Sometimes, the general list of magical items found within the Dungeon Master's Guide and the Encyclopedia Magica does not quite suit a situation. As well, unique magical items can help make a campaign or module a more memorable event. Within the Sister Worlds, high quality items can sometimes take on magical auras from their owners, if enough blood, sweat, and tears are poured into the creation of the item, or spilled upon the item. While some magical items are deliberate creations of powerful wizards and priests, others are 'accidents' -- items that take on lives of their own through time.
There are several proficiencies that allow for the creation of long-lasting and durable items, such as weapon-smithing and engineering. Should the player character roll a natural '1' on any such proficiency check, then the item being created is suitable for enchantment. A wizard or priest of suitable level may enchant the item at any time. Alternatively, through use and time, and with enough magic used around the item, the 'enchantment-suitable' item can become enchanted on its own. For instance: a fired clay jar made by a healer, used again and again by a healer to contain holy water, might become infused with the magic of the holy water. The jar might make any water placed into it holy, or even have limited healing abilities. Dungeon Masters utilizing this method can secretly roll a percentage chance when these enchantment-suitable items are made, to determine whether the item might become enchanted without direct magical intervention. Currently, the list of magical items contains weapons, holy weapons, armor and shields, wearable items, animal items (such as collars and the like), tools of the trade, and miscellaneous things.
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