Dweomercraft and Fletcher / Bowyer Professions
In my setting anyway, Dweomercraft is the art of making magic wands, staves, and rods. In a broader sense, it could be used to describe the creation or study of any magic item, but I wanted a profession that specialized in items that (almost) always use charges and are of a similar overall design.
The Fletcher/Bowyer is much more straight-forward. Like the Blacksmith, at Rank 4, he can make magic weapons without the need for being a caster.
Major Stat: INT Minor Stat: CHA
Rank 1: Requires special woods and metals, tools. 100gp initially, must be a caster.
- Make a skill check within 24 hours of depleting a wand, staff, or rod to prevent it from becoming entirely non-magical, allowing it to be recharged again, if it can be.
- Make a skill check to create a basic wand (1st level spell you can cast) with 5x charges at 10% of the cost and time.
- Make a skill check at -1 to determine the number of charges left in a wand, staff or rod. Failure results in the loss of a charge.
- Make a skill check at -1 to identify the nature (that is, a single spell, ability, or quality) of a wand, staff, or rod. Failure results in an accidental discharging of the device with unpleasant results.
- Make a skill check to determine the number of charges left in a wand, staff, or rod. Failure results in the loss of a charge 50% of the time and an incorrect value (+/- 25%) the other 50% of the time.
- Make a skill check to identify the nature of a wand, staff, or rod. Failure means no information was gained and that aspect cannot identified with this skill (though experimentation or an Identify spell would work).
- Make a skill check to create a wand, staff, road that uses any 1st to 3rd level spell you can cast.
- Can determine the number of charges (+/- 10%) without a check. Make a skill check to determine the exact amount. Failure indicates the original estimation.
- Make a skill check at the time of use to prevent a charge from being depleted from a wand, staff, or rod. Failure prevents the item from being used for 1 round.
- Make a skill check when recharging a wand, staff, or rod so that it gains 2 charges instead of 1. Failure may cause (roll 1d3): 1 – cause the spell to be cast normally and centered on the caster (no charges gained), 2 – reduce the maximum number of charges by 10% (one charge gained), 3 – gains 4 charges and will not accept new charges until 10% of the cost and time required to create the item are paid to repair it.
- Make a skill check to create any wand, staff, or rod that use spells you can cast.
- Can recharge a wand, staff or rod (if it can be) by casting a spell of the same level into it instead of the same spell. Requires no check.
- Make a check when item creation is being finalized to create a wand, staff, or rod with 20% more charges than normal. Failure indicates that the item has a maximum charge of 20% lower.
- Make a check to prepare a wand, staff, or rod to be recharged at x2 rate without any future checks by spending +10% at the time of creation. Failure indicates that the item resists taking charges, requiring two spells per charge.
- Make a check to completely identify all abilities of a wand, staff, or rod.
- While not requiring a skill check, Dispel Magic can be cast solely on a wand, staff, or rod to disrupt it. If not being held, a normal Dispel Magic check is made, but if held by an enemy, the enemy’s caster level is considered instead. If successful, one of the following happens (1d4): 1 – the item loses all charges but can be recharged, 2 – the item explodes, dealing damage to all those within 15′ equal to 1d6 dmg per 2 charges remaining (rounded down), 3 – the wielder of the item is targeted once by each ability the item possess before losing all charges, 4 – the item snaps in two, destroying it, but the discharge of energy invigorates the wielder, giving back (randomly) one previously cast spell per 3 charges remaining in the item (rounded down).
Major Stat: INT Minor Stat: DEX
Rank 1: Requires a workbench and tools. 25gp initially.
- Make a skill check to shortbow, arrows & quiver, sling and bullets
- Make a skill check at -1 to create a composite shortbow (wielder adds their STR bonus to damage)
- Make a skill check to create a longbow, light crossbow, bolts & bolt case. Only the crossbow and bolts requires a check.
- Make a skill check to create a composite longbow.
- Make a skill check at -1 to create a Rapid-Reload Bolt Case that lets the user fire two rounds in a row as long as he doesn’t move between the shots. Costs 100gp to create.
- Make a skill check at -1 to create a Many-Shot Arrow Quiver that lets the user fire four arrows over two rounds as long as he doesn’t move between each volley. Costs 125gp to create.
- All previous weapon creation require no check.
- Make a skill check to create a heavy crossbow.
- Make a skill check to create a Masterwork ranged weapon
- Make a skill check to attempt to use special materials to make a ranged weapon, arrows, bolts, or bullets.
- Make a skill check to create a Rapid-Reload Bolt Case or a Many-Shot Arrow Quiver.
- Make a skill check to determine if a ranged weapon or ammunition is magic and a separate check to identify its qualities. Failure indicates no information and it cannot be reattempted on that item.
- Can make all previous weapons and a Masterwork ranged weapon without a skill check.
- Make a skill check to create a magic weapon or ammunition as a caster of 1/2 his level. Can specialize in a single special material so that no skill check is required to use that material.
- Can determine if a ranged weapon or ammunition in magical without a check, but a skill check is still required to identify it.
- Once in your character’s life (or once per campaign, DM’s discretion), make a skill check to create an Arrow of Slaying +3, even if your character isn’t high enough level. The Arrow is keyed to whatever specific type of creature the creator decides, but the DM has a final say. (In my opinion, ‘mammals’ should be excluded as an option)