*This skill won't be found below. This is not an an oversight. It has been specifically not listed in this post.
Craft Magic Skills
To compliment the Paragon system new (and more powerful) uses of the Craft skill have been created. These new 'skills' enable those characters who can learn the secrets of these crafts to create items relevant to their particular skill set. Because of the power of these 'skills' these abilities are considered lore not simple crafts or knowledges. The may not become class skills (even with the application of any otherwise appropriate feat, trait, or magic). They also may not be automatically learned by the simple investiture skill points. Typically skill point strapped classes can use feats to purchase talents instead.
Any class that gains scribe scroll as a bonus feat reduces the TU necessary applicable to any (Craft [Occult]) by 3. Any class that gains brew potion as a bonus feat gains a 3 point increase to their Alchemical Power (Craft [Alchemy]).
Craft (Armaments) (Int)
For every +5 total bonus (other than magic) you have for your Craft (Armaments) skill you can augment one suit of armor, one shield, or one weapon.
the Number of Augmented Armaments = Craft (Armaments) total bonus /5
,Care should be taken with this consideration because the use of even one item shoddy construction can significantly adversely affect a Maker's total Augments. Such armaments are augmented with a portion of your paragon power and perform above and beyond mundane limits limits, see below. To upgrade an item from mundane to augmented requires 100TU and one week’s work, and sufficient material to absorb the TU used. To maintain a weapon, armor, or shield at augmented quality you must spend one hour sharpening, balancing, and repairing it each week. This adds 10 TU per item maintained per month. During this time you invest a small amount of your latent magic into the weapon. The maximum number of armaments that can be augmented is equal to your total Craft (Armaments) bonus divided by five. Despite their mundane creation such weapons are magical and in an anti-magic field all effects cease working (other than the masterwork abilities)
Craft (Alchemy) (Int)
Starting at Lvl 1 you can create alchemical poisons and potions.
Your Alchemical Power (AP) is equal to your total Craft (Alchemy) bonus divided by 4 plus your paragon bonus.
Alchemical Power (AP) = Craft(Alchemy) Bonus/5 + pargaon bonus
Total number of potent potions at a time = Craft (Alchemy) Bonus
With 6 hrs work you can create a number of potions equal to your AP (you can do this twice in a full day). These potions remain good indefinitely however since each potion holds a portion of your personal latent magic and thus the total number of potions you can have empowered at a time is limited to your total craft (Alchemy) bonus. These potions are effective for anyone who drinks them. To create potions you need access to an alchemical laboratory, these can be rented by the day (generally about 5 gp per potion) or maintained yourself with a 250 gp onetime investment followed by a 20 gp monthly upkeep cost.- Alchemist’s Bomb: A favorite weapon of alchemists and mad men alike, this is a ranged touch attack with a range increment of 20ft. On a successful hit the bomb deals APd6 fire or acid damage (picked at time of creation) to the target. Regardless of if it hits directly, every creature within 5ft of the target takes AP points of splash damage (including the target). At AP 4, the bomb splash becomes a 10ft burst with a reflex save for half (DC 10 + AP + Crafter's Int). The main target does not get a reflex saving throw if they are hit by the ranged touch attack. At AP 8 this becomes a 15ft burst.
- Alchemist’s Oil: This oil is coated on a weapon or arrow like a poison. Once the seal is broken and the oil applied it is active for AP rounds. Weapons with the oil on them deal +1d6 fire or acid damage on every successful strike. When using a bow arrows can be coated as a move action and fired for AP rounds once the seal is broken.
- Antitoxin: This potion grants a bonus to saving throws vs poison for one minute. That bonus is 5 + Int + Crafters AP, Special for every two ranks the crafter has in Heal the bonus increases by one.
- Blue Potions: This potion requires AP 4 to make. This restores one spell point. At AP 8 this restores 2 spell points. A single person can only benefit from one blue potion per hour. A non-caster who drinks this potion or a caster who has had one within the last hour must make a Fortitude saving throw (DC 10) or become sickened for 1 hour.
- Buff Potion: This potion (often in the form of a beer or some other beverage) grants he who drinks it a short burst of power. Upon creation the brewer chooses a single ability score to be buffed +2 and two other scores to be penalized -2. The duration is AP minutes. At AP 4 the bonus increases to +4 (the penalties remain unchanged).
- Holy Water: This potion can only be created by Paladins, Clerics, Rangers, or Druids. When applied to a weapon like a poison it deals +2d6 holy damage to undead or evil outsiders for AP min. At AP 8 this potion can also be thrown like an alchemist’s bomb dealing 2d6*AP holy damage to undead or evil outsiders in a 10 ft burst reflex DC 10+AP+Crafters Int for half
- Ki Potion: This potion brings a sense of inner peace and connection with the world. A mystic with less than full ki points who drinks this potion restores a ki point. A non-mystic or a mystic with max ki points gains +2 Wis for AP rounds. At AP 8 this potion restores 2 ki points or gives +4 Wisdom, (if the mystic has 1 less than full ki they gain 1 ki point and +2 Wis for AP rounds).
- Rage Potion: This bubbling caustic potion makes whomever drinks it angry… like, so angry. Characters who have already come to terms with their inner rage may drink this brew and restores some of their daily use of their rage abilities. Others enter into a blood rage for the Crafter's AP in rounds; +4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis, -2 Cha, -2 AC cannot concentrate or cast spells.
- Red Potion: This is a healing potion. It is a move action to drink a healing potion which is readied on a belt, a full round action otherwise. The potion instantly heals 2d4 x AP points of damage. Healing potions can be feed to unconscious allies as a standard action. At AP 4 this also gives the drinker fast healing 1 for 2d4 rounds. At AP 8 this increases to fast healing 2 for 4d4 rounds.
Special: For every two ranks the crafter has in heal e potion heals an additional hit point. Those who drink it at full health say the brew tastes like strawberries (...but it does little else for them)
- Toxin: This poison causes continual damage. When a poisoned weapon successfully hits the opponent makes a Fort saving throw or takes one point of repeating poison damage. The creature gets a new fort save to stop the damage each round. Poison damage stacks with itself. The DC to stop poison damage is 10 + Int + Crafter's AP. Poisoning a weapon is a move action. When using a bow arrows can be coated as a move action and fired for AP rounds once the seal is broken.
Craft (Occult) (Int)
The Occult base ability creates a magic battery from 'alternate' realities, this 'runestone' that can hold sufficient TU to empower your sphere abilities channel. Crafting the base runestone requires 100 tu and one week’s worth of work. Afterwards the item requires an hour of work each week and 10 TU to keep the magical channels within each schema aligned, maintaining its function. The total number of runestones that can be maintained by a single indvidual at one time equals thier total Craft(Occult) bonus divided by 5.
Total Number of Occult Items = Craft(Occult) Bonus/5
If you create a new occult item the oldest item that you created loses power and eventually becomes mundane.There are two types of Items that can be powered by a runestone a Talisman and Charm. A talisman is any item which empowers the individual, where as a charm is an item which affects others in the immediate area surrounding the bearer. The Power level of the occult item is determined by the wearer's level and total Craft (Occult) bonus of its creator, as shown below:
These items empowers spells of a specific spheres in specific ways. Created items must be an object that can be manipulated one-handed, no larger than the creator's arm, and no smaller than the creators palm. When used to cast a spell it provides a bonus to the effective caster level. Casting a spell with a focus requires the focus to be held in one hand, though that hand counts as free for purposes of somatic components. Casters below paragon bonus +1, cannot create a focus but instead creating a fitful spark that must endure quirks based on activating skill checks. Occult crafters of higher ability are not subject to these limitation. All occult items may only power a specific subset of a spheres' abilities, as shown below.
Alteration: +1 caster level with any one form.
Conjuration: +1 Caster level when summoning a single specific companion.
Creation: +1 Caster level when creating or altering a specific class of material: wood (not living), stone, steel, cloth, leather (not living), glass, ice, rope, alt TBA special material (1), or alt TBA special material (2).
Dark: +1 caster level with any one Darkness or Meld talent
Death: +1 Caster Level when using a specific ghost strike talent. No benefit to total undead controlled.
Destruction: +1 Caster Level with a specific blast type
Divination: +1 Caster Level with a specific divine or sense talent.
Enhancement: +1 Caster level with a specific enhancement talent
Fate: +1 Caster Level with a specific word or consecrate talent
Illusion: +1 Caster Level when creating illusions that use a specific talent that directly affects a creature or object (illusionary disguise, silence, invisibility, manipulate aura) but no benefit to general illusions.
Life: +1 Caster Level when using either Invigorate, Cure, or Restore abilities
Light: +1 caster level with a specific light talent
Mind: +1 Caster Level when using a specific charm (lesser, greater or powerful form)
Nature: +1 caster level with a specific geomancing package or spirit talent
Protection: +1 caster level with a specific aegis or ward
Telekinesis: +1 Caster level when using sustained force, hostile lift, or bludgeon
Time: +1 caster level with any one alter time talent.
War: +1 caster level with any one totem or rally talent
Warp: +1 caster level with any one space talent.
Weather: +1 caster level with either Wind, Cold, Heat, or Precipitation talents.
An item empowered by multiple runestones can power an entire sphere talent, these items are limited by the number runestones used (providing a #charges per day). The combined complexity + Caster level of the effect multiplied by the total number of uses per day cannot be greater than either your character level or your total Craft(Occult) bonus, whichever is lower. If a crafter has multiple occult Item slots he can use two or more of them to create the same item and increase its total uses per day in a linear fashion. Since, for the most part, crafted items can replicate powers the caster already has these items are particularly useful to the casters less-magical companions.
Craft Ritual
Rituals are magical formulae that allow a caster to access spell of effects from the lists of RAW. Those spells may ONLY be accessed using this craft and with it the magical effect of their choosing through a combination of chanting, gesturing, and the use of magical focuses and ingredients. Sphere abilities are fueled by spell points and often take no longer than a standard action, Rituals may take minutes, hours, or even days to perform, often requiring the expenditure of rare components, the attunement to particular phases of the celestial heavens, or relocating to environments more naturally conducive to the spells in question.
In many ways, rituals are similar to sphere magic but principally rituals exist as a way to allow sphere casters to use spells generally though lost to the old world.
All rituals possess the following:
Base Sphere: Every ritual has an associated sphere, which a caster must possess in order to use the ritual.
Ritual Level: Every ritual possesses a level from 0-9.
Casting Time: The amount of time the caster must invest in order to use the ritual.
Save DC: If a ritual calls for a saving throw, the DC is equal to 10 + the ritual’s level + the caster’s casting ability modifier.
Materials: These are material costs, special focuses, or rarer enhancements. They tend to be items which must be present when the ritual is used, with the exception of focuses, all these materials are expended when the ritual is cast.
Schema: All rituals require the caster to possess a written schema, as rituals are too complex to be used without some form of written direction. If a caster comes into possession of a ritual schema, the caster must first decipher the magical writing with either a successful SpellCraft check (DC 20 + the ritual’s level) or the basic sense ability from the Divination sphere. Once a ritual has been deciphered, it needn’t be deciphered again, even if the original written copy is lost and another used in its place.
Once a ritual has been deciphered, the method for using that ritual differs depending on whether the caster is working from a permanent magic book or from a scroll.