction to create magic items; specifically to "quickly create hundreds of continual flame stones to be used in street lamps". Notice the words "quickly" and "hundreds" used together in a sentence related to creating magic items. Anyone who's played an Artificer knows how much of a headache the restriction of "one item per day, no matter how simple" is, and I'm sure every one of them read the fluff about Schemas and Creation Patterns and immediately tried to find more about them. Unfortunately, there really isn't anything officially released, except for a three part adventure featuring a sentient creation pattern that has the adventurers collect 4 schemas for it. Fun sounding adventure, but only tiny hints about how Schemas and Creation Patterns and Creation Forges actually work.

I'm sure someone at WotC had something amazing all written up for the mechanics of a crafting system based on Major Schemas and Creation Patterns, but could never get the economics of them to balance. Anything that allows you to get around the time restriction associated with magic item creation is going to be abused, no matter what increases in gold and XP costs there are. An intelligent character can easily convert money and cohort XP (with the Transference spell) into profitable and sellable goods or power with only a small initial investment. "Need your army of 500 outfitted with +1 keen orcbane longswords and +1 mithral breastplates of speed? In a week? Sure! That'll be 50 million gold, please. Too much? Ah well, I'm sure the wizard down the road could do it for you for 17 million gold, and you can ask Warlord Bloodtooth and his band of orcs to just hang out in the hills for the next 47 years until you're ready."
This is my first attempt at creating a homebrew system, and I'm not sure how balanced the mechanics will be. I tried to keep the crafting scale in line with what players would be able to do normally, while giving the DM a well defined method of arming an army in a short period of time. Any thoughts, confusion, suggestions and insights into better balancing what I've established here are welcome. Any reports from play testing on player responses are great too.

Any DM who has run a campaign with an optimized and intelligent party knows that it can be difficult to craft encounters that challenge, but don't overwhelm, the characters. This is generally because the encounter guidelines make an assumption about the average party strength at a given level, and the capabilities they can handle.

The Major Schema and Creation Pattern mechanic isn't really going to change that, but it will allow PCs to simply have what they want and not spend hours of game time searching through shops or negotiating with a crafter. If there's an NPC that can just set up a mold and say, "thanks for the gold, place your hand here" and then hand over exactly what they wanted a few hours later, then that's a lot of both in game time and play time saved.


Now the part you’ve all been waiting for: what’s actually required for a Major Schema and a Creation Pattern to work.

For a system like this to work, each part must be standardized. Input gold/raw materials and the binding XP values must be universally acceptable. Creation Patterns should have spaces to fit compatible Minor and Major Schema and accept the input raw materials. Major and Minor schemas must fit any Creation Patterns, but inform the crafter if an incorrect combination is attempted, without failing explosively. Each crafter will likely have their own standards, and Minor Schemas, Major Schemas and Creations Patterns from different lands or times are unlikely to be compatible, though successfully deciphering their secrets can aid in crafting copies in the modern style. The following paragraphs attempt to define each of these elements briefly, with more detailed descriptions following in later sections.

The “raw magic materials” needed for traditional item crafting are very poorly defined and generally intended to be a way to force players to dump gold into item creation. Rather than simply transmuting gold into some kind of magical material (which would logically result in all gold eventually disappearing), a more renewable approach is necessary: transmuting raw materials collected by NPCs into Raw Magic Crystals. This material is the only source of power and value that goes into a magical item crafted with a Creation Pattern.

A Creation Pattern is enchanted with the magical process of applying effects to a particular type (and size, if applicable) of item, such as Short Swords for a medium character, breastplates for a large character, rings, belts or wands. Since magical slotted items (belts, masks, bracers, etc.) except armor resize themselves for any character, Creation Patterns for these types of items are always medium sized. Each pattern has space for 4 minor schemas and one major schema.

A Major Schema is the template which governs how various spell effects and the base magical enhancement bonus (if applicable) are bound together and manifest. It has been almost completely abstracted from any relationship to the type of item being enchanted, allowing the schema to focus entirely on spellcraft, activation options and final effects.

A Minor Schema is the the original source of an item’s spell. They function as reusable scrolls, so anyone able to use spell completion items can utilize them. When attached to a Creation Pattern, they can be powered with Raw Magic Crystals at the same rate as creating a new scroll of the given spell.


Magic Crystals are an attempt to logically abstract away the "Raw Magic Materials" required for crafting that are never really defined for each item. It is assumed that the crafter knows what will be needed for any given item, and during the "crafting time" goes out and buys these items. This concept wears a little thin when an artificer's Dedicated Wright is stuffed in a portable hole, after only an hour's effort by the artificer while they're out in the middle of nowhere. The concept for Magic Crystals is that the raw magic materials are miniaturized and held in stasis in a special extra planar space, and when a crafter (either manually or with a Creation Pattern and Major Schema) needs a particular item the crystals act as interchangeable tokens for these items. As they were designed to be stockpiled, Magic Crystals from any crafter are usable by any other crafter or any Creation Pattern.

It can be assumed that the process and formulation of Magic Crystals are so ubiquitous (unless the DM wants to limit crafting of this type) that even ancient or foreign Magic Crystals are just as usable as those created in the campaign's scope. This allows it to be used as a lightweight universal currency by any character. It also allows for the concept of NPCs with class levels "selling experience" to career Magic Crystal crafters, who make a living producing Magic Crystals for the major crafting houses. PCs can buy Magic Crystals for 1000 GP per ounce from these special vendors, or sell them for 750 GP per ounce to any vendor that is aware of its worth (such knowledge is determined by the DM). Certain NPC crafters (with an appropriate Diplomacy check) may buy Magic Crystals for 1000 GP per ounce, making it a true replacement for gold.


The positive ratio between crafting costs and sellable value allows a PC crafter to make 6.25 GP per invested experience point when crafting Magic Crystals. This means a potential maximum of 2000 GP (320 XP) per day if the crafter produces the maximum amount per day. While this may seem like a lot, the DM can control this by enforcing a rule that PCs can only donate up to their character level of XP points per day, which for a group of 4 characters that are 5th level, a maximum of 125 GP of profit can be created per day. The only exception would be XP donated by the PCs for a specific agreed upon item that will be crafted and then used by a specific person (not for general sale). A Profession (magic crystal) check produces double the check result in gold per week, as the character finds willing XP donations from NPCs in the city; a natural 20 on the roll produces 4 times the check result amount of gold, while a 1 produces no gold. Alternatively, the PC can opt to keep the Magic Crystal that was crafted, and utilize it in his own crafting projects; in this case, the roll on the profession check produces 8 times the roll result of Magic Crystal but the crafter loses 6 times the roll result of gold. The amount spent reduces to 5 times the roll result if the crafter has both the Extraordinary Artisan and Legendary Artisan feats.

Ongonix the Artificer owns a magic item shop in a major city. He has invested considerable time effort into advertising and networking in the city (representing 4 skill ranks in Profession:Magic Crystal Production), and has a number of people willing to sell a small portion of their experience to him. These donors are generally adventurers, guards, thieves or other characters that generally gain experience in the world on a regular basis. If they are in town, they know to be at Ongonix's shop a specific time; Ongonix harvests a small amount of XP with a Transference spell, pays the donors an amount relative to their donation, and crafts Magic Crystal.

Let's say Ongonix's player rolls a 12 on Ongonix's Profession check, which means a check result of 16. Ongonix crafts 128 GP worth of Magic Crystal that week, spending 96 GP in the process (Ongonix does not have the Extraordinary Artisan or Legendary Artisan feats). He can keep what he created and utilize it in his own projects, or sell it to House Cannith and keep 32 gold.
The DM can limit revenue in a given setting or city by setting a DC for success (i.e. for finding willing donors), but the expensive setup and skills involved entitle the character to higher than basic wages when spending time in this way. The crafting PC cannot be working on other crafting projects in the week that he spends practicing this profession.


Another possibility is allowing PCs to sell their XP for either gold or donate XP for a discount on a commissioned magic item. One point of XP is worth 5 GP; a PC can donate a maximum of their character level if the donation it is not for a specific item, otherwise their character level squared times 10 (up to the amount required for the item to be created). They are unable to donate if doing so would result in level loss.

Teardrith the Paladin (16th level) commissions a 42,000 GP enchantment for her Greatsword from Ongonix the Artificer. She offers to donate some of her XP to offset some of the crafting expenses. A total of 1680 XP is required, and Teardrith can donate a maximum of 2560 XP at her current level. Since she can donate the entire amount, she gets the maximum discount of 8400 GP off of the final price she will pay for the enchantment. This donation requires an additional 3 days of crafting (42,000 / 16,000 rounds up to 3, with 16,000 being the market price of 8 ounces of RMC, the maximum craftable in one day) if Ongonix is using a Creation Pattern, Major Schema and Minor Schemas; otherwise he can utilize the XP as normal for the Transference spell (and spend 42 days crafting).



The Raw Magic Crystals in the crystal vial before you appears to be a course green sand. Each crystal is a short hexagonal column with pointed ends, slightly larger than a typical grain of sand. It glows faintly, and seems to clump occasionally in random shapes (recognizable as various raw magic materials) when poured.

Raw Magic Crystals (RMC) are a universal crafting component developed in ages long past during a time of magical industrialization. It functions as both the raw materials (GP) and binding energy (XP) that are normally incorporated into a magical item. It is the key to fast, automated magic item creation when utilized in a Creation Pattern.


The Telemat Repository is an ancient magical exchange system established by artificers to simplify item creation. It is primarily an extra-dimensional space containing a huge reserve of crafting materials in stasis, as well as a magical intelligence that monitors and controls transactions to and from the reserve. The ability to create RMC requires a connection this repository, which takes time and effort to establish, but the result is a potential 16 fold reduction in crafting time, profession possibilities, and the ability to craft anywhere.

Step 1: Telemat Powder
First, a crafter creates a special material teleportation ("telemat") powder, costing 2000 GP and 160 XP for 10 lbs, and the Craft Wondrous Item feat to make, as well as several spells (see the New Magic Items section under Character Options for more details). Other casters may assist with the spell requirements, but the materials and XP must come from the crafter.

Step 2: Visit providers
Next, the crafter spends a month in a town or populated area talking with the locals. Each person is informed on the type of materials to provide (wood, bat guano, black threads, gem dust, etc.), and drinks a small amount of Telemat Powder mixed into water. Telemat Powder magically provides knowledge which aids the person in knowing what types of material are needed and their value, as well as linking them to the Telemat Repository. A single person can provide materials to multiple crafters.

Step 3: Define Teleportation Zones
In each town (or shop), the crafter outlines an area where raw materials are to be deposited. The crafter can share areas with other crafters. When crafting materials are placed in the area, they are immediately shrunk and teleported into a massive extra-dimensional zone shared by all crafters utilizing Telemat Powder. The magic of the Telemat Powder bond determines the true provider of the material, and teleports an appropriate amount of gold to this person. The bond can be negated with a Will save (DC 0, which helps to prevent exploitation of bonded NPCs), death or changes in alignment. Teleportation zones are only visible and usable by bonded providers. They cannot be effected by anything less than Mordenkainen's Disjunction, but it requires somehow seeing through a bonded provider's eyes to target the zone.

Step 4: Repeat steps 2 and 3
The crafter must distribute at least 10 lbs of Telemat over the course of a month; using more powder or spending more time adds no additional benefit. It is assumed that the population visited during this time can support the maximum amount of daily RMC production possible by the crafter.

Step 5: Connect to the Telemat Repository
After all the Telemat as be distributed, the crafter spends 8 hours channeling the Link to Telemat Repository spell (see New Spells under Character Options), with no interruptions, mentally visiting every location and person he marked with his Telemat and fixing them in his mind. This permanently links him to Telemat Repository, where he can pay gold and retrieve materials. At this point he is considered to have the Access to Telemat Repository feat.

Crafting RMC
Any caster can transfer a small amount of gold to the Telemat Repository using the Crafter's Exchange spell. To truly take advantage of the potential however, a crafter must gain the Access to Telemat Repository feat which grants access to the Greater Crafter's Exchange spell. The process of crafting appears to instantly transform a small amount of currency (gems, precious oils or measured weights of platinum, gold, silver or copper, or any other items that PCs can buy for the same amount as sell) into RMC after channeling the spell for between 1 and 8 hours, but in actuality the caster is spending XP and teleporting the currency, which results in the creation of RMC.

There are two primary types of RMC: green and red. Green RMC is truly universal, and can be utilized in the crafting of any item. Red RMC is created using the donated XP of other creatures (by way of the Transference spell) that was intended for the creation of a specific magic item. Once that item has been crafted, any remaining red RMC disintegrates (wasting the invested GP value) and the remaining XP is returned to the donors in amounts proportionate to their donation. The Transference spell can also be used to create RMC specifically, but only 40 XP obtained in this way can be utilized per day. Any unused XP donated for the production of RMC is maintained until used or he casts Transference again, or the crafter starts another crafting project, and in either of the later cases the remaining XP returns to the most recent donors.

RMC Production Limits
A crafter can create a maximum of 8 ounces of RMC per day, of either red (using XP donated for a specific item) or green (using his own XP and/or up to 40 points of XP donated for RMC). Only one color of RMC can be crafted on any given day. RMC is a consumable magic item, and as such its creation prevents any other magical crafting on a given day.

RMC can be created in bulk, up to 8 ounces per day; this amount is only a maximum, and less can be created if desired (1 hour = 1 ounce of RMC). Thus, a maximum crafting equivalent of 4000 GP and 320 XP of RMC can be produced per day. The transmutation process is not efficient, however, and the crafter must contribute 50% more gold and XP to craft the resulting equivalent amount of RMC; 6000 GP and 480 XP. This inefficiency can only be countered with the Extraordinary Artisan (GP reduction) and Legendary Artisan (XP reduction) feats from ECS, which together allow the crafter to produce RMC at its crafting value (4000 GP and 320 XP produces 8 ounces of RMC). These feats also apply when using RMC in traditional crafting efforts, but not in conjunction with a Creation Pattern. The process of creation must begin anew each day, but can be handled by a proxy (such as a Dedicated Wright) after 1 hour of crafting.

Value
An ounce of RMC is the equivalent of 500 GP of gold and 40 XP when used in calculating item creation costs. An ounce of green RMC can be sold to any shop for 750 GP, or to friendly vendors for up to 1000 GP per ounce with a successful Diplomacy check. Red RMC cannot be sold. Players may also pay for items and item enchantments directly with RMC at the same rate that they would receive gold. Lastly, RMC can be used as a direct replacement for the magic materials traditionally used in item creation, allowing a caster with an Item Creation feat to purchase RMC craft items without.

Summary
A crafter must be on friendly terms with at least one large group of NPCs, pay 2000 GP, 160 XP and two days to create the necessary teleportation dust, and then spend a month (30 days) traveling amongst the NPCs to designate the gathers and pickup zones. At the conclusion of this time, he forges a connection to the ancient Telemat Repository and gains the Access to Telemat Repository feat. He can then spend up to 8 hours contributing gold and XP, creating magical anchors (which manifest as RMC) to the magic material repositories.


Concentrated Magic Crystals (blue or orange, abbreviated CMC) can be transmuted from RMC at a rate of 1 ounce of CMC per 1 pound of RMC, and be used at a rate of 16000 GP and 640 XP per ounce. Up to one pound of CMC can be transmuted per day, though less is usually needed. Again, this transmutation is item creation and prevents any other item creation in that day.


Pure Magic Crystals (purple or yellow, abbreviated PMC) can be transmuted from CMC at a rate of 1 ounce of PMC per 1 pound of CMC, and be used at a rate of 256,000 GP and 10240 XP per ounce. Up to one pound of PMC can be transmuted per day, though less is usually needed. Again, this transmutation is item creation and prevents any other item creation in that day.



The heavy metal object has a handle and latches on one side and hinges opposite them, with a seam running around the perimeter. The top surface has four long, narrow depressions with a raised circle next to each, and a larger diamond shaped depression with a larger raised circle above it. Each raised circle has a small hole in the center. Below the diamond are two raised cylinders that illuminate red when touched. When opened, there is a space shaped like a sword.

Creation Patterns come in three varieties, Least, Lesser and Greater. Greater Creation Patterns are generally only seen in Epic level games.


A creation pattern is a hinged mold which is sized for a specific item. When a suitable masterwork item is placed inside, in can be enchanted as specified by the Major Schema with an enchantment that requires up to 4 spells total. Items with spell effects can be upgraded, but all spells present on the item must be present on the forge.

The process for using a creation pattern is fairly simple. Once all Minor Schemas are in place, the left button can be pressed and it remains flush with the surface of the Creation Pattern indicating readiness. If the configuration of Minor Schema is wrong, or the Major Schema does not apply to the item type of the Creation Pattern, or the pattern indicates a cost greater than the maximum supported by the Creation Pattern, the button will not lock. If the setup is valid, each of the raised circles described in the flavor text extends upward, forming a cone like the inside of a funnel. The crafter need only fill each cone with RMC; the Major Schema dictates to the Creation Pattern how many ounces of RMC will be necessary.

Minor Schemas that have not yet been used on any given day are already powered, but subsequent uses require additional RMC sufficient to create a scroll (amount = spell level x caster level x 25 / 2) of the spell at the caster level specified in the item’s description (a custom item’s caster level is at the discretion of the DM). Then, the crafter presses the second button and all the RMC drain into the Creation Pattern and the funnels retract. The final step is for the crafter to activate each of the attached Minor Schemas as spell completion items. Any casting specific decisions must be made at this time, such as for a Bane weapon deciding the creature type or an Elemental Resistance item choosing the energy type. Once activated, the Creation Pattern locks shut and the runes on the Minor and Major Schemas begin to glow. If any of the schemas are removed (requires a DC 25 strength check while enchanting) or the Creation Pattern is broken open (it has hardness 12 and 50 hit points), the enchanting fails and all invested RMC is lost.

Enchanting an item requires one hour per 1000 GP in the base price, up to a maximum of a 32000 GP item. This limitation is based on the Creation Pattern only being able to handle a maximum of a pound of RMC. This limit prevents the creation of anything greater than a +4 weapon or a +5 armor, most Staffs and a majority of the rings.

The advanced enchanting methods involved in Rod and Ring creation and the more complicated triggering mechanisms related to activating Spell Trigger items (such as Wands and Staffs) increases the creation costs of Creation Patterns for these items by 10,000 GP, 400 XP and 10 days (basically any feat that creates a single type of item requires this additional cost). Least Creation Patterns can be created that are smaller and have fewer numbers of spaces for Minor Schemas; for each space removed, subtract 500 GP from the base price. Once created, a Least Creation Pattern cannot be upgraded. This helps to defray the cost of Wand and Ring Creation Patterns, as these typically have only a single spell required for their creation.

A Creation Pattern cannot be created that creates other Creation Patterns or Spell Completion items (such as Scrolls and Minor Schemas).

Requirements: Craft Wondrous Item, the Item Creation Feat of the target item, DC 15 Craft(Metalworking), Fabricate

Market Price: 4000 GP

Cost to create: 100 GP for Masterwork Metal Mold and 1 day, 1950 GP + 156 XP, 4 days to enchant

As the Least Creation Pattern, but it can support up to 8 spell effects on a single item and a maximum market price limit of 200,000 GP (or 512,000 GP if epic) and utilizes Concentrated Magic Crystals in a second funnel. Each crystal funnel has a green or blue sheen that indicates which crystal type should be used; incorrect crystals (or mixed crystals) drain into the interior space and must be removed and sorted before the creation pattern can be used again.

Lesser Creation Patterns can be created that are smaller and have fewer numbers of spaces for Minor Schemas; for each space removed, subtract 500 GP from the base price. Once created, a Lesser Creation Pattern cannot be upgraded.

Requirements: Craft Wondrous Item, the Item Creation Feat of the target item, DC 15 Craft(Metalworking), Fabricate

Market Price: 8000 GP

Cost to create: 200 GP for Masterwork Metal Mold and 1 day, 3900 GP + 312 XP, 8 days to enchant

As the Lesser Creation Pattern, but it can support up to 16 spell effects on a single item, and a maximum item value of 8,192,000 GP (epic) and utilizes Pure Magic Crystals in a third funnel. Each crystal funnel has a green, blue or purple sheen that indicates which crystal type should be used; incorrect crystals (or mixed crystals) drain into the interior space and must be removed and sorted before the creation pattern can be used again.

Greater Creation Patterns can be created that are smaller and have fewer numbers of spaces for Minor Schemas; for each space removed, subtract 500 GP from the base price. Once created, a Greater Creation Pattern cannot be upgraded.

Requirements: Craft Wondrous Item, the Item Creation Feat of the target item, DC 15 Craft(Metalworking), Fabricate

Market Price: 16000 GP

Cost to create: 400 GP for Masterwork Metal Mold and 1 day, 7800 GP + 624 XP, 16 days to enchant



The diamond shaped plate of metal is covered with runes and arcane diagrams, depicting the complex interactions of a number of spells, magical effects and triggers.

Creating a Major Schema is more of an academic exercise when compared to the process of creating a normal magic item. It has no function outside of a Creation Pattern, and it only applies to a specific magical effect. It can only be used to apply the effect on certain types of magic items which can support it; for instance, a schema designed to apply a Bane effect to weapons would fail to activate on a Creation Pattern designed for enchanting belts. Any item that has the same exact effect as another item can share a Major Schema, but even a small difference in effect requires a different schema; differing costs based on the targeted item are handled by the interaction of the Major Schema with the Creation Pattern. For example, gloves that provide a +4 enhancement bonus to Dexterity would use 8000 GP worth of RMC, while a circlet that provides the same +4 enhancement bonus to dexterity would cost 12,000 GP due to the circlet being a non-standard location for Dexterity bonuses (see sidebar on body slot affinities in DMG pg 288). It is primarily up to the DM to verify and approve pricing for custom items.

The process for creating a Major Schema is different from most other checks involved with magic item creation. The crafter must make both a Knowledge (Arcana) check (DC 15 + highest spell level x number of other spells on the item or the effective bonus, whichever is higher) and a Spellcraft check (DC 20 + highest spell level x number of other spells or the effective bonus, whichever is higher) in order to successfully integrate the spells. Treat an enhancement bonus as a spell of the same level as the bonus. This check can be made once per hour any number of times, but both checks must succeed in the same hour time period; the crafter can take 10 but not take 20 on these checks. Scribing a Major Schema requires a special pen (see Magic Item section) that utilizes RMC as an ink source. A successful crafting attempt results in the ink burning permanent physical etching into the surface of the plate. A failed attempt wastes the requisite 250 GP worth of RMC, but the plate can be wiped clean and reused. Creating a Major Schema does not count as magic item creation and can be attempted as often as desired, and on the same day that other crafting was performed.

As an example, to create a Major Schema for a +1 shocking burst enchantment, the crafter would need to make a DC 27 (15 + 3 x 4, Lightning bolt is a 3rd level spell, and the effective bonus is +4, since shocking + shocking burst = +3 enhancement bonus) Knowledge (Arcana) check and a DC 32 Spellcraft check in the same hour period in order to create the necessary schema.

If a crafter is presented with a Major Schema he is unfamiliar with (such as one from a rival house, foreign land or ancient time), he can make a Spellcraft check (DC 25 + highest spell level x number of spells or the effect bonus, whichever is higher) to determine its purpose. He can take 10 or 20 on this check and repeat as often as desired. Successfully deciphering the schema grants him a +10 circumstance bonus when copying the schema onto a Major Schema compatible with his Creation Patterns.

Requirements: Scribe Scroll, Knowledge (Arcana) check, Spellcraft check, an Etching Pen loaded with 250 GP (1/4 ounce) of RMC

Price: 300 GP

Cost to create: 50 GP for a specially prepared steel plate, 250 GP worth of RMC


The guidelines for creating Minor Schema are outlined on page 122 in Magic of Eberron, but Minor Schemas for use in Creation Patterns must be etched on specially prepared sections of narrow metal plates.

All enchanting of armor requires a Minor Schema of Magic Vestment of the matching caster level (4th for +1, 8th for +2, etc.). All enchanting of weapons requires a Minor Schema of either Magic Weapon if the enhancement bonus is +1 or Greater Magic Weapon of the appropriate caster level for bonuses of +2 or greater.

The caster level for all other Minor Schemas must be at least the caster level of the item being created.

Requirements: Etch Schema, Craft(metalworking, DC 10), the spell to be scribed

Price: Spell level x Caster Level x 400

Cost: Price/2 in GP, Price/25 in XP, Price/1000 in days (rounded up)

Major Schema and Creation Patterns can be worked into just about any campaign, and can be used as plot hooks, treasure, or even as a way to completely replace magic item shops in the game. If items made with Creation Patterns are common and ubiquitous, the DM can rule that their value (but not their effectiveness) can simply fall to 75% of their market price, making them less desirable to PCs, especially if their creation costs are inflated by 25%. The goal is to add options and flavor to magic items in a capitalist-minded way without breaking the economic balance of the world.

The following are basic use cases:

The PCs discover a chamber in the ruins of an ancient magical city. There are a number of mysterious metal objects that seem similar to molds, except that they're a little too big for the items the characters carry. On the walls and scattered around the room are a number of plates, both long and thin and diamond shaped. There seem to be indentations on the top surface of the molds that match the size and shape of the plates. In a locked chamber nearby are a number of crystal vials containing a fine green sand. The party spell caster must make a DC 25 Spellcraft check (or cast Read Magic) to understand what the Minor Schema are and which spell they inscribe, and must succeed a DC 30 Spellcraft check when reading a Major Schema to identify the spells necessary for the inscribed item enhancement. Basic logic will lead the players to the fun of enchanting their own items. Optionally include a Disenchanting Box to convert unwanted items into Raw Magic Crystals for future use.


Non crafting players can commission exactly what they want from a well established crafting house. They may donate XP (with some restrictions) to reduce cost of the item, and pay for some or all of the price with Raw Magic Crystals they found on their adventures. They can return in [Base Price / 1000] hours to get their item, which means far less party down time waiting for items to finish being crafted (maximum in a non-epic game is a little over 8 days, rather than almost 7 months). Spell casting players can discover Minor Schemas, Major Schemas and Creation Patterns on their adventures, or buy them from well established crafting houses, and follow the basic usage procedures to enchant a limited assortment of items. They must also purchase (or craft) the Raw Magic Crystals that power the Creation Patterns.


Non crafting players can attempt to commission enchantments from a poorly established crafting house, but the house may not have the necessary Minor Schema and Creation Patterns. When establishing the crafting house's capabilities, roll on the random treasure tables (MIC Appendix 2, Table A-1) for the appropriate character levels, and then extrapolate which Minor Schema and Creation Patterns they have. When the crafting house attempts to make the Major Schema for the new item selected by the player, assume that they have the skill to create the Major Schema only 25% of the time. Roll a D20; each result less than 15 adds 500 GP and an hour of crafting time to the price charged to the players. This provides a new possible treasure type as the PCs might discover an ancient Major Schema for a particular combination of effects, and they potentially save money. PCs may donate XP to reduce cost of the item at a rate of 5 GP per point of XP, but only . They can return in [Base Price / 1000] hours to get their item. If the crafting house does not have the Creation Pattern for a desired item type, the players can commission its creation for the cost (half the price, no XP) listed in the Creation Pattern description; they pay the GP and have to wait for the Creation Pattern to be constructed (generally 5+ days).


PCs can be hired by the crafting house during downtime and paid a wage relative to their player level, alignment and skills; high Knowledge (arcana) and Spellcraft checks mean that a player can script Major Schema reliably, which is highly valuable to the NPC crafting house. Having the ability to reliably cast spells from spell completion items and an alignment of Lawful means employment in the Creation Pattern hall. Etching Minor Schemas is a highly sought after skill, as it increases the house's coverage of available spells.


As with Non-crafting PCs, except that the PCs may take feats to build their own Minor Schema, Major Schema and Creation Patterns. They are also be strongly encouraged to perform the month long process to be able to craft Raw Magic Crystals, as purchasing it negates most of the savings that crafting brings.


As with Non-crafting PCs and mysterious objects, except that the PCs may build their own Minor Schema, Major Schema and Creation Patterns, and the Disenchanting Box is present. Since this situation is generally post-apocalyptic, there aren't enough NPCs around (or the knowledge is simply lost) for creating Raw Magic Crystals efficiently from raw magic materials. They can either enchant slowly and traditionally or convert unwanted items at a loss.

Sudo
2015-06-26, 06:02 PM
You may craft Raw Magic Crystal quickly and efficiently.
Prerequisites: Any crafting feat, 1st level or on successful casting of the Link to Telemat Repository spell
Benefit: You may now craft Raw Magic Crystal at a rate of 500 GP per hour, and the XP cost is reduced to 40 XP per 500 GP of RMC. This is possible through the channeling of the Greater Crafter's Exchange spell (see New Spells below).
Special: This feat may not be taken as a feat granted due to character level advancement, and is lost on character death



Through long study and practice, the secret to crafting Creation Patterns is now yours.
Prerequisites: Any Item Creation feat
Benefit: You may now craft Creation Patterns for any items for which you have the associated Item Creation feat.
Special: Artificers may select this feat as one of their bonus feats.




School: Conjuration
Level: Artificer 1, Wizard 2, Sorcerer 2, Cleric 2, Druid 2
Components: S, V, M, XP
Casting Time: 1 hour per 150 GP spent, up to 8 hours total per day; see text
Range: touch (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As Ongonix intones the final phrases of the spell, a green glow radiates from the pile of gold coins in front of him. An instant later, the gold vanishes and a small pile of softly glowing green sand appears in its place.

In ages long forgotten, the Telemat Repository was established to standardize the materials needed for the crafting of magic items. Any spell caster can access the repository using the Crafter's Exchange spell, though it is a slow and expensive process. By spending at least an hour channeling the spell, the caster can exchange 150 GP worth of currency (gems, gold, silver, copper) and 10 XP for 100 GP worth of green Raw Magic Crystals.

A caster can resume the casting of an interrupted spell, but may only spend a total of 8 hours per day channeling the spell. Spending less than an hour wastes the spell slot, but a second casting within 8 hours resumes the duration of any previous casting. The caster must intentionally complete the spell in order for the exchange to occur.

The caster may not perform any other magic item crafting on a day in which he cast this spell. The caster may only utilize his own XP (either personal or from a crafting reserve); any XP obtained through the Transference spell is immediately returned to the donors if this spell is cast. Therefore, only green RMC may be produced with this spell.

Material Component: the currency to be exchanged

XP Cost: 10 XP per 150 GP exchanged


School: Conjuration
Level: Artificer 2, Wizard 4, Sorcerer 4, Cleric 4, Druid 4
Components: S, V, M, XP, Access to Telemat Repository feat
Casting Time: 1 hour per 750 GP spent, up to 8 hours; see text
Range: touch (see text)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

As Crafter's Exchange, except as noted above or as follows.

A spell caster who has gained the Access to Telemat Repository feat may channel Greater Crafter's Exchange to exchange 750 GP of currency and 50 XP for 500 GP worth of green or red RMC. Red RMC is the result of using XP obtained through the Transference spell intended for a specific item as the XP Cost of Greater Crafter's Exchange. XP intended for an item may not be mixed with personal XP for the casting of Greater Crafter's Exchange, and only one type (red or green) of RMC may be created per day. Transference may be cast any number of times as long as the specified item remains the same, and it remains until it has been entirely utilized to create red RMC or crafting is begun on a different item. If XP must be returned, it returns in full amounts to the most recent donors. Red RMC may only be used for the crafting of the intended item, and once that item is complete all remaining red RMC disintegrates, returning the XP to the most recent donors and wasting the exchanged gold.

If the agreed on item from the Transference spell is specifically green RMC, only 40 XP of this type may be used per day; however, the caster may utilize his own XP to craft up to the maximum. Any amount of XP may be donated for this purpose, but any remaining XP is returned in proportionate amounts to the last donors upon either the next casting of Transference or the beginning of the crafting of any other magic item.

Material Component: the currency to be exchanged

XP Cost: 50 XP per 750 GP exchanged

Special: Casters who have the Legendary Artisan feat only pays 40 XP per 750 GP exchanged. Casters who have the Extraordinary Artisan feat may exchange 500 GP per hour to produce the same amount of RMC. Casters with both feats create RMC at its usable value (40 XP and 500 GP).


School: Universal
Level: Artificer 2, Wizard 4, Sorcerer 4, Cleric 4, Druid 4
Components: S, V, F, Special
Casting Time: 8 hours; see text
Range: personal
Duration: Permanent
Saving Throw: None
Spell Resistance: No

The casting of this spell is the culmination of the process of linking to the Telemat Repository. See the spoiler in the Mechanics section under RMC for details on the process. If the process meets with the Telemat Repository's requirements, the spell succeeds and the caster gains the Access to Telemat Repository feat.

If the caster dies and is resurrected, or is the target of Mordenkainen's Disjunction, he loses the Access to Telemat Repository feat and must cast this spell again. If the focus is lost, the entire procedure must be repeated.

Focus: the container used to hold the Telemat Powder

Special: the caster must have completed the month long process of distributing 10 pounds of Telemat Powder


School:
Level: Artificer 5, Wizard 6, Sorcerer 6, Cleric 6, Druid 6
Components: S, M, at least one crafting feat
Casting Time: 1 hour per ounce produced, up to 8 hours; see text
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell allows a crafter to refine RMC into CMC, or refine CMC in PMC.

One pound of RMC becomes 1 ounce of CMC.

One pound of CMC becomes 1 ounce of PMC.

There is no loss in value, and no cost in terms of XP, but no other crafting may be performed on the day in which the crafter casts this spell. However, the crafter may resume crafting of the same type of magic crystal that was initially being crafted if interrupted by casting the spell again. This crafting cannot be perpetuated by an assistant such as a Dedicated Wright.

Material Component: the magic crystal to be refined




Price (Item Level): 20,000 GP
Body Slot: —
Caster Level: 12th
Aura: Medium; (DC 12) conjuration, divination
Activation: 1 Standard action; see text
Weight: 1000 lbs

A Disenchanting Box was designed to recover RMC from unwanted magical items. Only artificers can craft these items, and it was first developed when an infamous customer made a large order of specialty use items and then failed to pay on delivery. Having no other buyers, they created this device to recoup a portion of their losses.

It is large, weighing 1000 lbs and measuring 5 ft wide x 5 ft tall x 10 ft deep, and opens to accept items intended for use by Large or smaller creatures. Any non-magical items, artifact items or legendary items placed inside prevent the disenchanting function from beginning. When a suitable item or items are placed inside and the door closed, it locks shut. As long as the door can close, any number of items can be placed inside. For each 1000 GP in the item’s base price, the door remains locked for one hour (cumulative for all items contained within). At the completion of this time, a bell sounds (as the Alarm spell) and the door can be opened. Inside is the now non-magical masterwork item(s) surrounded by an amount of RMC or a mixture of CMC and RMC (if the value of RMC recovered was great enough) which must be sorted (10 minutes per ounce of RMC); an unseen servant or unseen crafter may perform the sorting. The amount of magic crystal produced is 37.5% of of the market price of the item(s) that were disenchanted. This is due to an average of 25% of the magic materials being lost during the recovery.

Items crafted with red RMC prevent disenchantment, unless they were crafted N days in the past, where N is the number of days that it normally would have taken to craft the item (base price / 1000, rounded up).

Requires: [I]Retain Essence class feature, Craft Creation Pattern feat, Crafter's Exchange, Refine Magic Crystal, Alarm

Cost to Create: 10,000 GP, 400 XP, 20 days


Price (Item Level): 2000 GP
Body Slot: Held
Caster Level: 5th
Aura: Faint; (DC 16) transformation
Activation: see text
Weight: —

Major Schemas can be created as a magic item using the Etch Schema feat (requiring the same skill checks, cost and risk of failure), but most experienced artificers prefer to use Major Schema Quills. These writing instruments are hollow, with enough space to hold a quarter of an ounce of RMC.

See the section on crafting Major Schemas for more details on the process.

Crafting a Major Schema Quill requires a DC 20 Craft(woodworking) check to produce a masterwork fountain pen. Enchantment involves a 2 day process and 1000 GP worth of RMC (1000 GP of raw magic materials and 80 XP).

A Creation Pattern can be created that will produce Major Schema Quills, costing 4000 GP and requiring the Scribe Scroll and Craft Creation Pattern feats and a DC 25 Knowledge (Arcana) check. It cannot accept Minor Schema, but has a Minor Schema of Refine Magic Crystal and the Major Schema is inscribed directly on the Creation Pattern.

Requires: Scribe Scroll, masterwork fountain pen, Refine Magic Crystal

Cost to Create: 1000 GP, 80 XP, 2 days


Price: +500 GP
Property: Shield; see text
Caster Level: —
Aura: None (non-magical enhancement)
Activation: —

Several metal prongs attached to the back of a heavy steel shield securely hold three thin metal plates covered with runes and diagrams. More plates are held below the shield grip; difficult to see but still usable with some effort.

These metal attachment points are only compatible with Minor Schema from the Schema Rolodex and Creation Patterns. When a Minor Schema inscribed with a spell that has a casting time of Immediate is attached, it allows the bearer to cast the spell as an immediate action (provoking attacks of opportunity as normal). A number of other attachments are present below the grip, but immediate and swift spells stored there can only be cast with an additional move action to raise the shield and focus on the schema.

Adding or removing a schema requires a full round action, though it can be done while the shield is still held and the other hand is free. The mechanisms are designed to prevent loss due to physical impacts or quick attempts to remove them. This means that nothing short of sundering the shield or an intentional full round action will remove a schema (making theft very difficult).

Technically, Minor Schema for spells with any casting length can be placed in the mounts, but the caster gains the most obvious benefit from Minor Schemas for spells with Immediate or Swift casting times, which would otherwise require an action (either move or standard) during his turn to ready the Minor Schema for casting.

Shields with this enhancement can hold a number of Minor Schema based on their size according to the table below.

[tr]
Small Shield
2 Readied
2 In Reserve


Large Shield
3 Readied
9 In Reserve


Tower Shield
6 Readied
15 In Reserve


The cost remains the same for all shield sizes.

Requires: Craft (Armorsmithing) (DC 20)

Cost: 500 GP of materials, 1 week

Note:
The Rules Compendium (and a lot of discussion on the forums) indicates that spell completion items (such as schemas) require the same casting time as the spell they inscribe. Most people are annoyed with the physical implausibility of readying and then casting a scroll or schema in the same time a caster can cast a prepared immediate spell (with just a thought). Typically they'll either ignore the silliness, or house rule that the caster must be holding the scroll, ready to use, in order to cast it as an immediate action. The Caster's Shield would allow for an immediate casting time for its one scroll, and the Schema Rack shield enhancement is a natural extension of that idea. It makes logical sense considering the size of each part, and puts a limit on the number of immediate and swift spells that can be cast in a given encounter.


Price (Item Level): 3,000 gp (6th)
Body Slot: Arms
Caster Level: 10th
Aura: Faint; (DC 19) conjuration
Activation: Move Action (if BAB > +1, can be combined with moving)
Weight: 2 lbs.

Ongonix raises his shield arm, and a faint whirring is heard. A thin metal plate covered with runes, about the length of his forearm, appears from a panel in his bracer and Ongonix begins the casting of a spell...

The Schema Rolodex is similar to the Infinite Scroll Case (MIC 162 or Magic of Eberron 110), except that is designed for use with up to 50 Minor Schemas written on specially prepared flattened metal plates, each about a foot long, one inch wide and 1/4 inch thick. Schemas written anything other than these plates are not usable with the Rolodex, due to incompatibilities with the physical mechanisms of the Rolodex. These Minor Schemas are the same used in conjunction with Creation Patterns.

The schemas are held on a large metal drum contained within the extra-dimensional space, and it looks and sounds like a drum spinning on grease (a smooth, whirring sound) when changing between schemas. Selecting and readying a schema from the Rolodex is a move action that does not provoke attacks of opportunity, but reading the prepared schema provokes as normal. The wearer gains a +4 competence bonus on the concentration check to read the schema when casting defensively.

Adding or removing a schema from the Rolodex is a full round action that provokes attacks of opportunity and requires that the opposite hand be free. The currently visible schema cannot be forcibly removed unless the wearer mentally allows it.

A Schema Rolodex created as a Warforged component can be used in conjunction with a Wand Sheath.

A Creation Pattern cannot be created to produce Schema Rolodexes because of the internal components within the extra-dimensional space and the resulting mid-enchant assembly necessary.

Requires: Craft Wondrous Item, Leomund's Secret Chest

Cost: 1500 GP, 120 XP, 3 days

Justification: Slightly higher price compared to Infinite Scroll Case due to a Schema's reusable nature and the more complex mechanisms involved. All other properties are identical except for being slotted; a Warforged component version is actually closer to being an Infinite Scroll Case.


Price (Item Level): — (never sold)
Body Slot: —
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration, divination
Activation: 1 minute (sprinkled) or standard (drunk); see text
Weight: 10 lbs

This fine grey powder seems abnormally dense and heavy.

Telemat Powder is the anchor on the Material Plane for resupplying the Telemat Repository. It must be distributed by its crafter over the course of a month (or longer, at DM's discretion) among a population of people friendly to the crafter. It can be used to designate teleportation zones, or mixed with water and drunk by the people (or creatures, minimum INT score of 3) gathering raw materials. Once so distributed, it is completely undetectable short of forming a telepathic bond that includes sight with a person who has drunk some of the powder. Even the crafter cannot see either the marked zones or who has been effect, but he automatically knows where or who they are if he is within 10 feat of them.

Telemat Powder may not be created with a Creation Pattern, and the caster must cast the Crafter's Exchange spell. The other spells may be cast by another creature. The raw materials can either be green RMC or a wide variety of materials typically used in the creation of magical items. If green RMC is used, the crafter must still contribute 80 XP. The crafting cannot be performed by a proxy (such as a Dedicated Wright).

For more details, see the section on the RMC in the Mechanics section above.

Requires: Any Item Creation feat, 1 pint of the crafter's blood, Crafter's Exchange, Contact Other Plane, Planeshift
Cost to Create: 2000 GP, 160 XP, 2 days




Ongonix the Artificer (15th level) and House Cannith both get a number of magic item orders recently. We will see how each handles the orders with traditional crafting and Crafting Patterns.

Teardrith the Paladin recently returned victorious from clearing a nearby tomb of an infestation of devils, and was generously rewarded by the king. She went to Ongonix and requested that he add the Speed property (a +3 enhancement) to her +1 keen longsword (making it a +5 weapon). She also requested that the Ghost Touch (+3 bonus) and Restful (+1 bonus) properties be added to her +2 full plate armor (making it +6). Ongonix quotes her a price of 42000 GP for the sword and 32000 GP for the armor, and asks that she come back for the items in 74 days. She rents a mithral breastplate and +1 holy longsword from him in the meantime for 2000 GP, and goes off. Ongonix calls his network of experience sellers, and manages to collect the necessary 1680 XP needed for a respectable 10,000 GP, and also collects the necessary 21000 GP worth of raw magic material from around the city. He was not fortunate enough to train with the masters of magical efficiency, and must use the full amount of material when crafting. He gets Chucky, his dedicated Wright, started on the project and returns to his day job of tending his magic item shop. After 42 days, the sword is finished and he repeats the process for the armor, spending 16000 GP in materials and 7000 GP for the XP. All told, he makes 22000 GP on the deal over the course of 2 and a half months (about 300 GP per day).

Shareesh, the palace official in charge of city operations, has been commanded to replace the city's smoky torches with permanent magical sources of illumination. After reviewing several options presented by various artificers in the city, he selects a simple fire crystal. It is unique and distinctive, which (with the proper laws) will deter most thieves, and each one is fairly inexpensive (50 GP base price) while providing a pleasing light as bright as a torch. House Cannith is awarded the production contract, and is tasked with creating 4000 fire crystals in a month's time (30 days). The base material is a simple quartz crystal, all 4000 of which can be formed with a single casting the Fabricate spell using sand as the base material, which is easily accessible in the city. The total price of the project is set at 750,000 GP, though the total base price of crystals produced is only 200,000 GP.

Due to the high volume and limited time, House Cannith immediately begins construction of 6 Creation Patterns capable of enchanting crystals. They already had one which was usually used for creating Ioun Stones, and the enchantment process is compatible with enchanting Fire Stones. The new Creation patterns cost 100 GP in metal, 1950 GP of green RMC and 5 days to create each. The seven Major Schemas needed for the project are simple and cost 2100 GP total to scribe (1750 GP of green RMC, 350 GP for the plates), and four additional Minor Schemas of Light (caster level 5th) must be etched for a cost of 1000 GP of green RMC and 2 days each. House Cannith assigns two senior artificers (12th level) and four junior artificers (6th level) to get the project up and running, and two novice artificers (4th level) to manage the operation of the Creation Patterns in 12 hour daily shifts.

Production begins with the first Creation Pattern, and is joined five days later by the new Creation Patterns. Each use requires an hour and 25 GP worth of green RMC in the main funnel and 62.5 GP worth of green RMC (the cost of creating a scroll of Light) in the funnel that powers the Minor Schema. This means that each Creation Pattern consumes 2037.5 GP worth of green RMC per day, and the cost of creating each crystal is essentially 87.5 GP (once per day the cost is only 25 GP, when the Minor Schema refreshes). The crafting value in green RMC for the various parts of the project are: 338,750 GP for the creation of the fire crystals, 11,700 GP for the new Creation Patterns, 4000 GP for the new Minor Schemas of Light, and 1750 GP for scribing the Major Schemas. The total amount needed is 356,200 GP, or 22 lbs, 4.2 ounces of green RMC.

House Cannith generally purchases its green RMC from a large network of career green RMC producers, at a rate of 1500 GP per ounce. They have only has 20 pounds of green RMC on hand (worth 320,000 GP for crafting, but costing House Cannith 480,000 GP), and must purchase an additional 2 lbs, 4.2 ounces of green RMC from other artificers throughout the city at a rate of 2000 GP per ounce due to the short notice. This additional green RMC costs House Cannith 72,400 GP. Attempting to create red RMC for this project is pointless due to the sheer volume of individual items and the restrictions inherent to the Transference spell.

The final tally of expenses is 552,400 GP for green RMC, 600 GP for the metals used in the new Creation Patterns, and 300 GP for the metal plates used for the Major Schemas; the grand total is 553,300 GP. The net profit is 196,700 GP, gained over 30 days (or about 6557 GP per day) less the wages of 2 senior artificers for 2 days, 4 junior artificers for 5 days and 2 novice artificers for 30 days.
Day 1
6:00 AM: Order placed
6:45 AM: Fabrication of 4000 simple quartz crystals performed by senior artificer #1 with the Fabricate spell and a pile of sand
7:00 AM: Crafting of metal components begins on 6 new Least Crystal Creation Patterns by 4 junior and 2 novice artificers
7:00 AM: Crafting begins on 1 new Minor Schema of Light by senior artificer #1
7:00 AM: Scribing begins of 1 new Major Schema for a continuous Light effect by senior artificer #2
8:00 AM: All crafting handed off to Dedicated Wrights
8:00 AM: Scribing of first Major Schema completes
8:00 AM: Crafting begins on a second new Minor Schema of Light by senior artificer #2
8:00 AM: Scribing begins of a second Major Schema for a continuous Light effect by senior artificer #1
8:00 AM: Production of Fire Crystals begins by novice artificer #1
9:00 AM: Scribing of second Major Schema completes
9:00 AM: Crafting of second Minor Schema handed off to Dedicated Wright
9:00 AM: Scribing of second Major Schema completes
9:00 AM: Scribing begins of 3rd and 4th Major Schemas for a continuous Light effect by both senior artificers
10:00 AM: Scribing of 3rd and 4th Major Schemas complete
10:00 AM: Scribing begins of 5th and 6th Major Schemas for a continuous Light effect by both senior artificers
11:00 AM: Scribing of 5th and 6th Major Schemas complete
11:00 AM: Scribing begins of 7th Major Schema for a continuous Light effect by senior artificer #2
12:00 PM: Scribing of 7th Major Schema completes
3:00 PM: Crafting metal components of 6 Least Crystal Creation patterns completes
6:00 PM: Production of novice artificer #1 completes, 10 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

Day 2
12:00 AM: Total Fire Crystals = 16
6:00 AM: Production of novice artificer #2 completes, 12 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
7:00 AM: Enchanting begins of 6 new Least Crystal Creation Patterns by 4 junior and 2 novice artificers
8:00 AM: All crafting handed off to Dedicated Wrights
3:00 PM: Crafting completed of 2 new Minor Schemas of Light
6:00 PM: Production of novice artificer #1 completes, 12 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

Day 3
12:00 AM: Total Fire Crystals = 40
6:00 AM: Production of novice artificer #2 completes, 12 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
7:00 AM: Crafting begins on 2 new Minor Schemas of Light by both senior artificers
8:00 AM: All crafting handed off to Dedicated Wrights
6:00 PM: Production of novice artificer #1 completes, 12 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

Day 4
12:00 AM: Total Fire Crystals = 64
6:00 AM: Production of novice artificer #2 completes, 12 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
6:00 PM: Production of novice artificer #1 completes, 12 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

Day 5
12:00 AM: Total Fire Crystals = 88
6:00 AM: Production of novice artificer #2 completes, 12 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
3:00 PM: Crafting completed of 2 new Minor Schemas of Light
3:00 PM: Crafting completed of 6 new Least Crystal Creation Patterns
3:00 PM: Production of Fire Crystals begins by novice artificer #1 on 6 new Creation Patterns
6:00 PM: Production of novice artificer #1 completes, 30 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

Day 6
12:00 AM: Total Fire Crystals = 166
6:00 AM: Production of novice artificer #2 completes, 84 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
6:00 PM: Production of novice artificer #1 completes, 84 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2

...

Day 28
12:00 AM: Total Fire Crystals = 3862
6:00 AM: Production of novice artificer #2 completes, 84 fire crystals completed
6:00 AM: Production of Fire Crystals begins by novice artificer #1
6:00 PM: Production of novice artificer #1 completes, 84 fire crystals completed
6:00 PM: Production of Fire Crystals begins by novice artificer #2
8:00 PM: Production of novice artificer #2 completes, 12 fire crystals completed
8:00 PM: Production of 4000 Fire Crystals completed

Day 29
8:00 AM: 4000 Fire Crystals delivered to the Palace
8:30 AM: Payment of 750,000 GP collected


Summary
Traditional crafting would have required a single artificer to spend 4000 days (approximately 11 years) to produce the same 4000 fire crystals, at a daily profit of 25 GP. Alternatively, a team of 134 artificers could have produced the crystals in a month, but very few are willing to work for 25 GP a day. House Cannith has a wide variety of other projects requiring the attention of its artificers, so finding enough crafters to perform the work in the time allotted would be a difficult proposition.

Meanwhile, King Nedroneous is outfitting a squad of his 10 of his best captains with matching sets of arms and armor to repulse a major invasion of the kingdom by several hundred goblins and hobgoblins at the southern border. He needs each captain to have a +2 linked commander mithral breastplate (base price: 12000 GP for enchantment and 4400 for a masterwork mithral breastplate), a +1 keen goblinbane longsword (base price: 18000 GP for the enchantment and 400 for the masterwork steel longsword) and a +1 heavy steel shield of speed (base price: 16000 GP for the enchantment and 400 for the masterwork heavy steel shield). The total market price of the order is 472,400 GP. The King sends this order to House Cannith, and they return a list of requests to be able to make this order as quickly as possible as well as a small surcharge due to the rush, resulting in a total price of 500,000 GP. First, they need a number of the captain's soldiers willing to donate XP to be used in the construction of the items. Second, they need a masterwork set of the items so that they can be copied in the style the King wants (these items are returned). Last, they need half the gold up front and a week to perform the necessary enchantments.

House Cannith assigns a senior artificer (13th level), his three apprentices (8th level) and 5 initiate artificers (5th level) to the project. Each captain has 100 soldiers under his command, 60 of which are proud to donate a portion of their experience to their captain’s protection, and are willing to provide the necessary 32 XP each. The initiate artificers have each completed the month long process of establishing the source areas for raw magic materials and have received special training for more efficient crafting (they have the Extraordinary Artisan and Legendary Artisan feats), but they do not yet have a Dedicated Wright to craft for them. Each is provided with two eternal wands of Transference and 8000 GP of gold each day. Since the raw materials necessary for crafting Raw Magic Crystals is the gold utilized in the transfer, the initiate needs only have the 5 XP donors be in the presence of the gold and agree to the creation of RMC. Each morning the initiates meet with 4 groups of 5 soldiers to receive the donation of XP (20 XP each) and then spend the rest of the day crafting half a pound of RMC. Together, the 5 initiates are able to produce 40000 GP worth of RMC a day, and enchanting can commence on the evening of the first day.
The King's armorer sends a set of the arms and armor, and the House Cannith artificers are easily able to replicate them with the Fabricate spell and some unseen crafters to apply the finishing touches. This process requires the senior artificer to take 20000 GP worth of mithral ingots and make a Craft (Armorsmithing) check (DC 25) while casting the Fabricate spell to produce the metallic components of the breastplates. He then takes 4000 GP worth of steel ingots and makes Craft (Weaponsmithing) checks (DC 25) to create masterwork steel longswords and heavy steel shields. This requires 6 castings (some from Minor Schema), and 20 minutes total to complete. Next, his three apprentices cast Unseen Crafter 10 times each (using a generous number of Minor Schema maintained by House Cannith) to finish attaching the padding and other decorations to the sets of armor as well as leather grips to the swords and shields, which requires 8 hours of effort for each piece. Once started, the unseen crafters require no supervision and vanish when their work is completed that evening.

House Cannith has a large collection of Creation Patterns for breastplates, longswords and shields, as well as many copies of the necessary Minor Schemas, and so the last hurdle is to craft the Major Schemas for each of the three Spell effects. The +1 keen goblinbane effect uses 3 Minor Schemas: Magic Weapon (1st level, CL 1), Keen Edge (3rd level, CL 10) and Summon Monster I (1st level, CL 8). House Cannith has over a dozen copies of each, as well as 2 Least Longsword Creation Patterns available. The first Major Schema is scribed by the senior artificer (requiring a DC 24 Knowledge Arcana check and a DC 29 Spellcraft check), who then passes it off to three of his apprentices to copy (they get a +10 circumstance bonus on the checks as well as additional +4 from working together). Next, the senior artificer considers the armor; a +2 Linked Commanders enchantment requires the following Minor Schemas: Magic Vestment (1st level, CL 8), Eagle’s Splendor (2nd level, CL 5) and Rary’s Telepathic Bond (5th level, CL 7th). He must make a DC 30 Knowledge Arcana check and a DC 35 Spellcraft check. This is more difficult, and he doesn’t quite manage it the first try, but succeeds on the second. As there are 2 available Least Breastplate Creation Patterns, the apprentices again cooperate to scribe a copy. Fortunately, the enchantment for a +1 Speed effect is so common that the senior artificer finds two, as well as Minor Schemas for Magic Vestment (1st level, CL 4) and Haste (1st level, CL 5), which is fortunate since there are only two Least Heavy Shield Creation Patterns available.

All the Major Schemas and Minor Schemas are delivered to the Enchanting Hall of House Cannith, where all the Creation Pattern patterns are stored and used. This room is heavily warded against unauthorized entry, as there are hundreds of thousands of GP worth of Creation Patterns and Magic Crystal stored here. A staff of a wizard, a cleric and a druid (who between them know all spells necessary for crafting) manage the operation of the Creation Patterns. They receive the order and the prepared schemas, and proceed to set up the 4 Least Longsword Creation Patterns, the 2 Least Breastplate Creation Patterns and the 2 Heavy Shield Creation Patterns. On the evening of the first day, the Creation Hall staff receives the first batch of 38,000 GP worth of red RMC, and starts the following Creation Patterns: 2 longswords, 2 breastplates and 1 shield (which consumes all 38000 GP of red RMC). See the timeline below for details on what is started on each day. Over 6 days, they produce 10 sets of longswords, armor and shields, spending 24,000 GP in materials and 230,000 GP in the production of RMC.

Day 1
Morning: Order placed
half of gold received (250,000 GP)
first set of armor delivered
10 sets of duplicate armor are Fabricated from 24000 GP worth of raw material
40 soldiers donate 31 XP each, 60 soldiers donate 30 XP each
Noon: 4 Major Schemas scribed for a cost of 1250 GP worth of green RMC and 200 GP of material
Evening: 10 sets of masterwork longswords, breastplates and heavy shields completed
original armor returned
38,000 GP of red RMC completed
9:00 PM: 2 longsword, 2 breastplates, 1 shield started (using 38,000 GP of red RMC)

Day 2:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: 60 soldiers donate 30 XP each, 40 soldiers donate 29 XP each
Evening: 37,000 GP of red RMC completed
9:00 PM: 1 longsword, 2 breastplates, 2 shields started (using 37,000 GP of red RMC)

Day 3:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: 60 soldiers donate 30 XP each, 40 soldiers donate 29 XP each
Evening: 37,000 GP of red RMC completed
9:00 PM: 1 longsword, 2 breastplates, 2 shields started (using 37000 GP of RMC)

Day 4:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: 100 soldiers donate 32 XP each
Evening: 40000 GP of red RMC completed
9:00 PM: 2 longsword, 1 breastplate, 2 shields started (using 40000 GP of red RMC)

Day 5:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: 100 soldiers donate 32 XP each
Evening: 40000 GP of red RMC completed
9:00 PM: 2 longswords, 1 breastplate, 2 shields started (using 40000 GP of red RMC)

Day 6:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: 40 soldiers donate 31 XP each, 60 soldiers donate 30 XP each
Evening: 38,000 GP of RMC completed
9:00 PM: 2 longswords, 2 breastplates, 1 shields started (using 38000 GP of red RMC)

Day 7:
3:00 AM: breastplate crafting finishes
5:00 AM: shield crafting finishes
6:00 AM: longsword crafting finishes
Morning: Completed items are delivered, second half of payment received (250,000 GP)


Summary
House Cannith calls on the talents of one 13th level artificer and three 8th level artificers for one day, and five 5th level artificers for six days to perform the necessary effort to produce almost 500,000 GP worth of magic items. They utilize the donated XP from 600 soldiers (who probably didn’t even notice the loss). They receive 500,000 GP and spent 264,200 GP when creating RMC, the arms and armor, and the Major Schemas. This nets them 253,300 GP generated over 6 days (or 42,217 GP per day). Some of this must be paid to the members of the group who performed the work, but most of it goes to the House Cannith treasury to be used in the fabrication of new Creation Patterns and Minor Schema. If double the number of initiate artificers, Creation Patterns and Minor Schemas were utilized, this job could have been completed in 4 days. A single senior artificer could have completed the entire task with a single set of Creation Patterns and Minor Schemas in about 30 days, limited mainly by his ability to craft RMC. Most of the crafting would be handled by his Dedicated Wright and Unseen Crafters, and he would be needed for about an hour and a half out of each day to collect XP, start the crafting of the RMC, fabricate the items to be enchanted, and manage the Creation Patterns. A traditional item enchanter would require well over a year (473 days or so) to produce the same items.

For the example above, the following items were utilized:

Creation Patterns:
2x Least Longsword Creation Pattern (4000 GP each)
2x Least Breastplate Creation Pattern (4000 GP each)
2x Least Heavy Shield Creation Pattern (4000 GP each)

Total worth: 24000 GP (600 GP of iron plus 11700 GP of RMC and 30 days to craft)

Minor Schemas:
4x Minor Schema of Fabricate (5th level, CL 12) (24000 GP each)
15x Minor Schema of Unseen Crafter (2nd level, CL 3rd) (2400 GP each)
2x Minor Schema of Magic Weapon (1st level, CL 1) (400 GP each)
2x Minor Schema of Keen Edge (3rd level, CL 10) (12000 GP each)
2x Minor Schema of Summon Monster 1 (1st level, CL 8) (3200 GP each)
2x Minor Schema of Magic Vestment (1st level, CL 8) (3200 GP each)
2x Minor Schema of Eagle’s Splendor (2nd level, CL 5) (4000 GP each)
2x Minor Schema of Rary’s Telepathic Bond (5th level, CL 7th) (14000 GP each)
2x Minor Schema of Magic Vestment (1st level, CL 4) (1600 GP each)
2x Minor Schema of Haste (1st level, CL 5) (2000 GP each)

Total worth: 212,800 GP (106,400 GP of RMC and 213 days to craft)

As can imagined, both the selection of Creation Patterns and the variety of Minor Schema would need to be greatly expanded for general use, but the potential profit is enormous. Over the course of decades, with dozens of Artificers adding their crafting pools and Minor Schemas created in training, House Cannith could collect multiple copies of every Minor Schema and Creation Pattern. With these tools, they could outfit the armies of nations far more quickly than any competitors, and eventually advance the art of Creation Patterns into the massive and powerful Creation Forges used to birth the Warforged.


A few months later, King Nedroneous wants to provide his son with a powerful sword at the Ceremony of Naming, where the prince comes of age and is named as the official heir of the throne. He wants it to be a +4 keen brilliant energy everbright adamantine longsword (a +9 effective bonus, worth 164,000 GP). Unfortunately, the Ceremony is in a month and the King is worried no that no crafter would be able to forge and enchant the weapon in such a limited amount of time. House Cannith offers to attempt the feat, but charges 300,000 GP for the service.

Masterwork Adamantine Longsword
A Masterwork Adamantine Longsword needs 3000 GP worth of Adamantine, and requires a day to forge with the assistance of a senior artificer using the Fabricate spell.

Red RMC
Many in the kingdom like the prince, and are willing to donate XP towards his sword's creation for free. Over the course of 18 days, 10 junior artificers collect donated XP and craft the requisite amount (82,000 GP worth) of red RMC. This red RMC is refined on the 19th day into orange CMC for use in a Lesser Creation Pattern. All other RMC needed for crafting is handled by House Cannith stores of green RMC.

Lesser Creation Pattern
House Cannith must forge a new type of Creation pattern due to the high value and complexity of the item being enchanted. The Lesser Longsword Creation Pattern requires 200 GP of metal and 3900 GP worth of green RMC and 8 days to create. House Cannith assigns a Senior Artificer to craft the Lesser Creation Pattern.

Major Schema
The Major Schema is a challenge for even the elite artificers of House Cannith. The maximum spell level of all the various spells is 3rd and the effective enhancement bonus is +9, which requires a DC 47 Knowledge Arcana check and a DC 52 Spellcraft check (both made in the same hour) to create the Major Schema necessary to enchant the sword. Even with 4 senior artificers and several magical items boosting his knowledge and mental acuity, it takes 7 days (12 attempts per day) to finally bind all the spell effects together successfully. The failed attempts and final success consume a total of 21,000 GP worth of green RMC.

Minor Schema
The Minor Schema required for the enchantment include the following:

Minor Schema of Greater Magic Weapon (3rd, CL 16), costing 9600 GP worth of RMC and 19 days
Minor Schema of Keen Edge (2nd, CL 10), already created
Minor Schema of Gaseous Form (3rd, CL 16), costing 9600 GP worth of RMC and 19 days
Minor Schema of Continual Flame (2nd, CL 16), already created
Minor Schema of Searing Light (3rd, CL 12), already created

House Cannith assigns 2 senior artificers to spend 19 days etching the Minor Schemas of Greater Magic Weapon and Gaseous Form that they do not possess.

Final Enchanting
After 19 days, all the necessary forging, crafting, scribing and etching is completed. The masterwork adamantine longsword, the Major Schema, 5 minor schema and 82,000 GP worth of orange CMC is loaded into the new Lesser Longsword Creation Pattern, and the crafting process initialized. 164 hours later (almost 7 days), the enchanting process completes and the sword is ready, and the artificers of House Cannith proudly present the finished blade to the King, 4 days before the ceremony.

Summary
House Cannith spends 3000 GP on raw adamantine, 82,000 GP to create red RMC for the sword, 200 GP on raw metals and 3900 GP of green RMC for the Lesser Creation Pattern, 50 GP on the metal plate and 21,000 GP of green RMC while scribing the Major Schema, and 19,200 GP of green RMC for two new Minor Schema. As normal for House Cannith, the green RMC costs them 50% more than its crafting value to purchase, meaning the 44,100 GP worth of green RMC that they used actually cost 66,150 GP; the red RMC utilized freely donated XP, so it cost its crafting value to produce. The final cost to create the sword was 151,400 GP, utilizing the skills of 7 senior artificers and 10 junior artificers for a majority of the crafting time. The profit of the venture was 148,600 GP, made over 26 days (about 5715 GP per day).

Sudo
2015-06-26, 06:05 PM
Reserved for future updates