Foci Crafting

Foci or Magical Implements appear to be wooden sticks, often decorated with symbols, intricately carved, and topped by gems, but they are far from that, they are focus points for a mage’s power. They are used as a mage’s weapon of war, focusing their magical energy into pure destructive power.

Foci Ratings

  • Rating I: Foci at Rating 1 innately gain the Ammunition, Casting Foci, Improvised, Magic Implement, Reload (20), and Range properties. A foci used in melee does not suffer from the Improvised weapon property. Additionally, foci at Rating 1 gain either the Light property, no additional property, or the Heavy and Two-Handed properties. These chosen properties determine the design of the foci.
  • Rating II: Foci at Rating 2 can spend 4 charges of ammunition as a Bonus Action to grant a target within close range DR 4 against the damage type of the ammunition infused within the weapon. Alternatively, you can expend a 1st level or higher spell slot as a Reaction whenever you or an ally you can see would be attacked to form a Shield of Protective Force, granting the target and all allies within 10 feet of them DR 4 per spell level sacrificed against the damage type of the ammunition infused within the weapon or that of the expended spell. This shield remains active until the end of the target creatures next turn, an additional spell can be sacrificed to extend the duration by 1 round for each spell level sacrificed in this way. This is considered a spell effect of an equal level to the original expended spell.
  • Rating III: Foci at Rating 3 that produce a shield of force are able to repel those that would attempt to draw near. Any creature attempting to approach the target of a Shield of Protective Force must first make a Wisdom saving throw against your spell save DC or be unable to move closer than 10 feet towards the target creature. Additionally, whenever you would fail a Concentration check made to concentrate on a spell, you can expend 4 charges of ammunition and a spell slot to instead keep the spell active. This is considered a spell effect of an equal level to the expended spell.
  • Foci

    Custom foci can be forged to provide uniquely powerful or functional melee and ranged weapons.
    Variable Statistics and Craft Rating
    Craft DC: 6
    Damage Wand Damage: 1 || 1d2 (+3), 1d3 (+6), 1d4 (+10), 1d6 (+14) > 1d8 (+19), 1d10 (+24) >> 1d12 (+30), 2d8 (+36). || Boost: 3d6 (+42)   Scepter Damage: 1d2 || 1d3 (+3), 1d4 (+6), 1d6 (+10), 1d8 (+14) > 1d10 (+19), 1d12 (+24) >> 2d8 (+30), 3d6 (+36). || Boost: 2d10 (+42)   Staff Damage: 1d3 || 1d4 (+3), 1d6 (+6), 1d8 (+10), 1d10 (+14) > 1d12 (+19), 2d8 (+24) >> 3d6 (+30), 2d10 (+36). || Boost: 2d12 (+42)
    Damage Type Base Damage Type: Bludgeoning || Bludgeoning (+0), Slashing (+2), Piercing (+2).
    Critical Threat: 20 || 20 (+0) > 19 (+12) >> 18 (+20).
    Multiplier: x2 || x2 (+0) > x3 (+8) >> x4 (+16).
    Penetration Penetration: 0 || 0 (+0), 1 (+1), 2 (+2), 3 (+4) > 4 (+6), 5 (+8), 6 (+10) >> 8 (+12), 10 (+14).
    Range Wand Range: 20/80ft. || +10/+40ft. (+1 per) up to 50/200ft. > +10/+40ft. (+1 per) up to 100/400ft.   Scepter Range: 40/160ft. || +10/+40ft. (+1 per) up to 80/320ft. > +10/+40ft. (+1 per) up to 120/480ft.   Staff Range: 50/200ft. || +10/+40ft. (+1 per) up to 100/400ft. > +10/+40ft. (+1 per) up to 150/600ft.
    Properties Any Foci: Astonishing (+4), Attached [1-3] (+4,+2, +2), Burst-Fire (+4*), Breaker (+6), Brittle (-2; cannot take Disposable), Brutal (+4), Disposable (-4; cannot take Brittle), Distracting (+4), Improvised (+0), Quick Shot (+6), Semi-Auto (+6), Special (+6*), Striking (+4), Switch (+4), Trick (+2*), Veiled (+3).   Wand: Concussive (+6), Covert (+2), Finesse (+3), Knockback (+6), Matching (+4), Parrying (+4), Staggering (+4).   Scepter: Concussive (+4), Covert (+3), Fine (+6), Finesse (+3), Knockback (+4), Matching (+4), Staggering (+4).   Staff: Armor Piercing (+4), Cleaving (+4), Concussive (+3), Double (+0*), Finesse (+4), Heavy Shot (+6), Knockback (+3), Reach (+2), Staggering (+3).
    Weight Wands: Wands are made from 1 base club part, 1 base foci part, and 1 base weapon hilt. For every damage step above base, you add 1 additional weapon hilt, for every two damage steps above base you add 1 additional club part, and for every four damage steps above base you add 1 additional foci part.   Scepters: Scepters are made from 2 base club parts, 1 base foci part, and 1 base weapon hafts. For every damage step above base, you add 2 additional weapon hafts and 1 additional club part, and for every three damage steps above base you add 1 additional foci part.   Staffs: Staffs are made from a 3 base club parts, 2 base foci parts, and 1 base weapon hafts. For every damage step above base, you add 3 additional weapon hafts and 2 additional club parts, and for every three damage steps above base you add 1 additional foci part.
    Rating Base Rating: I; II (+4) > III (+8)
     

    Focus Crystals

    Custom crystals can be cut to produce unique properties when harnessing them for a magical foci. The rules on crafting these new crystal types are found herein.   A crystal’s Critical value alters the base foci’s Critical value, causing the foci to utilize the crystal’s value instead, if it’s better. While a crystal adds its Damage, Penetration, Range, and Properties to any attack made with the base weapon.
    Variable Statistics and Craft Rating
    Craft Base Crystal DC: 16
    Damage Damage: 0 || +0 (+0), +1 (+2), +2 (+4), +3 (+6), +4 (+8)
    +1 die (+15), +2 dice (+30).
    Damage Type Base Damage Type: Bludgeoning, Piercing, or Slashing || Physical – Bludgeoning (+0), Piercing (+0), Slashing (+0). || Elemental – Acid (+4), Cold (+4), Fire (+4), Lightning (+4), Poison (+4), Thunder (+4). || Spiritual – Necrotic (+6), Radiant (+6), Psychic (+6).
    Critical Threat: 20 || 20 (+0) > 19 (+15) >> 18 (+25).
    Multiplier: x2 || x2 (+0) > x3 (+15) >> x4 (+25).
    Penetration Penetration: 0 || 0 (+0), 1 (+1), 2 (+2), 3 (+3) 4 (+4), 5 (+6) > 6 (+8), 8 (+10) >> 10 (+12), 12 (+14).
    Range Base Range: 0 ft. || 0ft (+0), +5ft (+2), +10ft (+4), +15ft (+6), +20ft (+8), +25ft (+10), +30ft (+12) , +35ft (+16) , +40ft (+20) , +45ft (+25) , +50ft (+30)
    Properties Physical Crystals: Armor Piercing (+4), Greater Armor Piercing (+8), Astonishing (+4), Breaker (+4), Brittle (-2), Concussive (+6), Brutal (+4), Entangle (+4), Explosive (+6), Grab (+4), Hooked (+4), Knockback (+4), Nonlethal (+4), Cracking (+2, +1 per 2 points above 2), Ricochet (+4), Special (+6*), Staggering (+4).
    Elemental Crystals: Armor Piercing (+4; acid or thunder only), Greater Armor Piercing (+8; acid or thunder only), Breaker (+4), Brittle (-2), Brutal (+4), Explosive (+6), Knockback (+4; thunder only), Nonlethal (+4; thunder only), Special (+6*).
    Spiritual Crystals: Astonishing (+4), Brittle (-2), Brutal (+4), Explosive (+6), Special (+6*).
    Weight Crystals: Crystals are made from one projectile crystal part, and one base foci part. For every +2 damage, for every additional die of damage, or for every +10 ft. of range, you add one additional crystal part.

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