Lesser item

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(The actual Lesser items)
(The actual Lesser items)
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== The actual Lesser items ==
== The actual Lesser items ==
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This has been split into several separate articles:
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This has been split into several separate articles:<br>
[[Lesser item combat gear]] for weapons and armour, including one-time use arrows.<br>
[[Lesser item combat gear]] for weapons and armour, including one-time use arrows.<br>
[[Lesser item mundane gear]] For permanent Lesser items intended primarily or wholly for some usage other than combat, excluding light sources.<br>
[[Lesser item mundane gear]] For permanent Lesser items intended primarily or wholly for some usage other than combat, excluding light sources.<br>

Revision as of 11:29, 22 August 2010

Lesser Items are Enchanted items that can only be made by characters using the Artificer Power. These items can only contain a single Enchantment each, chosen from below, and the effects are always subtle and constant.

Contents

General rules

Unlike other Artificer-made items, Lesser Items can only contain a single Lesser effect each. In exchange for this, they may sometimes cost slightly less Essence, compared to regular (non-Lesser) Enchantments that produce a similar effect, and at high Levels of the Artificer Power, the Artificer may be able to make a limited extra amount of these items, without paying for them with his normal Essence (he gets extra that is Essence ear-Marked for making Lesser items).

Lesser Items are basically two Enchantment Levels that are outside of the main system of ELs 1-6. These are Lesser Item I and Lesser Item II. Each Lesser Item Enchantment has an Enchantment Level from 2-6 (keep in mind EL1 is only used by Endowers), which is used for all purposes, including dis-Enchanting, negation and detection, but unlike regular Artificer Enchantments which detect as Magic Class B, Lesser Items detect as Magic Class C. Finally, Lesser Items cannot be Temporary Enchantments, although some Lesser Items are innately cosumable or are one-use.

Some of the Enchantments below are only available either as Lesser I items or as Lesser II items, usually for good reasons. It may be impossible to give a lower bonus, or a weaker effect, than the Lesser II item gives; or else it has been deemed that the effect of the Lesser I item is already very strong and that allowig a Lesser II item to be able to exist within the game world would be contrary to the design goal of the Artificer Power, which is subtle effects.

Also note that Artificers make craft (workshop) items, they are not cooks or herbalists, or brewers, although they can make some consumable items.


The actual Lesser items

This has been split into several separate articles:
Lesser item combat gear for weapons and armour, including one-time use arrows.
Lesser item mundane gear For permanent Lesser items intended primarily or wholly for some usage other than combat, excluding light sources.
Lesser item light sources For Lesser items that emit light. These can be consumable (torches and candles), or permanent (various kinds of oil lamps and lanterns).

Adventurer items

Weapons

Armour

Non-Adventurer items

Light sources

LIt EL ES Base Duration picks Name
I 2 0.1 4 Hours 2 Artificer Candle (tallow)
II 4 0.3 4 Hours 7 Artificer Candle (tallow)

Each instance of this item, made at a cost of 0.1 or 0.3 Essence, is actually a number of candles or torches equal to the character's Artificer Level (a value from 1 to 9, but rarely higher than 6 or 7), each with a base Duration as stated. Please note that the materials used may affect the Duration, for instance inferior materials may cause the candle to have its Duration halved. Also, the picks must be spent the same way for the entire batch of candles or torches.

Also please note that candles give off less illumination than torces.

LIt EL ES Base Duration picks Name
I 2 0.1 1 Hour 2 Artificer Torch
II 4 0.3 1 Hour 7 Artificer Torch
Picks Effect (on Artificer candles or torches
1 x2 Duration
2 x4 Duration
3 x8 Duration
5 x16 Duration
7 x32 Duration (the longest possible)
1 Richer light (no penalty to any artistic skills, or to or Colour Vision, because the light contains more blue wavelengths similar to sunlight and unlike normal firelight).
1 Neglible smoke, reduced smell.
2 Neglible smoke, no smell.
5 Stronger light (one illumination class brigher, a candle is as bright as a torch, and a torch is as bright as a small bonfire), but halve Duration.
3 Warmer fire. A candle becomes as warm as a torch, and a torch gives off the same amount of heat as a small bonfire. Duration is reduced to 1/2 normal. Note that even though the size of the flame doesn't change (the amount of light givn off is not increased), oxygen consumption does (one such torch burns as much oxygen as a small bonfire would). This can be a problem in enclosed airtight spaces (such as created by elaborately engineered traps in tombs or other underground facilities).
1 Safer to use. 3d12 Saving Throw to avert accidentally setting fire to anything. Deliberate attempts are not penalized (please note that the RD of the Saving Throw depends on the circumstances. If the character is surrounded by large amounts of extremely flammable material, the RD may be 11 or 12, or even higher for something like finely ground gunpowder). A partial save means that a fire is started, but that there is plenty of time to extinguish it, so it is only a scare.
3 Much safer to use. As above, but the saving throw is 5d12.
1 Not easily extinguished by accident or enviroment, e.g. rain or water. Gets a 4d12 Saving Throw (4d12-2 for a torch, ecause the flame is larger) against being extinguished by enviromental causes or non-deliberate action. This saving throw covers only extinguishihng the candle or torch itself, not any fires started by it. Also note that the RD of the Saving Throw may vary wildly due to circumstances. Dropping the item into 10 cm of water is likely to be RD 12 for a candle, while light rain is only RD 5. On a partial save, the torch or candle will sputter, and may become dimmer for a Second or a Round, but will recover.
2 More difficult to extinguish by accident. As above, but the Saving THrow is 6d12 (6d12-2 for the torch).
1 Weight reduced by about 17% (thus 20% more torches or candles can be carried for the same encumbrance)
1 Easy to light. Any spark but the faintest is likely to ignit the torch or candle. -2 RD to any mundane skill to light a torch, e.g. using flint and timber, or a bow and palette (typical skills used are Survival or Camping, or maybe Cooking, and note that the base RD to ignite a flammable object such as a torch or candle is already very low. This effect is useful under unusual circumstances that causes the RD to increase drastically). Any magical fire, such as a Flame I spell, can automatically ignote the torch or candle in 1 Round, even if circumstences are such that there's only be a percentage chance per Round of ignition (50% or 10%, due to somehing like strong winds and heavy rain). Note that a lit torch is a source of heat and can be used to dry kindling to eventually make it flammable.
2 Very easy to light. As above, but more so. -5 RD to any mundane skill to light a torch.

The above effects are basically good, but the table is huge and needs tob e split up into 2-4 smaller tables based on theme.

As an example, Lesser II Artificer Torch gets 7 picks, and costs 0.3 Essence to make. If the Artificer has a Power Level of 4, then his Artificer Level is 5, and so he actually gets 5 torches for the 0.3 Essence. He spends 5 picks on stronger light, which reduces the Duration to 1/2 Hour, then the last two picks are spent on quadrupling the Duration, for a final Duration of 2 Hours, of light much brigher that that of a normal torch.

Advice

Please note

See also

Table for use in this rticle

LIt EL ES Effect
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