Spellweapon Creation Rules in The Magitech Chronicles | World Anvil

Spellweapon Creation Rules

Definitions:

      Mark (MK):   Historically the MK used to be the version number of a particular type of item. It originally came from programming, but also from Engineering. Some people and organizations still use it that way, but now it mostly defines the complexity of the created item.   Even numbers are used for Prototypes and Odd Numbers for serialized products.       Limit:   The Limit of an item is one of its most important properties. It defines how many enchantments it can receive. For an Eldimagus it determines how many times it can catalyze and for a spell weapon what the highest magnitude of spell is that can be cast through it.   Non-magical items usually have a Limit of 0 or 1.   For a Magitech Eldimagus it is determined by the number of magical materials used in creation.      

Means of Making the Spellweapon

      Prototyping vs Serialized Approach   There are two approaches to creating a new weapon or armor.     Prototyping   When creating a Prototype the Engineer doesn't need to create a Schematic for it first. They can just get straight to work. It takes 10 hours per MK to create the item. Prototypes must have an even Mk. DT of the check is equal to the Mk.   They may give that item additional flourishes by making an additional check with DT equal to Limit+1.     Serialized Approach   An engineer can create a Schematic of an odd Mk for an item. It takes 8 hours per MK of the Schematic. DT of the check is equal to the Mk.   Now they have a Schematic that can be traded, used in a compatible forge, or just used to create a finished item. In the latter case they work for limit (Mk for non magical items) * 8 hours and make a check equal to the limit.      

Configuring the Weapon

    Each weapon has Build Points (BP) depending on the Mk and starts with Limit 2.
Mk Max Limit Base Cost Build Points
1 2 1.5k 0
2 3 1.9k 2
3 3 2k 2
4 4 2.8k 4
5 4 3k 4
6 5 3.7k 8
7 5 4k 8
8 6 46k 12
9 6 50k 12
10 7 550k 16
11 7 600k 16

Ranged Weapons

  Sizes:   Weapons of all different sizes can be made. This of course affects the cost.
Size Size Modifier
Small -0.25
Medium 0
Large 0.5
Very Large 1
Types of Ranged Spellweapons:     Pistol: It can easily fit in your hand so it means you can simply hide it in a bigger pocket and this puts it in the small category. It is also light so it can be used by anyone.
Mk Damage Accuracy Range
1/2 Spell 0 8
3/4 Spell 0 10
5/6 Spell 0 12
7/8 Spell 0 15
9/10 Spell +1 1 20
11 Spell +2 2 22
Buyables only available for pistols:
  • +2 Range costs 1 BP
    Rifle: Medium, Standard Spellrifle, good Range, versatile, very customizable
Mk Damage Accuracy Range
1/2 Spell 0 18
3/4 Spell +1 0 20
5/6 Spell +2 0 25
7/8 Spell +3 0 30
9/10 Spell +4 1 33
11 Spell +5 2 36
Buyables only available for rifles:
  • +3 Range costs 1 BP
    Cannon: Large, Shoots spells with a small range, which explodes in a large cone
Mk Damage Accuracy Range
3/4 Spell +4 in 10 meter cone 0 10
5/6 Spell +6 in 10 meter cone 0 12
7/8 Spell +8 in 10 meter cone 0 15
9/10 Spell +10 in 10 meter cone 0 18
11 Spell +12 in 10 meter cone 1 21
Buyables only available for cannons:
  • +2 Range costs 1 BP
  • +2 Length of the cone costs 2 BP
    Thrower: Large, Rangeless version of a cannon, with potential to bigger cones
Mk Damage Accuracy Range
3/4 Spell +4 in 12 meter 120° cone 0 1
5/6 Spell +6 in 12 meter 120° cone 0 2
7/8 Spell +8 in 12 meter 120° cone 0 2
9/10 Spell +10 in 12 meter 120° cone 1 2
11 Spell +12 in 12 meter 120° cone 2 2
Buyables only available for throwers:
  • +2 Length of the cone
    Launcher: Large, Shoots spells with a medium range, which explode in a ball, supports indirect fire
Mk Damage Accuracy Range
5/6 Spell +5 in 4 meter ball 0 24
7/8 Spell +7 in 4 meter ball 0 28
9/10 Spell +10 in 4 meter ball 1 32
11 Spell +13 in 4 meter ball 1 36
Buyables only available for launchers:
  • +3 Range costs 1 BP
  • +1 Radius of the ball costs 2 BP
    Bow: Medium, Similar to Rifle, high range, supports indirect fire
Mk Damage Accuracy Range
1/2 Spell 0 18
3/4 Spell 0 22
5/6 Spell +1 0 28
7/8 Spell +2 0 34
9/10 Spell +3 0 40
11 Spell +4 1 46
Buyables only available for bows:
  • +3 Range costs 1 BP
    Sniper Rifle: Large, very high range, bonus accuracy and Penetration for aiming   All Sniper Rifles comes with the ability Aim.   Aim: Use an action to aim. If the next action is an unsplit attack with the Sniper Rifle it gets Penetration equal to its base damage and Accuracy equal to the Limit + Catalyzations.
Mk Damage Accuracy Range
5/6 Spell +3 1 36
7/8 Spell +5 1 42
9/10 Spell +8 1 48
11 Spell +11 1 54
Buyables only available for sniper rifles:
  • +3 Range costs 1 BP
    Wand: A ranged weapon to hard cast spells with. Using it doubles the regular range of a spell. They add all catalyzation bonuses to the spells cast with it.
Size modifiers don't apply to Wands, instead they have a cost modifier of +1.
Mk Damage Accuracy Range
5/6 Spell 1 Spell x2
7/8 Spell +1 1 Spell x2
9/10 Spell +2 1 Spell x2
11 Spell +3 2 Spell x2
You can only add a buyable as often as the weapon has limit.   Buyable with Build Points for all Ranged Weapons:
  • +1 Limit costs 2 BP
  • +1 Damage costs 1 BP
  • +1 Accuracy costs 1 BP
  • Adding a Light Bayonet (4 Physical Damage with Melee Attack) costs 1 BP
  • Adding a Heavy Bayonet (7 Physical Damage with Melee Attack) costs 2 BP
  • Add a Technology Insert costs 2 BP
  Technology Insert        

Melee Weapons

 
A sharp stick is a sharp stick, no matter how fancy it is.
  In contrast to Ranged Weapons the Base Stats of Melee Weapons don't change with increasing Mk. Instead most Melee Weapons have a minimum Mk to be built with.     Types of Melee Weapons   Light Weapons   Light weapons are less costly, and can be wielded in one hand.     Striker   No reason to exclude unarmed builds, Strikers are catch all for fist shaped weapons. Strikers never have spikes or bladed components. Roll your unarmed skill to hit with a striker.     Vicious Striker   Vicious Strikers is a catch all for a variety of grizzly fist weapons such as spiked gauntlets, clawed gloves or tekko kagi. You may use unarmed or melee skill when attacking with Vicious Strikers.     Dagger   Custom daggers come in all shapes and sizes, are legal most places, and are the favored weapons of many archaic assassins.     Thrusting Sword   This shape is used for things like rapiers and estocks. An expensive weapon, but with good reach, and a narrow profile that can exploit the weaknesses in an opponent's armor. The weapon of choice for duelists, you may increase your brace by one if you are wielding a thrusting sword, this bonus does not stack if you are wielding two, or any other melee weapon that is.     Light Blade   Normal small swords of all shapes and sizes fall on this shape     Whip   Whips are plainly awful as melee weapons, whips can barely eke out damage against unarmored opponents but can serve as an interesting unconventional spell weapon.       Medium Weapons   Medium shapes are larger and heavier, and require a minimum 2 strength to wield properly. Can be used in either one or two hands.     Club   This shape covers small bludgeons and warhammers. Cheap, easy to use and with great performance against armor for its size. If you make a Club a spell weapon then you win a prize and that prize is: weird looks.     Common Blade   Swords roughly the size of a medium spellblade fall on this shape.     Axe   This shape allows for small axes to be made, good damage but unwieldy.     Warpick   This shape makes pickaxe like weapons. War Picks have very good armor defeating properties but leave relatively small wounds which are seldom lethal unless striking the head.     Stave   Staves are for defensive fighting, and grant the user +1 brace, this bonus does not stack if you are wielding two. This shape can also represent short spears. Using a Stave for hard casting spells, doubles the regular range of the spell.     Heavy Weapons   Heavy Shapes require a 3 strength to use.     Greatsword   Greatsword shaped weapons share a likeness with the mightiest archaic weapons.     GreatStave   Staves are for defensive fighting, and grant the user +1 brace. This shape can also represent spears. Using a Stave for hard casting spells, doubles the regular range of the spell.     Pike   Long and unwieldy polearm that is nearly extinct due to the lack of rank fighting. You can't use this weapon to attack adjacent creatures.     Warscythe   This makes both historical War Scythes and “Reaper” pattern scythes. dramatically increases your likelihood to be mistaken for a necromancer. Has 2 additional Armor Penetration against enemies wielding shields.     Greataxe   Greataxes are a savage weapon, attacks made with them are clumsy. Treat all enemies as having 1 more brace when attacking with a Greataxe, this penalty is lost if you have 5 or more strength.     Greatclub   Choice of cavemen everywhere! Lower damage performance than a bladed heavy weapon, but very strong armor defeating properties! Treat all enemies as having 1 more brace when attacking with a Greatclub, this penalty is lost if you have 5 or more strength. Can also be used for sledge hammers and the like.     Heavy Gauntlet   Regular gauntlets are too small for you? Look no further! These bad boys cover like half your arm and are the prefered tool if you want someone not to get up after you punch them. These may be used with either Melee or Unarmed.
Type Minimum Mk Damage AP Accuracy Range Cost Modifier
Striker 2 Strength 0 0 1 -0,5
Vicious Striker 4 2 + Half Strength 0 0 1 -0,5
Dagger 2 3 0 1 1 -0,5
Thrusting Sword 4 2 2 0 2 -0,25
Light Blade 2 4 0 0 1 -0,25
Whip 1 1 0 1 3 -0,5
Club 1 3 2 0 1 0
Common Blade 2 6 0 0 1 0
Axe 4 5 2 0 1 0,25
Warpick 4 2 5 0 1 0,25
Stave 2 4 0 0 1 0,25
Greatsword 4 10 0 0 2 0,5
Greatstave 6 6 0 0 2 0,5
Pike 6 8 0 0 3 0,6
Warscythe 6 8 2 0 2 0,6
Greataxe 6 10 3 0 2 0,6
Greatclub 3 7 5 0 2 0,6
Heavy Gauntlet 6 6 + Half Strength 0 0 1 0,5
Buyables:   You can only add a buyable as often as the weapon has limit.
  • +1 Limit costs 2 BP
  • +1 Damage costs 1 BP (Can be bought twice for light weapons, trice for medium weapons and four times for heavy weapons)
  • +1 Accuracy costs 1 BP
  • +2 Armor Piercing costs 1 BP (Can be bought once for light weapons, twice for medium weapons and trice for heavy weapons)
         

Extras:

Total BP spent on Extras may not exceed Limit.
Name Description Build Points Extra Modifier
Transformable Allows the Weapon to change or adjust its shape.
(Requires a fitting material.)
2 BP 0,7
Finesse Allows you to use Agility instead of Strength when attacking with the Melee Weapon. 1 BP (For Whip)
2 BP (For Light Weapons)
3 BP (For Medium Weapons)
0,3
Throw and Return Allows for the Melee Weapon to be thrown using Ranged + Strength. You may also use an action to return it to your hand. 2 BP 0,4
X-Aspected Spell Amplifier Increases the Magnitude of all Spells of an Aspect or Greater Path determined at creation by 1, when casting with or through the weapon.
Limit needs to be at least 5.
1 BP 0,3
X-Aspected Spell Assitant Lowers the cost of all Spells of an Aspect or Greater Path determined at creation by 1, when casting with or through the weapon.
Limit needs to be at least 5.
2 BP 0,6
General Spell Amplifier Increases the Magnitude of all Spells by 1, when casting with or through the weapon.
Limit needs to be at least 7.
3 BP 0,8
General Spell Assistant Lowers the cost of all Spells by 1, when casting with or through the weapon.
Limit needs to be at least 7.
4 BP 1,2
x
x

Costs:

  The cost of the Weapon is calculated the following way:   Base Cost * (Limit Modifier + Size/Cost Modifier + Sum of all Extra Modifiers)
Limit Limit Modifier
2 1
3 1,25
4 1,75
5 2,5
6 4
7 7
8 13

Materials:

    As the final step you choose the magical materials for your weapon.   You need magical materials with a combined value equal to half the cost of the Weapon.   The amount of different magical materials is equal to the Limit of the Weapon.   Each material gives one or even multiple bonuses. Do note that the same flourish doesn't stack.  

Articles under Spellweapon Creation Rules


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