Quick Guide for Spellweapon Creation

Hello there,   this is a quick guide on how to create Magitech Spellweapon. It is aimed to help you navigate the Spellweapon Creation Rules.  
  • Step 1: Do you want a Melee or a Ranged weapon?
  • Step 2: What type of weapon do you want?
  • Step 3: What Mark do you want?
  • Step 4: What Limit do you want?
  • Step 5: What buyables do you choose?
  • Step 6: What materials do you choose?
  • Step 7: Determine Costs and Final Stats.
     

Step 1: Melee or Ranged?

  This is often the easiest and best question to start with. Do you want to smash your opponent over the head with a warhammer or shoot them from down the street with a rifle?   If you are a True Mage and prefer hard casting, then, ahm... Hi! But also you need to decide between the Stave, which is a Melee Weapon and provides +1 Brace or the Wand, a ranged weapon, which can add a bit more offensive power to your spells.      

Step 2: Type of Weapon

  Now that you have answered the first question, you can focus on the sub-types of weapons. For this I recommend either looking at the bonuses and take what you think is most powerful, or you ignore that and choose whatever fits the theme of your character the best.
(Or you are like me and spend way to much time trying both at once.)      

Step 3: Mark/MK

  And now the Mark or MK of the weapon. There is a bit more written on this on the Main Page, but in short:    Odd Numbers have Schematics and can be produced on mass, Even Numbers are Prototypes and usually unique.   The higher the number the more expensive the item and the more Build Points (BP) you have to add stuff and make it more complex.   Also some weapons have a minimum MK, that you need to use, if you want that kind of weapon.      

Step 4: Limit

  The Limit of an item is one of its most important properties.   For a Magitech Spellweapon the Limit determines multiple things:
  • Out of how many materials is it made?
  • How many Build Points can be spent on Extras?
  • How many times can it catalyze / how many enchantments can it receive?
  • What is the highest Magnitude of spell that can be cast through it?
The answer to all of that is the Limit.   Each Spellweapon has at least Limit 2. Raising the Limit costs 2 BP and every MK has a maximum Limit.   It is also one of the biggest factors in determining an items cost.      

Step 5: Buyables and Extras

  After figuring out and buying the limit you want, you probably still have some BP left.   These can be used to get some buyables and extras for your weapon. Those can be increases to damage, accuracy, or range for example. Each can only be bought as many times as the weapons has limit.     Extras are a special type of buyables. They add extra costs to your weapon and you can only spend BP up to your Limit for them.      

Step 6: Materials

  Your Magitech Spellweapon will be an Eldimagus, a living magic item, and those are made from multiple magical materials.   Choose as many materials as your spellweapon has Limit. Each providing additional bonuses to it.   Do note that the same flourish doesn't stack.      

Step 7: Determine Stats and Costs

  Your spellweapon is nearly finished.   Now just sum up the base stats and bonuses from buyables and materials to get your final result.     But how expensive will your weapon be?   For this you need to add all cost modifiers together and then multiplicate them with the base cost of the weapon. This gives you the market value of it.   If you are crafting the weapon yourself, then you need market value divided by 2 worth of the magical materials you want to use.     Further I recommend looking at the examples below.      

Examples

    Example #1: Making a Spellrifle   Now for an example, let's make a Spellrifle.   A spellrifle is, oh wonder, a ranged weapon. And it's a Spellrifle. Not many questions here.   Now let's say our budget isn't that large, so the highest Mk we can go for is Mk 7. Which has a base cost of 4k credits and gives us 8 BP.   And it gives us the Base Stats for our rifle. The Damage is "Spell+3", with 0 Base Accuracy and 30 Range, not bad.   Our starting Limit is 2, and according with our MK, we can go up to 5. However, this would cost 6 out of our 8 BP, so we only spend 4 BP to go to Limit 4.   With 4 BP left, we raise the Damage and Accuracy each by 2, to spend those points.   With Limit 4, we can choose 4 magical materials.
Let's choose Feathersteel, Fire Rubies, Frost Sapphires and Dream Amethyst.   This gives us +1 Magic Piercing from the Frost Sapphires, the Light Flourish from the Feathersteel, the Anchor Flourish from the Dream Amethyst and the Accurate and Battery Flourishes from the Fire Rubies.   So, what are our final stats:
Damage: Spell +3 (Base) + 2 (Buyable) = Spell +5
Accuracy: 2 (Buyable) + 1 (Accurate Flourish) = 3
Magic Piercing: 1 (Frost Sapphire) = 1
Range: 30 (Base) = 30
Limit: 2 (Base) + 2 (Buyable) = 4
Extra: Battery (Can story up to 4 (Limit) Spellpool), Light (very easy to carry), Anchor (May be used to attach a spell permanently to this weapon)     And how expensive is this?   Limit 4 gives us a Limit Modifier of 1,75. Our Medium sized weapon gives us a Size modifier of 0 and we don't have any extras. As such we just multiplicate our base cost of 4k credits with our modifier of 1,75, which results in 7k.   I'd say that's a pretty good weapon for just 7 thousand credits.       Example #2: Making a Greataxe of Doom   After making a rather moderate spellrifle, let's go full out and make Greataxe to shatter your opponents hopes and dream (and their body of course).   Now then, Melee Weapon and it's a Greataxe. Huge damage with a bit Armor Penetration. With the downside of needing one more success when you don't have at least 5 strength.   With MK, we go straight for the MK 11, which gives us 16 Build Points, and we immediately spend 10 of them to raise our Limit to 7.   We take 2 Accuracy and two Extras: The X-Aspected Spell Assistant for Destruction spells and Transformable.
Transformable could, for example, allow us to hide our Greataxe within our Armor.   But for that we also need a fitting material. Like Life Platinum, an exceedingly rare, mercury like, alloy. Commonly only found on Reise, Neuheim station or other places affiliated with Kalderian.   In addition we take True Feathersteel, Frost Sapphires, Fire Rubies, Voidsteel, Earth Emeralds and Fire Silk. The latter doesn't provide a bonus in this case, but certainly looks cool.   So, what do our final stats look like:
Damage: 10 (Base) = 10
Armor Piercing: 3 (Base) + 1 (Frost Sapphire) = 4
Accuracy: 2 (Buyable) + 2 (True Feathersteel) + 1 (Accurate Flourish) = 5
Range: 2 (Base) = 2
Limit: 2 (Base) + 5 (Buyable) = 7
Extra: Transformable (Can change shape to be hidden within the armor), (Light and Dense Flourishes cancel each other out), Battery (Can story up to 7 (Limit) Spellpool), Anchor (May be used to attach a spell permanently to this weapon), Shadowed (The item is hard to perceive, making it even easier to hide.)
The cost of Destruction Spells cast through this weapon is reduced by 1, minimum 0.   Nice, hm?   But what does that thing cost?   Base Cost is 600k. The limit modifier for Limit 7 is 7, being a Greataxe gives another modifier of 0,6 and the extras give another 1,3. The total modifier being 8,9.   600k * 8,9 = 5,34 Million credits. Have fun saving up for this one.

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