Saga of the Northlands
Minor items are consumable items or items that store spell effects. These items can be created and enhanced by characters with the appropriate skills and/or proficiencies, and there is no limit on how many a character can possess or use at once.
Minor Item Prices
The costs for creating infused items, inscribed items, and potions are all standardized based on spell level, and are given here:
|Level||Curiosities Cost||Infused Time Cost||Inscribed Time Cost|
|1st||20 sp||3 days||1 day per 24 spells|
|2nd||160 sp||1 week||1 day per 12 spells|
|3rd||540 sp||2 weeks||1 day per 8 spells|
|4th||1280 sp||3 weeks||1 day per 6 spells|
|5th||2500 sp||4 weeks||1 day per 5 spells|
|6th||4320 sp||5 weeks||1 day per 4 spells|
The Norse do not separate items into categories like schemas, eternal wands, and rods; all are merely vessels for the gods’ power. To create an infused item, a godly caster must possess expert Priest proficiency, and must spend his silver on special high-quality inks and powders to be used in blessing the final item. The actual process simply requires praying over the item to be infused, casting the appropriate spell, and expending a single use of Divine Channeling each day for a number of weeks equal to the spell level.
When this process is finished, the godly caster takes 1 points of Constitution damage per spell level as a sacrifice to his patrons, and the item is complete. Once an infused item is created, it can be activated by any creature that meets one of the following conditions:
- Is a godly caster who worships the same pantheon as the creator.
- Is a godly caster who does not worship the same pantheon as the creator, but has expert Priest proficiency.
- Is not a godly caster, but has Master Priest proficiency.
The spell in an infused item may be used twice per day. A given infused item can go through this creation process up to four times to store four different spells in a single item; the item does not have a single pool of charges from which the spells draw, rather each spell is still usable exactly twice per day. An infused item retains its power for a single year, before which point the creator must go through the same process to re-enchant it or it will lose its potency. When activated, the spell acts in all ways as if it had been cast by the creator of the item.
The Norse do not separate items into categories like scrolls, wands, and staffs; all are merely vessels for the runes. To create an inscribed item, a rune caster must possess expert Scribe proficiency, and must spend his silver on special high-quality inks and powders to be used to inlay the runes. The actual process simply requires preparing a spell as normal using the item to be inscribed as a rune focus, except that the preparation process takes twice the normal time as the rune caster adds many more small notations to modify the way the rune channels magical power, and the rune must be carved, not just painted or drawn on.
When this process is finished, the rune caster sacrifices 1 point of Constitution damage to imbue a bit of his life force in the item (just enough to make it “alive” enough to be able to mimic the process of preparing a spell into a spell slot), and the item is complete. Once an inscribed item is created, it can be activated by any creature that meets one of the following conditions:
- Is a rune caster who knows the rune pair to which the spell belongs.
- Is a rune caster who does not know the rune pair to which the spell belongs, but has expert Runes proficiency.
- Is not a rune caster, but has Master Runes proficiency.
A given rune spell is expended when cast, exactly as a prepared rune spell. When activated, the spell acts in all ways as if it had been cast by the creator of the item.
An inscribed item can hold as many runes will fit on the item (see the description of runestaffs); Norse “wands” are simply items holding a dozen or so copies of the same rune spell. The above silver penny and experience point costs need only be paid once per item, regardless of how many runes are inscribed on it, but note that once an inscribed item reaches its rune limit the expended runes cannot be “written over” to continue adding more, as they are carved and inlaid in such a way as to interfere with the addition of later runes.
Any single-target non-Personal spell may be made into a potion. Brewing one batch of potion requires three things—time, materials, and an Alchemy check—and may be attempted by anyone trained in Alchemy and possessing the necessary proficiencies.
|Spell Level||Check DC 1||Runes/Traditions||Nature|
1: A character may craft a potion of a spell not included on either the rune or godly spell lists in this campaign (alchemy is a mysterious and varied art), but the Alchemy DC for the potion is increased by +10.
As potions are created using external power from alchemical ingrediants rather than internal power from the brewer, potions do not cost XP to craft. As a consequence, however, brewing time for a potion is determined by using the crafting progress rules, using Alchemy as the key skill and a key proficiency of Runes for potions of spells on the rune spell list, Traditions for potions of spells on the godly spell list, and Nature for spells on neither list.
To begin brewing a potion, a character must spend the indicated number of silver pennies on materials and preparation and possess the indicated proficiency in Nature and either Runes (for potions of rune spells) or Traditions (for potions of godly spells). The potion brewer must spend 1 watch beginning the brewing process, then must tend the potion for the number of days indicated by his crafting progress. Once that time elapses, the brewer spends his experience points to complete the potion and an Alchemy check is made to determine the outcome; this check is made in secret by the DM.
If the brewer fails the check by more than 10, the potion is spoiled, having either no effect or a mild harmful effect when imbibed. If the brewer fails the check by 10 or less, the potion has the intended effect but has an additional side effect as well (such as reduced duration, only affecting certain creatures, making the character smell strange, or the like). If the brewer succeeds, the potion works entirely as normal. Whatever the result, a single batch of potion makes a number of doses equal to 1d4 + 1 plus 1 per 5 points by which the check result exceeded the DC, plus 1 per degree of proficiency above the minimum that the brewer possesses. For instance, a brewer with master Traditions and master Nature who rolls a 25 when attempting to brew a 1st-level potion would end up with 1d4 + 1 doses, +2 for beating the DC by 10, +2 for having master Traditions when only basic is required, +1 for having master Nature when only expert is required, for a total of 1d4 + 6 doses.
Certain ingredients or brewing processes can alter the necessary DC for a given potion. A particular monster part, time of the year, or even person brewing the potion can increase the DC by up to 5 or decrease the DC by up to 10. Possessing an expert Priest proficiency, or consulting a character with same, will tell the brewer what factors might affect the potion difficulty.