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.
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.