Dweomercraft and Fletcher / Bowyer Professions

Dweomercraft and Fletcher / Bowyer Professions

For reference, here’s my original post on making Skill Checks and Training Secondary Skills.

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.

Dweomercraft

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.

Rank 2:

  • 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.

Rank 3:

  • 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.

Rank 4:

  • 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).

Fletcher/Bowyer

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)

Rank 2:

  • 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.

Rank 3:

  • 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.

Rank 4:

  • 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)
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