The old tale always goes something like this:
A Maker, a Weaver, and a Vance climb a hill. They see a river they need to cross. The Vance says, “I have a spell within my mind that will get me across,” and she casts it, flinging herself up into the air and over the river.
The Weaver says, “I can weave threads of magic to give me wings to fly across,” and then does exactly as he describes.
The Maker says nothing. She picks up a stone from the riverbank and goes back home.
Later, the Maker catches up with the other two as they stand on the bank of yet another river.
“I’ve cast my last spell for today,” the Vance says.
“I’ve exhausted my power,” the Weaver says.
“We’ll never be troubled by barriers like this again,” the Maker says, as she takes out the stone, now inscribed with arcane symbols. The stone grows into a bridge, and the three cross the river. The bridge returns to its form as a stone. The Maker picks it up, puts it in her pocket, and the three continue on.
Makers make. It’s what they do. The process is costly in terms of time and money, but the results are extraordinary. The Maker’s Matrix is the name given to the system for determining how a Maker creates a magical item. It’s used whenever a Maker wishes to make anything magical.
Assuming that a Maker has all the materials, ingredients, and so on at hand, the process takes two days per item level, plus one day for every challenge failed during the process. If at any point the Maker does not have a needed component (a stabilizer, perhaps, if things start to go really wrong), they have about six hours to procure it before the entire process becomes a mishap. This extra time is added to the total time needed for the creation.
A Maker can attempt to speed up the process, but for every day shaved off the total, all challenges involved are 1 level higher.
The Maker starts by identifying the magical item they want to make. The effect dictates the level required, as found on the Effects by Level table.
This is then modified by the kind of item being made—specifically, how often it can be used before the magic depletes (minimum, level 1).
Crafting Modifiers
Item Level
Ephemera (one use)
Object of power, depletion 0-4
Object of power, depletion 0-2
Object of power, depletion 0-1
Object of power, depletion 0
Object of power, no depletion, constant (if even applicable to the effect)
Modifier
-1
0
+1
+2
+3
+4
The final level is the amount of Sorcery the Maker invests in the process. For the duration of the process, the Maker’s Sorcery pool faces this deduction. Thus, once the Maker starts making something, their Sorcery pool is lower than normal until it is completed.
Next, the Maker takes material appropriate to the item (metal for a knife, leather for shoes, and so on) that is also of a level equal to the desired effect.
Then comes the first of many challenges, always starting at level 1. The Maker can use Intellect bene to increase their venture, and they can add any applicable skill (woodworking, metalworking, and the like, as appropriate to the item). Makers cannot use Sortilege while crafting items.
Success on the first challenge means that the Maker adds a level 2 ingredient and then attempts another challenge, this time level 2. If successful, they add a level 3 ingredient and attempt a level 3 challenge. And so on. This process continues until the Maker succeeds at a challenge equal to the level of the desired effect. At this point, the Maker then adds a power source equal to the effect level of the item and attempts one last challenge at 1 level higher than the desired level of the item. Success means that the item is created.
That’s what happens when all the challenges involved are successful. Failures lead down a different path, where catalysts or even stabilizers must be added to continue the process. Failures also increase the levels of future challenges involved in the process, meaning that a Maker might end up facing much more difficult challenges than they originally planned for. At any point in the process, the Maker can opt to quit. If they do so after successfully adding an ingredient, they get an item with a random effect. If the Maker quits at any other time in the process, a mishap occurs.
Examples of various materials, ingredients, and so on can be found in the goods lists, but many more such substances exist. Makers should be discovering new substances for their work all the time. Prices for each level should remain the same as those in the lists, however. A sharp-eyed vislae will notice that the goods lists don’t have examples or prices for crafting materials over level 10. That’s because such materials should be extraordinary, even in the context of the other things on the list. Rather than being something a Maker can purchase, each required substance that is above level 10 should be a unique discovery—an incredible find or the object of an entire expedition to a remote locale. This means that crafting items above level 10 is a momentous undertaking, and that’s as it should be.
Side effects are undesired secondary effects or requirements accidentally worked into an item due to an error in the process. This could be a flaw in a material, a mistake by the Maker, or simply bad fortune. Side effects can affect the final value of an item (almost certainly lowering it), but they do not change its final level.
The side effects presented here are quite specific. The GM is encouraged to alter the details, using the lists as examples.
MINOR SIDE EFFECTS
Item glows blue when used
Item whispers unintelligibly when used
Random nearby being gets a minor, non-damaging jolt when item is used
User feels a bit nauseated when using item
User recalls unpleasant memory when using item
User must say mother’s name to use item
User must say “I am up to no good” to use item
User must mentally name all thirteen Soul Guardians to use item
Item becomes invisible at random times
Item does not function for ten minutes at a specific time each day
User must whistle to use item
Item functions normally but looks awful (broken, very poor quality, unseemly, etc.)
Item grows hot or cold to the touch when used (unpleasant but non-damaging)
Item works only in the hands of someone wearing at least one red garment
User must make a series of complex gestures to use item
With each use, lights twirl around user’s head
User’s flesh turns green for one round when item is used
In the night following each use, user has mild insomnia
User must say their own name out loud to use item
User’s hair grows about a week’s worth with each use
User hiccups with each use
Item must be kept very warm or very cool while not in use
Item must be kept in the dark while not in use
User experiences minor magical flux with each use
MAJOR SIDE EFFECTS
Item inflicts 1 point of damage per level on user each time it is used
Item drains nearby ephemera when used
Item puts a scourge on the Perception pool of anyone possessing it, impossible to remove unless item is dropped
Item puts a scourge on the Accuracy pool of anyone possessing it, impossible to remove unless item is dropped
Item puts a scourge on the Interaction pool of anyone possessing it, impossible to remove unless item is dropped
Item puts a scourge on the Sorcery pool of anyone possessing it, Impossible to remove unless item is dropped
Item puts a scourge on the Movement pool of anyone possessing it, impossible to remove unless item is dropped
Item puts a scourge on the Intellect pool of anyone possessing It, impossible to remove unless item is dropped
Anyone possessing the item cannot speak
Item works only at night
Item works only during the day
Item must be bathed in blood once a day to function
Item can be used only for altruistic purposes (user must justify each use)
Item must be fitted with a new diamond (worth 30 crystal orbs) once each week to function
User falls prone with each use of item
User turns translucent for one minute after each use
None of user’s magical possessions function for one minute after use of this item
User must solve a new riddle each day for item to function
Item functions normally but will eventually fade away forever at a random moment
when item is used, all glass nearby becomes ebony black with filaments of clear crystal
Each use produces the sound of a baby crying
User is struck deaf until next sunrise
With each use, user’s teeth immediately and painlessly fall out. A new, perfect set grows in the next ten hours.
After use, user has an aura of unease and gains 3 vex in Interaction
Each use produces a large quantity of ice in the air around user, which falls to the ground and shatters
Each use produces the sound of a terrible shriek
Temperature in any room the item occupies for more than a minute drops below freezing
User loses one childhood memory with each use
User is disoriented after each use and cannot take an action for one round
User experiences major magical flux with each use
Mishaps are when things go terribly, terribly wrong. A mishap ruins the item and probably inflicts some kind of malady or ill effect on the Maker.
Many of the mishap effects here are quite specific. The GM is encouraged to alter the details, using the lists as examples. Rather than the Maker’s hand being burned, for example, it could be their leg, making it impossible to walk for a week.
MISHAPS
Process explodes, inflicting damage equal to the desired item level on all nearby
Location where mishap occurs is seriously damaged, requiring ten weeks of repair costing 500 crystal orbs.
Item gains intelligence and deep hatred for maker. It teleports away, vowing vengeance.
Nearest magical item is drained permanently
Maker becomes disfigured and unsightly
Maker gains the attention of a powerful entity
Maker loses all connection to their secret soul and their soul name changes
Maker must attempt to resist possession by a level 6 demon
Portal to the Dark opens
Maker is cursed with a random curse spell effect
Maker’s hand is burned and cannot be used for one week afterward
Maker is struck blind for one week
Item functions exactly as originally desired, but becomes a possession of the maker’s worst enemy
Item is possessed by a level 8 demon that attempts to corrupt its use
Angel appears and demands possession of the item
Three angry level 5 ghosts appear and attack maker
Maker is afflicted with a debilitating disease that gives a scourge in a random stat pool that remains until the disease is magically cured
Someone the Maker knows and likes dies
Maker is hurled to another world or realm
Maker’s Testament of Suns (or vertula kada) is destroyed