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			<title>Talk:Lightbringer</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Lightbringer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Etimology note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just re-watched the 12th episode, 1st season, of &amp;quot;Lie to me&amp;quot;, titled &amp;quot;Blinded&amp;quot;, and it suggsted that &amp;quot;Lightbringer&amp;quot; is a name for Lucifer. English Wikipedia confirms this. Given that Christian mythology is the main source of inspiration for the three Divine Powers, including Lightbringer, both directly and indirectly via J.R.R. Tolkien, it could be a good idea to rename &amp;quot;Lightbringer&amp;quot; to something else. Or maybe keep it. Not sure yet, but it is being considered, and feedback is welcome (post on the mailinst list). --[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 21:35, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
* As far as my reminescences of latin go, Lucifer comes from Lux,-is (light) and the verb fero,-s,tuli,latum,ferre (to bring). I'd say the etimology fits perfectly. Mauro.&lt;/div&gt;</description>
			<pubDate>Wed, 02 Mar 2011 00:27:01 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Lightbringer</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Moving the article stage to 'stub'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a tree and what methods are available to him? How much does it cost, in terms of personal Essence, to Enchant a tree? How long does it take for the magic to be fully ingrained in the tree and be 'operational'? How can the Character be better at Tree Magic if he wants to make this area a specialization of his? This chapter addresses each of these topics and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects that can be imbued into trees belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 level as well. In order to imbue effects coming from different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell being casst gives more Tree Levels than are needed for the effect, only those required are effectively used (and Essence costs are beased only on the Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Magical Power ===&lt;br /&gt;
=== Lunar Power ===&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
Tree Levels are an abstract way to measure how much Essence is required to imbue a given effect within a tree permanently. The conversion factor from TLs to Essence is fixed: one Tree Level costs 0.2ES regardless of the Character. Specific Powers (e.g. TreeBrother, see below) can then be selected in order to decrease the number of Tree Levels needed to achieve a given effect. This has two consequences: the obvious one is that a Character uses up a smaller amount of Essence to achieve the same effect. Also, for Characters using Plant Realm spells to Enchant a tree, lower level Spells are required to get the necessary number of Tree Levels (the higher the spell level, the more Tree Levels it gives the Character upon its completion), thus decreasing the overall Fumble chance in the process.&lt;br /&gt;
&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the rituals involved, applied all relevant discount and then convert it to Essence cost using the conversion factor indicated above. In terms of Essence cost, effects belonging to different categories don't impose any additional restriction or requirement. The Tree Levels needed are tallied and converted to Essence, regardless of the category the effects belong to. Just remember that effects from different categories each need its own dedicated Enchant Tree Spell to be cast.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is 3 years, but the Character can develop specific Mysticisms to modify it (see the section on Fast Enchantment below).&lt;br /&gt;
The GTI is used in three rituals, the first of which is a mandatory step in all Tree Enchanting processes. The base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all three rituals, but their cost (in additional Tree Levels, hence additional Essence expenditure) depends on the ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
{|&lt;br /&gt;
! Ritual !! Base Duration !! SpeedUp I !! SpeedUp II&lt;br /&gt;
|-&lt;br /&gt;
| Prepare the Tree || 3 yrs (1 GTI) || 6 moons || 1 moon&lt;br /&gt;
|-&lt;br /&gt;
| Enlarge a Tree || 3 yrs (1 GTI) per size || 6 moons per size || 1 moon per size&lt;br /&gt;
|-&lt;br /&gt;
| Awaken a Tree || 15 yrs (5GTIs) || 3 yrs || 6 moons&lt;br /&gt;
|}&lt;br /&gt;
The table is calculated for the standard GTI duration. Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. The Power comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels work. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is halving Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). Specifically, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
The standard Growth Time Interval is 3 years. A Character can develop a Mysticism in order to reduce this interval. This impacts the time it takes the tree to grow magical (that is the time the Character must wait before he can start putting magic into the tree), the time it takes the tree to be Awakened and the time it takes the tree to be magically Enlarged. Of these three cases, the first one (wait time while preparing the tree) is mandatory; the other two depend on the effect the Character is interested in putting into the tree.&lt;br /&gt;
&lt;br /&gt;
Some specifics on the Mysticisms TBW.&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:No Content]] --&amp;gt;&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:58:13 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Mechanics and Requirements */ Overall read-through, swapping some sections and adding title lines for magical and lunar powers.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a tree and what methods are available to him? How much does it cost, in terms of personal Essence, to Enchant a tree? How long does it take for the magic to be fully ingrained in the tree and be 'operational'? How can the Character be better at Tree Magic if he wants to make this area a specialization of his? This chapter addresses each of these topics and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects that can be imbued into trees belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 level as well. In order to imbue effects coming from different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell being casst gives more Tree Levels than are needed for the effect, only those required are effectively used (and Essence costs are beased only on the Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Magical Power ===&lt;br /&gt;
=== Lunar Power ===&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
Tree Levels are an abstract way to measure how much Essence is required to imbue a given effect within a tree permanently. The conversion factor from TLs to Essence is fixed: one Tree Level costs 0.2ES regardless of the Character. Specific Powers (e.g. TreeBrother, see below) can then be selected in order to decrease the number of Tree Levels needed to achieve a given effect. This has two consequences: the obvious one is that a Character uses up a smaller amount of Essence to achieve the same effect. Also, for Characters using Plant Realm spells to Enchant a tree, lower level Spells are required to get the necessary number of Tree Levels (the higher the spell level, the more Tree Levels it gives the Character upon its completion), thus decreasing the overall Fumble chance in the process.&lt;br /&gt;
&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the rituals involved, applied all relevant discount and then convert it to Essence cost using the conversion factor indicated above. In terms of Essence cost, effects belonging to different categories don't impose any additional restriction or requirement. The Tree Levels needed are tallied and converted to Essence, regardless of the category the effects belong to. Just remember that effects from different categories each need its own dedicated Enchant Tree Spell to be cast.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is 3 years, but the Character can develop specific Mysticisms to modify it (see the section on Fast Enchantment below).&lt;br /&gt;
The GTI is used in three rituals, the first of which is a mandatory step in all Tree Enchanting processes. The base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all three rituals, but their cost (in additional Tree Levels, hence additional Essence expenditure) depends on the ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
{|&lt;br /&gt;
! Ritual !! Base Duration !! SpeedUp I !! SpeedUp II&lt;br /&gt;
|-&lt;br /&gt;
| Prepare the Tree || 3 yrs (1 GTI) || 6 moons || 1 moon&lt;br /&gt;
|-&lt;br /&gt;
| Enlarge a Tree || 3 yrs (1 GTI) per size || 6 moons per size || 1 moon per size&lt;br /&gt;
|-&lt;br /&gt;
| Awaken a Tree || 15 yrs (5GTIs) || 3 yrs || 6 moons&lt;br /&gt;
|}&lt;br /&gt;
The table is calculated for the standard GTI duration. Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. The Power comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels work. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is halving Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). Specifically, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
The standard Growth Time Interval is 3 years. A Character can develop a Mysticism in order to reduce this interval. This impacts the time it takes the tree to grow magical (that is the time the Character must wait before he can start putting magic into the tree), the time it takes the tree to be Awakened and the time it takes the tree to be magically Enlarged. Of these three cases, the first one (wait time while preparing the tree) is mandatory; the other two depend on the effect the Character is interested in putting into the tree.&lt;br /&gt;
&lt;br /&gt;
Some specifics on the Mysticisms TBW.&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:56:17 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Growth Time Interval */ Trying a table to improve readibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects to be imbued int trees are belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 levels as well. In order to work effects coming fomr different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell you are casting gives you more Tree Levels than you need for the effect you intend to work into the tree, you use only those needed (and pay Essence costs only for those Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
Tree Levels are an abstract way to measure how much Essence is required to imbue a given effect permanently within a tree. The conversion factor from TLs to Essence is fixed: one Tree Level costs 0.2ES for each Character. Specific Powers (TreeBrother) can then be selected in order to decrease the number of Tree Levels needed to achieve a given effect. This has two consequences: the obvious one is that a Character uses up a smaller amount of Essence to achieve the same effect. Also, for Characters using Plant Realm spells to Enchant a tree, lower level Spells are required to get the necessary number of Tree Levels (the higher the spell level, the more Tree Levels it gives the Character upon its completion), thus decreasing the overall Fumble chance in the process.&lt;br /&gt;
&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above. In terms of Essence cost, effects belonging to different categories don't impose any additional restriction or requirement. The Tree Levels needed are tallied and converted to Essence, regardless of the category the effects belong to. Just remember that effects from different categories each need its own dedicated Enchant Tree Spell to be cast.&lt;br /&gt;
&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is 3 years, but the Character can develop specific Mysticisms to modify it (see the section on Fast Enchantment above).&lt;br /&gt;
The GTI is used in three rituals, the first of which is a mandatory step in all Tree Enchanting processes. The base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all three rituals, but their cost (in additional Tree Levels, hence additional Essence expenditure) depends on the ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
{|&lt;br /&gt;
! Ritual !! Base Duration !! SpeedUp I !! SpeedUp II&lt;br /&gt;
|-&lt;br /&gt;
| Prepare the Tree || 3 yrs (1 GTI) || 6 moons || 1 moon&lt;br /&gt;
|-&lt;br /&gt;
| Enlarge a Tree || 3 yrs (1 GTI) per size || 6 moons per size || 1 moon per size&lt;br /&gt;
|-&lt;br /&gt;
| Awaken a Tree || 15 yrs (5GTIs) || 3 yrs || 6 moons&lt;br /&gt;
|}&lt;br /&gt;
The table is calculated for the standard GTI duration. Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36.&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:40:20 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Growth Time Interval */ Typos and caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects to be imbued int trees are belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 levels as well. In order to work effects coming fomr different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell you are casting gives you more Tree Levels than you need for the effect you intend to work into the tree, you use only those needed (and pay Essence costs only for those Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
Tree Levels are an abstract way to measure how much Essence is required to imbue a given effect permanently within a tree. The conversion factor from TLs to Essence is fixed: one Tree Level costs 0.2ES for each Character. Specific Powers (TreeBrother) can then be selected in order to decrease the number of Tree Levels needed to achieve a given effect. This has two consequences: the obvious one is that a Character uses up a smaller amount of Essence to achieve the same effect. Also, for Characters using Plant Realm spells to Enchant a tree, lower level Spells are required to get the necessary number of Tree Levels (the higher the spell level, the more Tree Levels it gives the Character upon its completion), thus decreasing the overall Fumble chance in the process.&lt;br /&gt;
&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above. In terms of Essence cost, effects belonging to different categories don't impose any additional restriction or requirement. The Tree Levels needed are tallied and converted to Essence, regardless of the category the effects belong to. Just remember that effects from different categories each need its own dedicated Enchant Tree Spell to be cast.&lt;br /&gt;
&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is 3 years, but the Character can develop specific Mysticisms to modify it (see the section on Fast Enchantment above).&lt;br /&gt;
The GTI is used in three rituals, the first of which is a mandatory step in all Tree Enchanting processes. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:34:03 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* How to calculate Essence Costs */ Linked to Tree Levels coming from Plant Realm magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects to be imbued int trees are belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 levels as well. In order to work effects coming fomr different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell you are casting gives you more Tree Levels than you need for the effect you intend to work into the tree, you use only those needed (and pay Essence costs only for those Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
Tree Levels are an abstract way to measure how much Essence is required to imbue a given effect permanently within a tree. The conversion factor from TLs to Essence is fixed: one Tree Level costs 0.2ES for each Character. Specific Powers (TreeBrother) can then be selected in order to decrease the number of Tree Levels needed to achieve a given effect. This has two consequences: the obvious one is that a Character uses up a smaller amount of Essence to achieve the same effect. Also, for Characters using Plant Realm spells to Enchant a tree, lower level Spells are required to get the necessary number of Tree Levels (the higher the spell level, the more Tree Levels it gives the Character upon its completion), thus decreasing the overall Fumble chance in the process.&lt;br /&gt;
&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above. In terms of Essence cost, effects belonging to different categories don't impose any additional restriction or requirement. The Tree Levels needed are tallied and converted to Essence, regardless of the category the effects belong to. Just remember that effects from different categories each need its own dedicated Enchant Tree Spell to be cast.&lt;br /&gt;
&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:30:28 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Spells from the Plant Realm */ Clarifying a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see Chapter on costs below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Magical effects to be imbued int trees are belong to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. When a Character is casting an Enchant Tree Spell, all the Tree Levels that the Character gets upon completing the spell shall go toward one or more effects belonging to the same category. That is, one cannot cast a Spell that gives 4 Tree Levels in order to imbue an Aura effect that costs 3 Tree Levels and a Sentience Effect that costs 1 levels as well. In order to work effects coming fomr different categories into a tree, different Enchant Tree Spells must be cast, and the Tree Levels obtained can be used only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
If the spell you are casting gives you more Tree Levels than you need for the effect you intend to work into the tree, you use only those needed (and pay Essence costs only for those Levels used); all the remaining Tree Levels are lost.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 22:22:51 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Spells from the Plant Realm */ Updating to better match the conclusions on the talk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. There are four such spells, forming a ladder, starting with Enchant Tree I up to Enchant Tree IV. Each spell, upon its completion, gives the Character a certain number of Tree Levels (see below) that he can use to put an effect into a tree.&lt;br /&gt;
&lt;br /&gt;
Effects are categorized as belonging to one of four different categories: Sentience, Aura, Enhanced Bloodline and Health/Life. Each effect from a different category requires that a Spell be completed in order to have the necessary Tree Levels for it to be imbued int o the tree. That is, you cannot cast a Spell that gives you 4 Tree Levels in order to imbue an Aura effect that costs 2 Tree Levels and a Sentience Effect that costs 2 levels as well. You need to cast two different Enchant Tree Spells, and use the Tree Levels obtained only for the effects within a single category.&lt;br /&gt;
&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 19:24:38 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Talk:Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Reply: I'm getting a better overall picture + a note on names and terms.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a first for this wki, an article not written by The Designer, but rather by loki, at least initially. The Designer has set up the article skeleton, and loki will be working from a short but fairly coplete MS Word document written (by The Designer) some years ago, on Tree Magic. A wikifikation process almost cannot avoid changing the material being wikified, sometimes elaborating and making the material more flexible by adding more options, or generalizing it, and in other cases simplifying (hopefully losslessly or nearly so). The only instruction given to loki is to implement a &amp;quot;picks&amp;quot; system or Tree Magic Levels system, instead of stating the Essence cost of each option directly, as was done in the original MS Word document.--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 19:47, 3 December 2010 (UTC)&lt;br /&gt;
:I've now added a table structure/skeleton at the bottom of the article, that loki can expand and adapt to suit this article. From now on I'll leave him to it (from what he wrote to me yesterday, it migh be a couple of weeks before he has the time to start this project).--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 06:42, 4 December 2010 (UTC)&lt;br /&gt;
::Ok, I've started adding a little bit of structure to the article. I will probably just use basic text at the beginning to put in most of the information and data I need, then I'll change some of it to tables in order to improve readability. I've re-read the original Tree Magic doc, and I agree that the full topic will probably be split over different articles. The first one, this one, covering the rationales, the mechanical aspects (how to compute costs and growth times, what steps need to be taken and the main effects that can be put in. A second article will cover the Enhanced Bloodlines effects and (probably) a third one will cover the Aura effects, especially if you mean to expand on it.&lt;br /&gt;
::I'll start stating the principles behind the different costing/timing schemes and then I'll provide tables where those are needed to increase the overall readability and make it easier for the player to figure out the final costs/times without excessive calculations. For those precalculated tables I'll be using 12 moons to a year and 30 days to a moon as conversion factors. -- Loki 6 December 2010&lt;br /&gt;
:::Actually, 1 Moon is exactly 28 Days (4 Weeks of 7 Days each), and 1 Year is almost exactly 13 Moons. Where are your figures of 12 and 30 coming from? Also, it's standard nomenclature to capitalize Time Interval terms to make clear they're precise game-mechanical distinctions. Other than that you're doing fine, but do you know how to create new articles? (I agree with separating Aura effects out into its own article, like I suggested you do with Bloodline effects, and since Aura effects will probably be very similar to Domain Magic, I better get my ass in gear and resume working on those articles.)&lt;br /&gt;
::::It was standard business practice. I didn't know your conversion factors. Now I will be obviosuly using the ones you gave me. I've just started putting in the most obvious stuff. It will probably take me some time, both because I'm not very used to wiki and because I keep mixing up Sagatafl and OMNIA in my head :) I do think, though, that a specific Advantage/Power/Enhancer/Lore is needed to modify the standard conversion factor of 1 Tree Level = 0.2 Essence (I used this since almost all of your costing schemes were based on multiples of 0.2ES, with picks for EBL and discounted Prepare rituals being the only exceptions). Otherwise it's just pointless to use levels/picks instead of Essence directly. It's not like they're tallied all at once and then some non-linear formula is applied to the total (like in Contacts or House) in order to prevent/encourage excessive choices. They're just used pretty much one at a time, for every Ritual. So the conversion Levels-ES should be either based on the Character's scores (somehow) or be modifiable via Advantages (or both, maybe). - Loki, 7 December 2010.&lt;br /&gt;
::::: Well, understanding the Time Step Scales, [[TSS]], is fairly important; hopefully you'll find them easy to internalize, since that's why they are as they are. As for Tree Levels, you're correct that I'm not looking for non-linear costs. The idea is that the base Essence cost per TL is 0.2 ES, but that some characters may get a discount on all TLs in some (specific tree species, or in a Domain) or all cases - I think that is more elegant than a general usage of giving &amp;quot;free&amp;quot; levels, although in a few cases given one or two free levels may be good. Secondly, when Spells are cast, each Spell level gives a maximum number of Tree Levels, and you have to compete a given process by casting one Spell, i.e. if the 4th level Spell gives 5 Tree Levels and the 5th level spell gives 7 Tree Levels, and you desire a combination of effects from the Sentience/Spech subsection, that costs a total of 6 Tree Levels, then you cannot do it by casting the 4th level spell twice; you're forced to cast a spell of a sufficiently high enough level (but you pay only the ES for the Tree Levels used). This also suggests that Tree Magic effects should be categorized into a small number of effect types that are related to each other, and which each require one casting of the Spell (which is the same spell sub-Realm in all cases, e.g. Enchant Tree I to Enchant Tree IV). Sentience/Speech could be one such category, Aura effects another, Bloodline effects a third. HEalth/Life might be too narrow, but then again if magic fruits are thrown in it would be better. Still, you're doing a fine job, so far, and I'll try my best not to interfere, but do ask if you are unsure about something. --[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 14:30, 7 December 2010 (UTC)&lt;br /&gt;
::::::Well you're not interfering at all; actually now I think I have a better overall picture. I hadn't figured out that the various spells would be upgraded version of a given spell, each of which would give more Tree Levels to play with. Though, I admit, I should have suspected as much, since I seem to remember you doing something along those lines for Illusion spells. Still OMNIA and Sagatafl will probably be very different in this regard, that's why I missed it. Mmhh ok, now that I have a slightly clearer view, I should be able to be a bit more incisive in my work. Actually organizing stuff as you suggested (Sentience, Aura, ...) makes a lot of sense, exp if each effect requires a specific casting of a Spell to be worked into the tree. As far as the TSS, again that was due to OMNIA being slightly different (progression is 1 day, 3 days, 1 week, 1 month). Oh, by the way... I'm just making up names along the way (Tree Level, TreeBrother). It's just cleaner than (Placeholder 1), (Placeholder 2), ... Obviously change them as you see fit.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 18:34:18 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Talk:Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Forgot to sign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a first for this wki, an article not written by The Designer, but rather by loki, at least initially. The Designer has set up the article skeleton, and loki will be working from a short but fairly coplete MS Word document written (by The Designer) some years ago, on Tree Magic. A wikifikation process almost cannot avoid changing the material being wikified, sometimes elaborating and making the material more flexible by adding more options, or generalizing it, and in other cases simplifying (hopefully losslessly or nearly so). The only instruction given to loki is to implement a &amp;quot;picks&amp;quot; system or Tree Magic Levels system, instead of stating the Essence cost of each option directly, as was done in the original MS Word document.--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 19:47, 3 December 2010 (UTC)&lt;br /&gt;
:I've now added a table structure/skeleton at the bottom of the article, that loki can expand and adapt to suit this article. From now on I'll leave him to it (from what he wrote to me yesterday, it migh be a couple of weeks before he has the time to start this project).--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 06:42, 4 December 2010 (UTC)&lt;br /&gt;
::Ok, I've started adding a little bit of structure to the article. I will probably just use basic text at the beginning to put in most of the information and data I need, then I'll change some of it to tables in order to improve readability. I've re-read the original Tree Magic doc, and I agree that the full topic will probably be split over different articles. The first one, this one, covering the rationales, the mechanical aspects (how to compute costs and growth times, what steps need to be taken and the main effects that can be put in. A second article will cover the Enhanced Bloodlines effects and (probably) a third one will cover the Aura effects, especially if you mean to expand on it.&lt;br /&gt;
::I'll start stating the principles behind the different costing/timing schemes and then I'll provide tables where those are needed to increase the overall readability and make it easier for the player to figure out the final costs/times without excessive calculations. For those precalculated tables I'll be using 12 moons to a year and 30 days to a moon as conversion factors. -- Loki 6 December 2010&lt;br /&gt;
:::Actually, 1 Moon is exactly 28 Days (4 Weeks of 7 Days each), and 1 Year is almost exactly 13 Moons. Where are your figures of 12 and 30 coming from? Also, it's standard nomenclature to capitalize Time Interval terms to make clear they're precise game-mechanical distinctions. Other than that you're doing fine, but do you know how to create new articles? (I agree with separating Aura effects out into its own article, like I suggested you do with Bloodline effects, and since Aura effects will probably be very similar to Domain Magic, I better get my ass in gear and resume working on those articles.)&lt;br /&gt;
::::It was standard business practice. I didn't know your conversion factors. Now I will be obviosuly using the ones you gave me. I've just started putting in the most obvious stuff. It will probably take me some time, both because I'm not very used to wiki and because I keep mixing up Sagatafl and OMNIA in my head :) I do think, though, that a specific Advantage/Power/Enhancer/Lore is needed to modify the standard conversion factor of 1 Tree Level = 0.2 Essence (I used this since almost all of your costing schemes were based on multiples of 0.2ES, with picks for EBL and discounted Prepare rituals being the only exceptions). Otherwise it's just pointless to use levels/picks instead of Essence directly. It's not like they're tallied all at once and then some non-linear formula is applied to the total (like in Contacts or House) in order to prevent/encourage excessive choices. They're just used pretty much one at a time, for every Ritual. So the conversion Levels-ES should be either based on the Character's scores (somehow) or be modifiable via Advantages (or both, maybe). - Loki, 7 December 2010.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:49:50 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Talk:Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Some thoughts on TreeLevels and Essence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a first for this wki, an article not written by The Designer, but rather by loki, at least initially. The Designer has set up the article skeleton, and loki will be working from a short but fairly coplete MS Word document written (by The Designer) some years ago, on Tree Magic. A wikifikation process almost cannot avoid changing the material being wikified, sometimes elaborating and making the material more flexible by adding more options, or generalizing it, and in other cases simplifying (hopefully losslessly or nearly so). The only instruction given to loki is to implement a &amp;quot;picks&amp;quot; system or Tree Magic Levels system, instead of stating the Essence cost of each option directly, as was done in the original MS Word document.--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 19:47, 3 December 2010 (UTC)&lt;br /&gt;
:I've now added a table structure/skeleton at the bottom of the article, that loki can expand and adapt to suit this article. From now on I'll leave him to it (from what he wrote to me yesterday, it migh be a couple of weeks before he has the time to start this project).--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 06:42, 4 December 2010 (UTC)&lt;br /&gt;
::Ok, I've started adding a little bit of structure to the article. I will probably just use basic text at the beginning to put in most of the information and data I need, then I'll change some of it to tables in order to improve readability. I've re-read the original Tree Magic doc, and I agree that the full topic will probably be split over different articles. The first one, this one, covering the rationales, the mechanical aspects (how to compute costs and growth times, what steps need to be taken and the main effects that can be put in. A second article will cover the Enhanced Bloodlines effects and (probably) a third one will cover the Aura effects, especially if you mean to expand on it.&lt;br /&gt;
::I'll start stating the principles behind the different costing/timing schemes and then I'll provide tables where those are needed to increase the overall readability and make it easier for the player to figure out the final costs/times without excessive calculations. For those precalculated tables I'll be using 12 moons to a year and 30 days to a moon as conversion factors. -- Loki 6 December 2010&lt;br /&gt;
:::Actually, 1 Moon is exactly 28 Days (4 Weeks of 7 Days each), and 1 Year is almost exactly 13 Moons. Where are your figures of 12 and 30 coming from? Also, it's standard nomenclature to capitalize Time Interval terms to make clear they're precise game-mechanical distinctions. Other than that you're doing fine, but do you know how to create new articles? (I agree with separating Aura effects out into its own article, like I suggested you do with Bloodline effects, and since Aura effects will probably be very similar to Domain Magic, I better get my ass in gear and resume working on those articles.)&lt;br /&gt;
::::It was standard business practice. I didn't know your conversion factors. Now I will be obviosuly using the ones you gave me. I've just started putting in the most obvious stuff. It will probably take me some time, both because I'm not very used to wiki and because I keep mixing up Sagatafl and OMNIA in my head :) I do think, though, that a specific Advantage/Power/Enhancer/Lore is needed to modify the standard conversion factor of 1 Tree Level = 0.2 Essence (I used this since almost all of your costing schemes were based on multiples of 0.2ES, with picks for EBL and discounted Prepare rituals being the only exceptions). Otherwise it's just pointless to use levels/picks instead of Essence directly. It's not like they're tallied all at once and then some non-linear formula is applied to the total (like in Contacts or House) in order to prevent/encourage excessive choices. They're just used pretty much one at a time, for every Ritual. So the conversion Levels-ES should be either based on the Character's scores (somehow) or be modifiable via Advantages (or both, maybe).&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:48:51 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* TreeBrother */  Adding a summary table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. Those that are most suited to this task are briefly summarized in the following, along with the different nuances and options each one gives.&lt;br /&gt;
* (Spell 1)&lt;br /&gt;
* (Spell 2)&lt;br /&gt;
* ...&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Power Level !! Discount !! Special&lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother I || Halves the Tree Levels for a specific type of tree || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother II || Halves the Tree Levels all trees || &lt;br /&gt;
|-&lt;br /&gt;
| TreeBrother III || Halves the Tree Levels all trees || Tree Levels for Prepare rituals are reduced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:39:00 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Quick mini-glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. Those that are most suited to this task are briefly summarized in the following, along with the different nuances and options each one gives.&lt;br /&gt;
* (Spell 1)&lt;br /&gt;
* (Spell 2)&lt;br /&gt;
* ...&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:35:27 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Quick mini-glossary */  Starting the glossary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. Those that are most suited to this task are briefly summarized in the following, along with the different nuances and options each one gives.&lt;br /&gt;
* (Spell 1)&lt;br /&gt;
* (Spell 2)&lt;br /&gt;
* ...&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Tree Level (TL)&lt;br /&gt;
Growth Time Interval (GTI)&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:34:13 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Mechanics and Requirements */  Just the basics. As they are, Tree Levels are useless. Needs much further elaboration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
There are basically four questions to be answered in order to cover all the in-game mechanics regarding Tree Magic. Who can Enchant a Tree and what methods are available to him? How can the Character be better at Tree Magic if he wants to make of this area a specialization of his? How much does it cost, in terms of personal Essence, to Enchant a Tree? How long does it take for the magic to be fully ingrained in the Tree and be 'operational'? This chapter addresses each ot them thouroughly and lists all the answers and the options available.&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
The most obvious way to go about when Enchanting a Tree is to use one of the several available spells within the [[Plant Realm]] of magic. Those that are most suited to this task are briefly summarized in the following, along with the different nuances and options each one gives.&lt;br /&gt;
* (Spell 1)&lt;br /&gt;
* (Spell 2)&lt;br /&gt;
* ...&lt;br /&gt;
=== Specific Lore ===&lt;br /&gt;
Just as with [[Familiar]]s, a Character can pursue a magical act without ever learning the appropriate spells frome the Plant Realm. Instead, a specific Lore (name of the lore here) exists which allows the Character to bypass the need for those spells and focus and specialize on the Tree Magic aspects he is most interested in.&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
Sometimes being able to do something is not enough for a Character. Sometimes the Character concept requires him being particularly well versed at some specific aspects, because that's where his life led him to and that's where his interests lie. Tree Magic has two related Powers that allow a Character to be better than a 'standard tree magician' along two different lines.&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
The TreeBrother Power entitles a Character to ES discounts when Enchanting trees, so that he will usually be able to Enchant more. It comes into three levels. The first is TreeBrother I (tree type name). This halves the Tree Levels for all the rituals regarding a specific type of tree (e.g. all oak trees, all plums trees, ...). See the section on the Essence Costs for a better understanding of how Tree Levels works. The result is that the Character will find Enchanting a specific type of tree particularly cheap (and will probably do most of his Enchanting on said type of tree as a result). The second level is TreeBrother II. The benefits gained from TreeBrother I (specific), that is the halving of Tree Levels, is extended to all trees, regardless of their type. The final level is TreeBrother III: in addition to the discount provided by TreeBrother II, this level allows the Character to pay much less when Preparing a Tree (see dedicated section below). In particular, the Tree Level cost for the various Prepare rituals is reduced by one and then halved, so that Prepare I is free (0 levels) and Prepare II and III are heavily discounted.&lt;br /&gt;
==== Fast Enchanter ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
All Rituals which can be wrought into a Tree are rated in terms of Tree Levels. Tree Levels are then converted to Essence cost using a conversion factor of 1TL = 0.2ES. Tree levels may then be reduced (e.g. halved) if the Character has chosen the TreeBrother Power and is wokring the ritual on a type of tree appropriate for the discount.&lt;br /&gt;
In order to find out how much Essence your planned magical tree will end up costing you, simply tally all the Tree Levels for the Rituals involved, applied all relevant discount and then convert it to Essence cost using the Conversion Factor indicated above.&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Dec 2010 12:32:24 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Talk:Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a first for this wki, an article not written by The Designer, but rather by loki, at least initially. The Designer has set up the article skeleton, and loki will be working from a short but fairly coplete MS Word document written (by The Designer) some years ago, on Tree Magic. A wikifikation process almost cannot avoid changing the material being wikified, sometimes elaborating and making the material more flexible by adding more options, or generalizing it, and in other cases simplifying (hopefully losslessly or nearly so). The only instruction given to loki is to implement a &amp;quot;picks&amp;quot; system or Tree Magic Levels system, instead of stating the Essence cost of each option directly, as was done in the original MS Word document.--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 19:47, 3 December 2010 (UTC)&lt;br /&gt;
:I've now added a table structure/skeleton at the bottom of the article, that loki can expand and adapt to suit this article. From now on I'll leave him to it (from what he wrote to me yesterday, it migh be a couple of weeks before he has the time to start this project).--[[User:Peter Knutsen|Peter Knutsen (the Designer)]] 06:42, 4 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok, I've started adding a little bit of structure to the article. I will probably just use basic text at the beginning to put in most of the information and data I need, then I'll change some of it to tables in order to improve readability. I've re-read the original Tree Magic doc, and I agree that the full topic will probably be split over different articles. The first one, this one, covering the rationales, the mechanical aspects (how to compute costs and growth times, what steps need to be taken and the main effects that can be put in. A second article will cover the Enhanced Bloodlines effects and (probably) a third one will cover the Aura effects, especially if you mean to expand on it.&lt;br /&gt;
I'll start stating the principles behind the different costing/timing schemes and then I'll provide tables where those are needed to increase the overall readability and make it easier for the player to figure out the final costs/times without excessive calculations. For those precalculated tables I'll be using 12 moons to a year and 30 days to a moon as conversion factors. -- Loki 6 December 2010&lt;/div&gt;</description>
			<pubDate>Mon, 06 Dec 2010 16:49:42 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Growth Time Interval. Trying some basic inputs and formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
=== Specific Lores ===&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
==== Faster Magic ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
Enchanting a Tree is ''not'' a fast process. This type of magic is not suited to fast tactical challenges, as it takes moons, sometimes years, to develop and bear fruit. As such, planning ahead becomes very important.&lt;br /&gt;
The basic measure of how long it takes for a certain effect to grow magical into the tree is called Growth Time Interval (GTI). Its standard span is three years, but the Character can develop specific Mysticisms to modify it (see the section on Faster Magic above).&lt;br /&gt;
The GTI is used in three Rituals, the first of which is a mandatory step in all Tree Enchanting Process. &lt;br /&gt;
* Preparing the Tree base duration is one full GTI. &lt;br /&gt;
* Enlarging a Tree base duration is one full GTI per Size (so that a Size VI Enlargment base duration would be 6 GTIs).&lt;br /&gt;
* Awakeining a Tree base duration is five full GTIs.&lt;br /&gt;
The indicated base duration can be reduced by spending more Essence and taking the Speed Up I or Speed Up II options. Both options are available in all the aforementioned three rituals, but their cost (in additional Essence) depends on the Ritual being worked. All costs are detailed under the relevant section.&lt;br /&gt;
Taking the Speed Up I option divides the duration by 6; taking the Speed Up II option divides the original duration by 36. Thus, for an average Character, whose GTI is unmodified (3 Years), taking the Speed Up II option to Prepare a Tree means that he can complete the step in 1 moon instead of 3 years (3 years divided by 36).&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Mon, 06 Dec 2010 16:38:51 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Tree Magic</title>
			<link>http://sagataflwiki.net/index.php?title=Tree_Magic</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Putting the basic structure in place.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Describe - briefly - what the article is about, in 1 or 2 sentenes, or 3 at the most.&lt;br /&gt;
&lt;br /&gt;
The idea is to make it easy for the reader to decide whether this article is relevant to his current goals, so include hugely important advice here, in a second paragraph, if you think it is necessary.&lt;br /&gt;
&amp;lt;div id=&amp;quot;tabcon&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Mechanics and Requirements ==&lt;br /&gt;
=== Spells from the Plant Realm ===&lt;br /&gt;
=== Specific Lores ===&lt;br /&gt;
=== Enhancing Powers ===&lt;br /&gt;
==== TreeBrother ====&lt;br /&gt;
==== Faster Magic ====&lt;br /&gt;
=== How to calculate Essence Costs ===&lt;br /&gt;
=== Growth Time Interval ===&lt;br /&gt;
== Steps to Enchant a Tree ==&lt;br /&gt;
=== Preparing the Tree ===&lt;br /&gt;
=== Enlarging (Optional) ===&lt;br /&gt;
== Effects ==&lt;br /&gt;
=== Sentience ===&lt;br /&gt;
=== Life-related Effects ===&lt;br /&gt;
=== Radiance Effects ===&lt;br /&gt;
=== Fruits ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
Include any and all pertinent advice here. The goal is to increase the chance of each player having fun, by giving advice helping the player to decide whether to buy the ability or not (if the article is about one or more abilities) or use the option (if the article is about something that characters can choose to do), and later on how to make use of the ability (e.g. to avoid any pitfalls that aren't extremely obvious).&lt;br /&gt;
== Please note ==&lt;br /&gt;
Clarify, elaborate, try to predict and answer questions that are somewhat likely to be asked during character creation or during play.&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Put in sub-sections (three ='s) each containing multiple Q&amp;amp;As, and insert a blank line between each individual Q&amp;amp;A.&lt;br /&gt;
=== sub-section ===&lt;br /&gt;
'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Q''': &lt;br /&gt;
&amp;lt;br&amp;gt;'''A''': &lt;br /&gt;
== The world ==&lt;br /&gt;
A section mainly for the GM, or worldbuilder, about the world impact of the phenomenon, e.g. an Item Creation Power, or an attribute or other stat that may sometimes be starkly high or low relative to the Human average.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
Talk about the effect on the world that this phenomenon would realistically have (taking into account such facts of human nature as greed, ambition and sexual impulses).&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
Talk about how this trait appears and functions in the Ärth historical fantasy setting.&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Talk briefly about what the purpose of the mechanic is. Omit this section if it is extremely obvious to the target audience.&lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
Explain terms of great relevance to the subject matter of the article here, but not terms that are of generally great importance (e.g. RD).&lt;br /&gt;
== See also ==&lt;br /&gt;
Include links here, to other articles that are highly pertinent to the subhject matter of this one. Remember &amp;lt;br&amp;gt; linebreaks before or after (but not both!).&lt;br /&gt;
[[link]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[link]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Plant Magicl]]&lt;br /&gt;
[[Category:Essencel]]&lt;br /&gt;
[[Category:Permanent non-item magicl]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
[[Category:No Content]]&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:NCart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Complete article]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Table structure to use ==&lt;br /&gt;
&amp;lt;!-- temporary section, to provide a table structure that loki can use and expand on --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! A !! B !! C&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 5 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above is a table with 3 colums and 3 rows, with the first row being '''bold'''-faced and having its text centered. Do not mix the ! and | symbols in the same row. Apart from that, hopefully it is obvious how to add and remove rows and lines.&lt;/div&gt;</description>
			<pubDate>Mon, 06 Dec 2010 16:23:59 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Tree_Magic</comments>		</item>
		<item>
			<title>Profstat</title>
			<link>http://sagataflwiki.net/index.php?title=Profstat</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Some typos. Also I added a '2' in the Omniskill description, since that was what looked to be missing (it said 'inherent RD modifier of +; )&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The profstat is a statistic, a Secondary Attribute, that has only one function: It appears in Aptitude blocks (APT Blocks) for Profession skills and for the Omniskill.&lt;br /&gt;
&lt;br /&gt;
In the APT Blocks for these special skills, the number 3 appears in some places, alongside the regular letters that each refer to an attribute. The number 3 in all cases refers to the Profstat, which for almost all characters has a value of 3.&lt;br /&gt;
&lt;br /&gt;
Profstat is an abreviation of Profession Stat, or Professional Stat.&lt;br /&gt;
&lt;br /&gt;
== About the Profstat ==&lt;br /&gt;
The Profstat indicates how easy it is for the character to learn the normal Profession skills, and also the less normal Omniskill. It is therefore all about having something to &amp;quot;fall back on&amp;quot; when a character does not actually have the necessary skill. It also serves to &amp;quot;shift&amp;quot; the APT value of Profession skills closer to 3, making it harder for players to create characters who can easily learn Profession skills to high levels.&lt;br /&gt;
&lt;br /&gt;
Profstat is not intended to be rolled for, at all, and it cannot be trained.&lt;br /&gt;
&lt;br /&gt;
Having a reduced Profstat gives the character a subtle air of a particular kind of idiocy, although it can be compensated for with high values in other attributres, especially Intelligence and Dexterity. The effect of an increased Profstat is equally subtle, but perhaps gives the character a certain intellectual smoothness and flexibility. Raised Profstat is also an excellent choice for characters with an air of the veteran, of having been many places and done a great variety of things.&lt;br /&gt;
&lt;br /&gt;
Profstat does not correspond to any real-world phenomena, and so can be very challenging to translate into in-character terms. One must try to think in terms of a one-sided experience in the formative years and later. Often a character with a lowered Profstat was raised in an enviroment favouring a single trade (job-related skill set), and only that trade, for the character's sex, caste or social class. For instance medieval nobles raised to be warrior knights and nothing else.&lt;br /&gt;
&lt;br /&gt;
The reverse, an increased Profstat, could perhaps be due to the character being raised in an enviroment of self-sufficiency, such as a Viking age farmstead, or a similar context with almost no commerce, every extended family having to provide all skills themselves including blacksmithing, veterinary and humano-medical services, and so forth. An emphasis on versatility and knowing a little about all trades and skills.&lt;br /&gt;
&lt;br /&gt;
Note that a species package bonus to Profstat can be a good component in simulating a long-lived species, such as the Elves in many settings. Likewise, a reduced Profstat could be the result of the culture of a species that has a lifespan shorter than that of Humans, e.g. Orcs in some settings.&lt;br /&gt;
&lt;br /&gt;
== Changing the Profstat ==&lt;br /&gt;
These are the Advantages and DisAdvantages that modify the value of the Profstat.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Trait !!Cost !! Profstat !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Reduced Profstat II || -4 || -4 || please note that this is extreme &lt;br /&gt;
|-&lt;br /&gt;
| Reduced Profstat I || -2 || 0 || &lt;br /&gt;
|-&lt;br /&gt;
| normal ||  || 3 || A normal Human&lt;br /&gt;
|-&lt;br /&gt;
| Increased Profstat I || 10 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Increased Profstat II || 20 || 6 || &lt;br /&gt;
|-&lt;br /&gt;
| Increased Profstat III || 30 || 6.5 || (you probably don't ''really'' need 6.5)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Profstat 3 ''is'' common in all settings, but more extremely common in some than in others. Cities and self-sufficient non-manorial farming communities are examples of cultural enviroments where as many as 10%-20% of the adult male population can have Profstat 5. In cultures with lots of war, and thus massive attrition of the male population segment so as to force women to take up male trades out of necessity, increased Profstat can be common among females.&lt;br /&gt;
&lt;br /&gt;
In a more typical medieval setting, with some commerce, and lots of trade specialziation, individuals with Profstat 5 should be perhaps 0.5% to 2% of the NPC population, of both sexes.&lt;br /&gt;
&lt;br /&gt;
People from broadly curious subcultures, such as roleplaying gamers and (amateur authors), tend to more frequently have a high Profstat, and more generally, mass media such as popular science magazines, and public service and speciality television channels, will over time increase the number of people with a Profstat above 3.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
Profstat is only really important to you insofar as you care about the Omniskill or Profession skills. Don't worry much about justification. The above text defines the norm, but when it comes to Profstat specifically, individuals can differ wildly from the norm of the social context in which they grew up. A nobleman or noblewoman might have been a very curious and inquisitive child, asking questions of and observing the labour of a wide variety of tradesmen. &lt;br /&gt;
&lt;br /&gt;
Likewise someone raised in an enviroment where a high Profstat is fairly common could have had an obsession, since childhood, with pursuing a particular trade, rather like Sherlock Holmes is portayed in his early appearances (later appearances makes him into much more of a polymath, one who regards all kinds of knowledge as potentially useful).&lt;br /&gt;
&lt;br /&gt;
Profession skills are expensive to buy to a useful level; Omniskill even more so. If you want to rely on them, Profstat helps. But be careful of relying overly much on them. Individual skills are much cheaper to buy, much easier and cheaper to get a good Aptitude for, and also much better and safer to use, especially in non-routine situations where the inherent RD penalty of Professions and of the Omniskill is a serious problem.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Profstat is basically a metagame stat, or very close to one, not having any real-world phenomena that it is truly analogous to. Therefore, some GMs or worldbuilders may decide that in their worlds, everyone is Profstat 3, effectively removing the above Advantages and DisAdvantages from the game.&lt;br /&gt;
&lt;br /&gt;
Worldbuilders who have stronger opinions about Professons and the Omniskill can also decide that insted, everyone in the world has a Profstat that is some value other than 3. This must only be done after careful consideration, though.&lt;br /&gt;
&lt;br /&gt;
Also, a potenial pitfall is to assume that 3 in an APT Block means the value 3, rather than the value of the Profstat which for a few characters is something other than 3. This has two causes, one is that all the other stats in the APT Block are reerred to by alphabetical characters, and secondly that the vast majority of characters will have a Profstat of 3 (the exact vastness of this majority differs from player group to player group, and perhaps from world to world within the same group, but it will always be vast).&lt;br /&gt;
&lt;br /&gt;
== Mini-FAQ ==&lt;br /&gt;
Empty for now&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
Profstat does not make a huge diffence for individuals, although it can reflect the outlook of an individual (or culture), and in a way grandness (not Jack-of-all-Trades bu rather Master-of-all-Trades!).&lt;br /&gt;
&lt;br /&gt;
Even more so than for other Secondary and Primary Attributes, assuming Profstat to be 3 is a reasonable thing to do.&lt;br /&gt;
=== World impact ===&lt;br /&gt;
No content here.&lt;br /&gt;
==== The Ärth setting ====&lt;br /&gt;
The northern cultures of the Norsemen (&amp;quot;Vikings&amp;quot;) and Kelts are often described as ''stupidly'' self-sufficient, and while that is an appropriate characterization of the primitivity of their level of commerce (they have virtually none), it does engender a higher occurence of high Profstat. The advice above about nobility also holds true for Ärh, for any culture, and also religious scholars, and secular scholars where such exist (in particular Moslems), and of course especially in terms of childhood (which means that among celibate Christians, the effect usually don't have anyone to &amp;quot;rub off on&amp;quot; except orphans raised in monasteries and the like).&lt;br /&gt;
&lt;br /&gt;
The Keltic concept of Ildanach, one who is a master of ''all'' arts, is of course worth being mindful of, although it must be pointed out that that which the Learned Class (the Aos Dana) regards as &amp;quot;Arts&amp;quot; is heavily based on Intelligence, so perhaps look to that instead of to Profstat.&lt;br /&gt;
&lt;br /&gt;
== Design Notes ==&lt;br /&gt;
Note, this is Design Notes only for the Profstat. Omniskill and Profession skills will be talked more about in their respective articles, even though they are touched upon here.&lt;br /&gt;
&lt;br /&gt;
Profstat came about while thinking about the new concedpt of the Omniskill, as a variant of an older idea, the Profession skill. It made a lot of sense to fill the APT Block for Omniskill with a wide variety of Primary Attributes, both for the sake of simulation (it ''is'' the Omni-Skill, the Skill Of (Nearly) Everything) so that high values in almost any Primary Attribute helps raise the APT, but also in order to serve to push the APT closer to 3.0, because a single very high or very low attribute won't make much difference.&lt;br /&gt;
&lt;br /&gt;
Originally the idea for the APT for Omniskill was 2 parts Intelligence, 2 parts Dexterity, and the rest other Primary Attributes. What should those others be?&lt;br /&gt;
&lt;br /&gt;
Constitution does not affect skill learning. That's an artefact from Quest FRP, that should/will be removed from the system. Faith and Psyche don't either, since they are almost exclusively concerned with the magic system.&lt;br /&gt;
&lt;br /&gt;
That leaves Charisma, Agility, Perception and perhaps Will.&lt;br /&gt;
&lt;br /&gt;
Yes an APT Block for a non-binary skill must have exactly 7 elements. IIDDCAPW ''will not do''. The Dseigner's first idea was to reduce D to weight 1, thus IIDCAPW. That could work. Yet it overemphasizes Intelligence, a recurring tendency in Sagatafl given who and what The Designer is.&lt;br /&gt;
&lt;br /&gt;
Replace it with 3? As it always-3? It was a radical idea, including something in the APT Block that was not a primary attribute. Yet the effect was obvious, and obviously desirable. Especially since it quickly occured to The Designer that the number 3 could also be used in the tenatively planned Profession skills.&lt;br /&gt;
&lt;br /&gt;
So, The Designer saw that it was good, and decided to use it.&lt;br /&gt;
&lt;br /&gt;
Very soon after that came the question that perhaps more than anything else defines and shapes Sagatafl, and sets it apart from other RPG rules systems:&lt;br /&gt;
&lt;br /&gt;
Should it be 3 for everyone? With ''no'' exceptions?&lt;br /&gt;
&lt;br /&gt;
The answer that is obvious to The Designer, and which is the correct answer to this qustion in almost ''all'' contexts, is a resounding &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
It should ''not'' be 3 for everyone.&lt;br /&gt;
&lt;br /&gt;
Attempts to link this newborn Secondary Attribute, the Profstat, to real-world phenomena, have pretty much failed. Versatile and varied childhood? Lots of tenous examples and causes are easy to come up with. Concrete material has so far proven completely elusive.&lt;br /&gt;
&lt;br /&gt;
One justification is that an increased Profstat facilitates the creation of Veteran concept characters, secondarily via cheaper Professions (bought with the Skill Points that the Veteran - by definition - has in plentiful supply) but primarily via the Omniskill, that can (almost always) be fallen back upon if the character does not have a necessary skill of a type that realistically should be usable un-trained.&lt;br /&gt;
&lt;br /&gt;
One might even postulate that a true conceptual Veteran character has Primary Attributes that are all lower than his Profstat. Codifying that into the rules would be blatantly against the spirit and ethics of Sagatafl, but having it as a guideline makes some sense.&lt;br /&gt;
 &lt;br /&gt;
== Quick mini-glossary ==&lt;br /&gt;
'''Profession''': A very broad skill, encompassing many others in a &amp;quot;light&amp;quot; variant, but expensive to learn (high Difficulty) and challenging to learn to a high level (high Complexity) and not good for use outside of routine situations (an inherent RD penalty; everyone is essentially Incompetent or Very Incompetent with all Profession skills). An example would be the Soldier skill, which lets the character perform a lot of small tasks that a soldier would have been trained to do, but only being useful under routine circumstances because of the inherent RD penalty (written onto the skill, e.g. Soldier (commo) 4-1). A modern soldier would know some Tactics, can use military communications equipment, draw maps, dig trenches, and so forth.&lt;br /&gt;
&lt;br /&gt;
Other examples are Housewife, Office Worker, Servant or Slave (two names for the same skill). It must be emphasized that Profession skills are not intended to be a good substitute for specific skills, especially for adventurers who very often find themselves in decidedly non-routine situations. Profession skills are merely better than nothing, and will perhaps also turn out to be a great aid in the creation of NPCs.&lt;br /&gt;
&lt;br /&gt;
Profession skills will almost certainly also follow a different cost progression scheme than regular skills. This decision has not yet been finalized, but whereas for regular skills up until the Plateau Value each new skill level costs 150% of what the previous costs, and twice as much after the PV, for Profession skills (and the Omniskill), each skill level costs twice as much as the previous until the PV, and after the PV three times as much.&lt;br /&gt;
&lt;br /&gt;
'''Omniskill''': Omniskill is like a super Profession. In any case where a character wants or needs to use skill that he does not have, and which can be used untrained (many physical and social skills qualify; magical skills almost never do), the character can use his Omniskill instead. Omniskill has an inherent RD penalty like Profession, except it is always +2 RD (written as -2 after the skill level, since the - makes it clear that it is a penalty, something that is ''undesirable''), whereas it is not yet certain that all Profession skills have an inherent RD modifier of +2; a few may have a higher modifier, or no modifier at all.&lt;br /&gt;
&lt;br /&gt;
On top of this, Omniskill also has severe restrictions on how many SPs can be put into it, further compounding the effect of the very high Difficulty and the high Complexity. See the article on Omniskill for more information about this.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Profession]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Omniskill]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aptitude]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character creation]]&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Profesion]]&lt;br /&gt;
[[Category:APT Blocks]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Use this to &amp;quot;shift down&amp;quot;, as the article progresses. Remember, only one completion tag at a time should be &amp;quot;un-commented&amp;quot; --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:No Content]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:Stub]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Category:ICart]] --&amp;gt;&lt;br /&gt;
&amp;lt;!--[[Category:NCart]] --&amp;gt;&lt;br /&gt;
[[Category:Complete article]]&lt;/div&gt;</description>
			<pubDate>Fri, 19 Nov 2010 11:39:52 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Profstat</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Guaranteed Quality I, II and III */ Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:35em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
&lt;br /&gt;
== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
&lt;br /&gt;
The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
&lt;br /&gt;
An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
&lt;br /&gt;
With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
&lt;br /&gt;
This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
&lt;br /&gt;
=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
&lt;br /&gt;
For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
&lt;br /&gt;
Then look up the cost in the table below.&lt;br /&gt;
&lt;br /&gt;
Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Cost table ===&lt;br /&gt;
&lt;br /&gt;
== Power Levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Essence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items; these are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never contain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crafted in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all the skill rolls he takes during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill); also, for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wondrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. For any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. They are simply as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
&lt;br /&gt;
Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
&lt;br /&gt;
The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:39:49 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Workshop Prowess I, II and III */  Missing capitalization&lt;/p&gt;
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| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
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Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
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This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
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On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
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== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
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The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
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An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
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A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
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That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
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With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
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== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
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This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
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A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
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=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
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Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
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For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
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Then look up the cost in the table below.&lt;br /&gt;
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Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
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=== Cost table ===&lt;br /&gt;
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== Power Levels and effects ==&lt;br /&gt;
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=== Power Level table ===&lt;br /&gt;
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The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
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{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
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=== Table entries explained ===&lt;br /&gt;
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==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Essence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
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Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
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Also, starting at PL 2, you may begin making complex items; these are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
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From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
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Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
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==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
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Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never contain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
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This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
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This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
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See also Grand Work and Wondrous Work below.&lt;br /&gt;
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==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
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Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
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Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crafted in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all the skill rolls he takes during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill); also, for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
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Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
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It is possible to use Grand Work or Wondrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
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==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
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Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
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Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
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The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. For any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
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==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
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==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
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Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
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At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
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At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
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Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
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Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
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==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
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For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
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Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
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Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
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&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
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The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
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=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
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=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
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Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
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=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
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==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
&lt;br /&gt;
The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:37:50 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Grand Work and Wondrous Work */ Typos + clarified the -x RD bonus a little bit (it tricked me into believing that the item would give an RD bonus when used).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:35em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
&lt;br /&gt;
== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
&lt;br /&gt;
The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
&lt;br /&gt;
An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
&lt;br /&gt;
With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
&lt;br /&gt;
This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
&lt;br /&gt;
=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
&lt;br /&gt;
For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
&lt;br /&gt;
Then look up the cost in the table below.&lt;br /&gt;
&lt;br /&gt;
Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Cost table ===&lt;br /&gt;
&lt;br /&gt;
== Power Levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Essence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items; these are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never contain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crafted in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all the skill rolls he takes during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill); also, for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wondrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. for any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
&lt;br /&gt;
Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
&lt;br /&gt;
The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:35:57 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Enchantments (complex items and triple time) */  Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:35em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
&lt;br /&gt;
== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
&lt;br /&gt;
The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
&lt;br /&gt;
An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
&lt;br /&gt;
With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
&lt;br /&gt;
This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
&lt;br /&gt;
=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
&lt;br /&gt;
For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
&lt;br /&gt;
Then look up the cost in the table below.&lt;br /&gt;
&lt;br /&gt;
Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Cost table ===&lt;br /&gt;
&lt;br /&gt;
== Power Levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Essence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items; these are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never contain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crated in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all skills he uses during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill), and for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wodrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. for any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
&lt;br /&gt;
Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
&lt;br /&gt;
The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:30:22 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Minor Privilege and Major Privilege */  Typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:35em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
&lt;br /&gt;
== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
&lt;br /&gt;
The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
&lt;br /&gt;
An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
&lt;br /&gt;
With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
&lt;br /&gt;
This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
&lt;br /&gt;
=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
&lt;br /&gt;
For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
&lt;br /&gt;
Then look up the cost in the table below.&lt;br /&gt;
&lt;br /&gt;
Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Cost table ===&lt;br /&gt;
&lt;br /&gt;
== Power Levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Essence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items; these are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never cotain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crated in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all skills he uses during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill), and for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wodrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. for any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
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Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
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&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
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Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
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=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
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=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
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The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
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== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
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== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
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[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:27:35 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Power variants */  Changed *lower* to *higher* Cost Factor for second and thirs instances.&lt;/p&gt;
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&lt;div&gt;{| style=&amp;quot;width:35em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
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On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
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== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
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The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and many NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
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An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
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With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
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This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to three times, in which case the second and third instance of Artificer have a higher Cost Factor. If more than 3 are desired, pay for the general version of Artificer, but optionally decide that the Power can only be used for a pre-defined list of crats.&lt;br /&gt;
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=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
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Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
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For the skill-specific version, add 2 for the first instance, add 4 for the 2nd instance, and add 6 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level. If any modified Cost Factor becomes higher than 16, which is unlikely, treat it as 16.&lt;br /&gt;
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Then look up the cost in the table below.&lt;br /&gt;
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Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
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=== Cost table ===&lt;br /&gt;
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== Power Levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 3 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, you get the '''Guaranteed Quality I''' ability, and you get 1 Major Privilege point per Year (max 12).&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability. You still only get 1 Major Privilege point per Year, but may store 15 unused points.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a lot of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo, and Tony Stark, are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Esseence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items which are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never cotain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crated in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all skills he uses during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill), and for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wodrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling or demonstrating the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring, but damaging inanimate items, or helples or unresisting living victims, e.g. demonstrating a sword by trusting it through a slave or prisoner, is all right). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (to 2), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that the bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes, and the Size bonus is unaltered.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. for any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
&lt;br /&gt;
Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, including the many ones accumulated from earlier PLs:&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Guaranteed Quality III&lt;br /&gt;
* 1 Major Privilege point per 6 Moons (max 18).&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* Guaranteed Quality&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
The Artificer is one way that a character can have the right to spend his Essence, but note that at low PLs, there's a severe brake on how quickly it can be spent. Assuming each Simple I Item costs an average of 0.13 Essence, and the Artificer has 4.0 Essence, then at PL 0.5 where the Artificer may only makew one Simple I Item per 4 Years, it will take him 120 Years to spend all the Essence that he can (the last 0.1 cannot be spent).&lt;br /&gt;
&lt;br /&gt;
There's nothing wrong with buying Artificer at low PL, as long as the player is aware that it won't let him spend all his Essence within a normal human lifespan. Low-level Artificer is best taken in addition to some other Power (such as Charm-Making), or some learnable ability (Endowing, or those spells that cost Essence) so that the character has more ways to spend Essence. That's also more flexible.&lt;br /&gt;
&lt;br /&gt;
A lot of emphasis is on black-smithing and the cration of war-gear, i.e. weapons and armour, but other options are bow-making, or arrow-making (fletching), or wood-carving (for making sticks and staves), making fuel-burning lamps, or candles and/or torches, or making clothes. In partiocular, clothes and jewelry (made via Goldsmiting or Gem-Carving, or at higher levels of technology, actual Gem-Cutting), can be made extremely pretty via the Vibrance Enchantments. Clothes can also give some bonuses, especially to Temperature Tolerance, or sacks or backpacks of (slightly) reduced encumbrance&lt;br /&gt;
&lt;br /&gt;
An example of an Artificer that is less glamorous than the Magic Smith, but still able to produce adventuring-useful gear, is one that makes magic torches, magic clothes and magic staves and sticks (and other wood-carved objects). Such a character can do much to equip an adventuring party for travel and dangers, and even be a member of the party him- or herself (since many such items are quick to make, and so can be made in borrowed workshops during brief breaks from travelling).&lt;br /&gt;
&lt;br /&gt;
Finally, note that PL 10, Mythic Artificer, does much more to define who and what the chracter is, that´n lower Power Levels do. Mythic Artificers are ''rare''. Generalist Mythic Artificers even more so, to the point where the first such Artificer in the Ärth setting may well be a player-created one.&lt;br /&gt;
&lt;br /&gt;
== Please note ==&lt;br /&gt;
Even though levels of Pagan Alignment beyond the first give benefits to Artificers, it is perfectly possible for a charater to have the Artificer Power even though he instead has levels of Alignment to Divine or Satanic, or even if he has levels of Satanic Corruption. The player is free to choose. Artificers with more than 3 levels of Pagan Alignment get the full benefits of this, provided they can be created in the first place (since such a character will have to be a non-mortal being in some way).&lt;br /&gt;
&lt;br /&gt;
Also, it must be emphasized once again, that at low Power Levels there is a severe brake on how many magic item the Artificer can make, and also that Minor Privilege Points does not let the Artificer make Simple Items without paying their Essence cost. The lower PLs are merely concerned with ''letting'' the Artificer spend his Essence at all (an opportunity that the vast majority of the population of any world does not have). Only at medium PLs does he start ''getting'' free stuff, in the form of an very slow trickle of Major Privilege points, that is less slow at higher PLs. Still, even at PL 10, it's one Simple I Item for free every 6 Moons, or one Simple II Item for free every 24 Moons (note that 2 full Years is almost 26 Moons).&lt;br /&gt;
&lt;br /&gt;
When making an older Artificer, with a PL high enough to get Major Privilege points, it may be a good idea to briefly define some of the Simple I and II Items he has made with these points, and which NPCs he has given them to.&lt;br /&gt;
&lt;br /&gt;
...Or to which PCs; If the player of the Artificer and the player of the other PC can justify for the GM that their characters have been friends for a long time, or if they are relatives, the receiving PC only has to pay 1 Perk Point per Enchantment Level in the item, with Simple I and II Items cointing as whatever Item Level they are. If there is no faimail connection through blood, marriage, fostering or apprenticeship, and no justification for a close, long-term friendship, then the receiving PC must pay the full Perk Point cost of the item, as per the normal Magic Item Owner Perk rules (which costs somewhat more).&lt;br /&gt;
&lt;br /&gt;
Also, look into combinations of Enchantments when making complex items. Simple Items are rigid and inflexible. They are what they are, and they're nifty, but nothing really special. Complex items, on the other hand, can contain combinations of Enchantments that synergize, often in perfectly logical and obvious ways.&lt;br /&gt;
&lt;br /&gt;
Consider a quarterstaff. It has a Fleetness penalty, but that can be reduced to zero, making the staff easier and more comfortable to carry, and also enabling the wielder to function slightly better in combat. As soon as the Fleetness penalty is reduced to zero with one Enchantment, the quarterstaff begins giving a very small bonus to Hiking through Hill Terrain (the same way any stick or light staff does, because these have no intrinsic Fleetness penalty). This bonus to Hiking can be increased, making it easier for the wielder to travel through difficult Hill terrain. The quarterstaff can also be Enchanted with a bonus to Hiking Endurance. That's three Enchantments, all fairly minor and reasonably low EL, but still all very useful, and all pertinent to the staff. In addition to this, a number of other effects can be put into the quarterstaff, making it a better defensive or offensive tool in combat, such as giving it general or purpose-specific Extra Blows, a Damage Bonus, an RD bonus to some or all uses, or enabling it to parry some or all ranged attacks with no RD penalty. Just for fun, finish with a level or two of Vibrance, to make the staff pretty, shiny and impressive.&lt;br /&gt;
&lt;br /&gt;
The Sagatafl Enchantment rules offer many ways in which items can be made better at their mundane purpose, or at things closely related to their mundane purpose, and Artificers have, barring Enchantment Level issues, access to most of these Enchantments, if not all.&lt;br /&gt;
&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
'''ArtL''' = Artificer Level, a statistic from which certain bonuses and benefits are derived&lt;br /&gt;
&amp;lt;br&amp;gt;'''CF''' = Cost Factor, a statistic that determines the cost that a character pays for a given trait, such as an inborn Power.&lt;br /&gt;
&amp;lt;br&amp;gt;'''EL''' = Enchantment Level, usually a number from 2 to 6.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ES''' = Essence. An average person is born with 3.0 Essence, a typical Artificer with a bit more (maybe 4.0), and someone with typical or high spellcasting potential a bit more again (such as 5.0 to 7.0 ES).&lt;br /&gt;
&amp;lt;br&amp;gt;'''OP''' = Oldness Point. 1 OP is the same as 3 Years of aging for a Human (for a longer-lived species, 1 OP is ''more'' than 3 Years of aging).&lt;br /&gt;
&amp;lt;br&amp;gt;'''PL''' = Power Level. The level of a Power that the character is born with.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Sep 2010 18:22:54 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Manifestation and roleplaying */  A couple of typos plus I spelled out Power Level once at the beginning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:40em;&amp;quot; align=&amp;quot;right&amp;quot;&lt;br /&gt;
| '''&amp;lt;font size=&amp;quot;+2&amp;quot;&amp;gt;&amp;quot;I can tell you with no ego, this is my finest sword. If on your journey, you should encounter God, God will be cut.&amp;quot;'''&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font size=&amp;quot;+1&amp;quot;&amp;gt; - Kill Bill.&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Artificer is an inborn Power, of the Item Creation type. Unlike most (if not all) other Item Creation procedures, the character must use the Power while he is physically creating the item, i.e. weaving an item of clothing, forging a sword, or making a torch.&lt;br /&gt;
&lt;br /&gt;
This means he must have the necessary mundane craftsman skills. Also, the magic does not override the inherent quality of the crafted item, but rather augments it, so each item will be ''better'' if the Artificer has crafted it with great skill.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the character doesn't need to unlock the Power, it can be used as soon as it manifests (and it manifests early), and even before the character's Power manifests, the character will feel instinctively drawn or one or more of the craftsman skills he needs to learn in order to use this Power.&lt;br /&gt;
&lt;br /&gt;
== Manifestation and roleplaying ==&lt;br /&gt;
The Artificer Power usually manifests very early, and except for Power Level (PL) 10, Mythic Artificer, the Power always manifests all at once, rather than in degrees.&lt;br /&gt;
&lt;br /&gt;
The player is free to choose any Youth level interval, i.e. 9-12 Years of age or 21-30 Years of age. The most common is the 12-15 or 15-18 interval, and for most player characters and may NPCs, this will be deep in the character's backstory, rather than something that happens during play. Also, very few characters are surprised when their Artificer Power manifests. They'll experience a sense of rightness, even if mixed with a sense of confusion. Or maybe they won't notice it at first, since the Artificer Power creates subtle effects.&lt;br /&gt;
&lt;br /&gt;
An Artificer character using the Power without being aware of it, i.e. after it has manifested but before he consciously accepts the fact, makes subconsciuos choices as to what Enchantments and at what grades he will put into the item, in proportion with how important the item is.&lt;br /&gt;
&lt;br /&gt;
A few Artificers remain in denial throughout their entire lives, but this can be an extreme roleplaying challenge, and many players and GMs will not be able to handle it. Fortunately, if a player (or GM) starts out deciding that the character will remain in denial about having a supernatural Power for his entire life, and then realizes that he (the player or GM playing the character) cannot pull it off, it is easy to change plans and simple have the character accept that he has a Supernatural ability.&lt;br /&gt;
&lt;br /&gt;
That still leaves plenty of room for theological and existential angst, although for the sake of the sanity of the other players, such a period should not be too drawn out. Eventually the character should come to terms with what he is, or else go insane to the point where he is no longer an active participant within the game world.&lt;br /&gt;
&lt;br /&gt;
With Mythic Artificer, the special variant of the Power that is PL 10, there is quite often a &amp;quot;lag&amp;quot; of manifestation, so that if a character has Artificer at PL 10, the Power will manifest at PL 9, and then only after a significant period of time, usually of 1, 3 or 6 Years, PL 10 manifests. Players are free to choose the duration of the lag, or leave it to a dice roll (1d6 Years, e.g., possibly rolled in secret by the GM), or let the GM pre-determine it but keep his decision secret. Even for Mythic Artificer, the full manifestation can very well have occured deep in the character's backstory, rather than being something the player anxiously waits for to happen to his character.&lt;br /&gt;
&lt;br /&gt;
== Power variants and cost ==&lt;br /&gt;
=== Power variants ===&lt;br /&gt;
The Artificer Power comes in two versions, one called Artificer (Gen.) that can be used for all craftsman skills that the character has (and as he learns new skills, he can use Artificer (Gen.) with those too), and another that is specific to one craftsman skill, or with GM permission to two very closely related skills (e.g. torchmaking and candle-making).&lt;br /&gt;
&lt;br /&gt;
This requires GM acceptance for combinations not specifically mentioned in the rules, based on comparision with existing examples (e.g. candle- and torch-making are thematically very closely related in that they're about light-producing consumable objects).&lt;br /&gt;
&lt;br /&gt;
A character can have the skill-specific Artificer Power up to thre times, in which case the second instance of Artificer has a Cost Factor 1 lower, and an eventual third instance has a CF 2 lower. If more than 3 are desired, take the general version of Artificer, giving access to use with all craftsman skills.&lt;br /&gt;
&lt;br /&gt;
=== Cost Factor ===&lt;br /&gt;
Take the lowest of Dexterity(Manual) and Intelligence.&lt;br /&gt;
&lt;br /&gt;
Don't modify this value for for Artificer (Gen.).&lt;br /&gt;
&lt;br /&gt;
For the skill-specific version, add 2 for the first instance, add 3 for the 2nd instance, and add 4 for the third instance. The first instance is always the one with the highest Power Level, the third instance is always the one with the lowest Power Level.&lt;br /&gt;
&lt;br /&gt;
Then look up the cost in the table below.&lt;br /&gt;
&lt;br /&gt;
Since Artificer is an Item Creation Power, there are no Power Points.&lt;br /&gt;
&lt;br /&gt;
=== Cost table ===&lt;br /&gt;
&lt;br /&gt;
== Power levels and effects ==&lt;br /&gt;
&lt;br /&gt;
=== Power Level table ===&lt;br /&gt;
&lt;br /&gt;
The Power Levels of 2.5, 7.5, 8.5 and 9.5 do not exist. Choose the level closest to your vision of the character.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;plt&amp;quot;&lt;br /&gt;
! ArtL || Max EL !! PL !! Effects&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || 0.5 || 1 Minor Privilege point every 4 Years (max 2), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1 || 1 Minor Privilege point every 2 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || 1.5 || 1 Minor Privilege Point every 2 Years (max 6), for Simple I and II Items.&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||  2|| 2 || 1 Minor Privilege Point per Year (max 9), for Simple II Items, you may make as many Simple I items as you wish, and you get a maximum Enchantment level of 2.&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 2.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3 || 2 Minor Privilege Points per Year (max 12) for Simple II Items, and you get a maximum Enchantment level of 3. &lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3 || 3.5 || You may create as many Simple II Items as you wish, so from now on you can ignore Minor Privilege points.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4 || Once per 6 Years, you get a ''Major'' Privilege point (max 3), for Simple I Items, and your maximum Enchantment level is 4.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4 || 4.5 || You may perform a '''Grand Work''' a number of times equal to your Pagan Alignment level plus two, and you get 1 Major Privilege Point every 5 Years (max 4), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5 || Your maximum Enchantment level is 5th, you get the '''Workshop Prowess I''' ability, you may perform a Grand Work four times plus two more per level of Pagan Alignment, and you get 1 Major Privilege Point every 4 Years (max 5), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5 || 5.5 || You may perform a '''Wondrous Work''' once, plus once if you have 3 levels of Pagan Alignment, and once more for each 2 additional levels.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6 || Your maximum Enchantment level is 6th, and you get 1 Major Privilege Point every 3 Years (max 7), for Simple I Items.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6 || 6.5 || You get 1 Major Privilege Point every 2 Years (max 9), for Simple I and II Items, and may use '''Grand Work''' as often as you wish.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 6+ || 7 || Your maximum Enchantment level is now ''beyond'' 6th, and you get the '''Workshop Prowess II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 7.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 6+ || 8 || Once per level of Pagan Alignment, you may use the '''Work Fast''' option, you may also perform one '''Wondrous Work''' per level of Pagan Alignment, and you get the '''Guaranteed Quality I''' ability.&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 8.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6+ || 9 || You may perform two '''Wondrous Works''' per level of Pagan Alignment, and use '''Work Fast''' one additional time, and get the '''Guaranteed Quality II''' ability.&lt;br /&gt;
|-&lt;br /&gt;
|  ||  || 9.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 6+ || 10 || At this Power Level, you are not an Artificer, but instead a '''''Mythic'' Artificer'''. This gives you a truckload of benefits and special abilities, explained below.&lt;br /&gt;
Exectutive summary: Völund, Hattori Hanzo and Tony Stark are examples of Mythic Artificers. You are ''that'' awesome.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Table entries explained ===&lt;br /&gt;
&lt;br /&gt;
==== Minor Privilege and Major Privilege ====&lt;br /&gt;
At low Power Levels, you can only use your Artificer Power when you spend Minor Privilege points to do so. Each 1 Minor Privilege Point lets you make one Simple I Item (for which you pay the Esseence cost). From PL2 onwards, you may make as many Simple I Items as you wish, not being limited by Minor Privilege Points, although you must still pay the Essence cost.&lt;br /&gt;
&lt;br /&gt;
Starting at PL 1.5, you may also make Simple II Items, each such item costing 4 Minor Privilege Points (plus its normal Essence cost). From PL 3.5 onwards, you may make as many Simple II Items as you wish, so for PL 3.5+ you can ignore Minor Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Also, starting at PL 2, you may begin making complex items which are items that can contain multiple Enchantments, each of your choosing, but limited by Enchantment level. Everything is explained further down.&lt;br /&gt;
&lt;br /&gt;
From PL 4, you begin getting ''Major'' Privilege points. These are way cool! They let you make Simple I Items (and from PL 6.5 also Simple II Items) that you do not have to pay Essence cost. Each Simple I Item costs 1 Major Privilege point, and each Simple II Item costs 4 Major Privilege Points.&lt;br /&gt;
&lt;br /&gt;
Please note that there are limits to how many unspent Minor and Major Privilege points you may store up. This is in each case mentioned in a paranthesis, and is higher for higher PLs.&lt;br /&gt;
&lt;br /&gt;
==== Enchantments (complex items and triple time) ====&lt;br /&gt;
Starting at PL2, you get a maximum Enchantment level. This means you can begin combining Enchantments into complex items, complex items being flexible ones capable of containing multiple Enchantments of your own choosing (from among those available to Artificers), whereas Simple Items can only contain set Enchantments and only one Enchantment each (or if they can contain multiple Enchantments, in a few cases, it is very rigid and pre-determined).&lt;br /&gt;
&lt;br /&gt;
Up until PL7, you are limited with regards to what items you can put your highest available level of Enchantments into. You can only put these into items that you have crafted elaborately, taking 3 times as long as normal, for that item type at that quality level. As an example, at PL4, your maximum Enchantment level is 4th, so you can put 2nd and 3rd level Enchantments into any items (except Simple Items; these can never cotain additional Enchantments), but if you also want to put 4th level Enchantments into an item, that item must be crafted taking much extra time (you can also put lower level Enchantments into such items).&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;triple time&amp;quot; principle is the origin of the notion of the &amp;quot;Thrice-Forged sword&amp;quot;. Some blacksmiths would take a very long time making certain very important swords, and people ended up assuming that the smith would forge the blade, then break it, then forge it, break it again, and forge it anew a third time. What's really going on is that the Artificer (a smith, weaver, or any other craftsman with the Artificer Power) takes his time, putting love and care and attention into the item beyond what its quality level warrants.&lt;br /&gt;
&lt;br /&gt;
This limitation ceases at PL7. At that point, the Artificer can put 6th level Enchantments, the most powerful possible, into items crafted taking a normal amount of time.&lt;br /&gt;
&lt;br /&gt;
See also Grand Work and Wondrous Work below.&lt;br /&gt;
&lt;br /&gt;
==== Grand Work and Wondrous Work ====&lt;br /&gt;
Grand Work can be used a limited number of times during the Artificer's life (except at very high PLs, when he can use it as often as he wishes), and each use causes him to ''age'' by 1 OP (the equivalent of 3 Years of aging), although in a subtle and gradual way. His hair doesn' suddenly turn grey or white, and his bear doesn't grow by half a meter.&lt;br /&gt;
&lt;br /&gt;
Wondrous Work can likewise only be used a limited number of times during the Artificer's life, and each use causes him to age by 1d3 OP, plus one more OP (total 1d3+1) if his Pagan Alignment is only 1. Please note that this is an average of 6 or 9 Years of aging per usage, depending on Alignment!&lt;br /&gt;
&lt;br /&gt;
Grand Work does one of two things:&lt;br /&gt;
* It enables the Artificer to put a single 5th level Enchantment into the item, even if the item is not crated in triple the normal time (this usage becomes irrelevant at higher PLs)&lt;br /&gt;
* It enables the Artificer to craft a single item with a -2 RD bonus to all skills he uses during the process (including skills for raw material processing, provided he does the processing himself or at least supervises it closely, and the Decoration skill), and for the purpose of prerequisites and all formulae, the primary skill or skills used in the process count as being 2 higher (but not for any dice rolls; there, he only benefits from the RD bonus). The Artificer can choose to make this into a Simple Item (paying the Essence cost, or using a Major Privilege), or a regular (i.e. complex) Enchanted item, or not put any magic into the item at all (in which case the item is not magical; it does not detect as magical, and cannot be dis-Enchanted).&lt;br /&gt;
&lt;br /&gt;
Wondrous Work does one of two quite similar things:&lt;br /&gt;
* It enables the Artificer to put a single 6th level Enchantment into an item, as above.&lt;br /&gt;
* It enables the Artificer to craft an item, as above, but with higher bonuses. The RD bonus is -3, and the primary skill(s) used count as 3 higher.&lt;br /&gt;
&lt;br /&gt;
It is possible to use Grand Work or Wodrous Work, or both, multiple times on the same item. Once to get the bonuses (either Grand or Wondrous Work), and then once more for ''each'' Enchantment put in. The cost in aging is expensive, though.&lt;br /&gt;
&lt;br /&gt;
==== Workshop Prowess I, II and III ====&lt;br /&gt;
Workshop Prowess I makes the Artificer's Strength and Dexterity, and all their sub-attributes, count as 1 higher, for the purpose of prerequisites to use the crafted items ''only'' when testing or trialling the items in controlled conditions in a workshop or similar enviroment (the bonuses are in particular never applicable during anything that resembles combat, not even duelling or sparring). Strength and Dexterity, and all their sub-attributes, also count as 1 higher for the purpose of calculating how long the Artificer can continue working in the workshop.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess II functions as above, but the bonuses are doubled (all count as 2 higher), and also the Artificer's Size counts as 1 higher for the purpose of weapon testing. Thus the Artificer is able to tests (e.g. balance test) a weapon that is too large for him (or his species) to use effectively in combat. A Halfling could test a Human-scale broadsword, for instance.&lt;br /&gt;
&lt;br /&gt;
Workshop Prowess III (gained at PL 10, Mythic Artificer) fuctions much as Workshop Prowess II, with the exception that teh bonus to whichever is lower of Strength and Dexterity, is 3 instead of 2. The same bonus applies to all the sub-attributes.&lt;br /&gt;
&lt;br /&gt;
The main effect of Workshop Prowess is the bonus to Strength (and to the Arm Strength sub-attribute), which lets an Artificer that is not very physically strong, e.g. a woman, function better as a blacksmith. Workshop Prowess is of much less relevance to other crafts. for any Artificer blacksmith that already has sufficient Strength, Workshop Prowess can be ignored.&lt;br /&gt;
&lt;br /&gt;
==== Work Fast ====&lt;br /&gt;
Each use of Work Fast lets you make one item (mundane, Simple I or II, or complex with multiple Enchantments), making one item (or a batch of consumable or non-reusable items) in 1/4 the normal time, at the cost of 2 OP of Aging.&lt;br /&gt;
&lt;br /&gt;
==== Guaranteed Quality I, II and III ====&lt;br /&gt;
At PL 8, you get Guaranteed Quality I. You can use this any time you craft an item without skimping on time or ressources, i.e. rushing the job or using inferior raw materials or sub-standard tools or facilities. Any items you make in this way are at least Q3, average quality, even if the rules for making such items result in a random quality level (any roll of less than Q3 becomes Q3).&lt;br /&gt;
&lt;br /&gt;
Furthermore, you can spend Essence to raise the minimum Quality of each such item. Each 0.1 of ES that you spend raises the minimum Quality by 1 point, up to a maximum of Q7 for 0.4 ES. Thus if you spend 0.4 ES, any rolled quality of less than Q7 becomes raised to Q7.&lt;br /&gt;
&lt;br /&gt;
At PL9, you get Guaranteed Quality II, which works as Guaranteed Quality I, except you may raise the minimum Quality as high as Q9, which costs 0.6 Essence.&lt;br /&gt;
&lt;br /&gt;
At PL 10, Mythic Artificer, you get Guaranteed Quality III. The minimum Quality you get for free is now Q5, and for each 0.1 ES you spend, you raise the minimum Quality for that item by 2, up to a maximum of Q11.&lt;br /&gt;
&lt;br /&gt;
Items made with Guaranteed Quality can be made as Simple Items, or complex Enchanted items, or as mundane items. If made as mundane items, they are not magical, do not detect as magical, and cannot be dis-Enchanted. Tehy are simple as good as any other items of that quality level, and visually indistinguishable from them.&lt;br /&gt;
&lt;br /&gt;
Please note that for some items, only odd-numbered Quyality values above 3 are possible, e.g. melee weapons. It simply is not ''possible'' to make a Q4 or Q6 broadsword. In such cases, you must spend Essence enough to &amp;quot;land&amp;quot; on an odd number (5, 7, 9 or 11, with the maximum depending on the grade of Guaranteed Quality that you have).&lt;br /&gt;
&lt;br /&gt;
==== Mythic Artificer ====&lt;br /&gt;
For PLs of 9 or less, your Item Creation method is Artificer. That's what you write in the &amp;quot;Method&amp;quot; field on any magic item desription sheet or table.&lt;br /&gt;
&lt;br /&gt;
For PL 10, your Method is instead ''Mythic'' Artificer. You ge many bonuses, and the Power works differently in numerous ways. Because some of your items detect differently, you must remember to specify that the Method is Mythic Artificer, when writing up magic items you've made.&lt;br /&gt;
&lt;br /&gt;
Even though the examples mentioned are all blacksmiths (or in one case, an engineer who once did something impressive in a cave with a box of scraps), Artificers, even Mythic ones, can be Artificers for any crafts, or even all crafts. It's just a question of point cost, and the fact that people with Artificer friends are more likely to end up in myth if said Artificer friends can make ''really'' good war-gear, rather than, say, ''really'' good cloaks or candles.&lt;br /&gt;
&lt;br /&gt;
Here are all the PL 10 benefits, icluding the many ones accumulated from earlier PLs:&lt;br /&gt;
(question: Are all included?)&lt;br /&gt;
&lt;br /&gt;
* Workshop Prowess III&lt;br /&gt;
* Regardless of how the Fatigue/Work rules end up being, you can work for a 25% longer period of time at your craft before being hit by fatigue or forced to stop due to weariness.&lt;br /&gt;
* Also, if you absolutely want to, you may instead work one session for four times as long (rather than 1.25 times as long) at the cost of 1 OP. You may use this ability as often as you like. Work for 4x10 Hours, age 3 Years, sleep 8 Hours, work for 40 more Hours, age 3 Years, sleep for 8 hours, work for 40 Hours, age 3 Years...&lt;br /&gt;
* As many Grand Works as you wish, each costing 1 OP.&lt;br /&gt;
* Two Wondrous Works per level of Pagan Alignment, each costing 1d3+1 OP (only 1d3 OP if you have Pagan Alignment 2+).&lt;br /&gt;
* All the magic items you create, not just your Simple I and II Items, count as Class C items for the purpose of magic detection and analysis.&lt;br /&gt;
* Those of your items that are Item Level 6 count as Item Level 5 or 7 in some situations. They count as Item Level 5 in those types of situations where that would normally be beneficial to the wielder of the item, and they count as Item Level 7 in those types of situations where ''that'' would normally be beneficial to the wielder. For instance, usually it is desirable that the Item Level of an item is lower if people are trying to detect it (a lower Item Level means a smaller or weaker blip on the radar), but a higher Item Level is desirable if people are trying to Analyze or Dis-Enchant the item.&lt;br /&gt;
* All your non-consumable Simple I Items get 1 Material Properties Enchantment pick.&lt;br /&gt;
* Instead of paying 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Artificer Level, and then another 0.1 Essence to get a number of Material Properties Enchantment picks equal to your Dexterity (Manual) plus your level of Pagan Alignment, you now get ''all'' those picks for only 0.1 Essence.&lt;br /&gt;
* You can make all items covered by your Artificer skill(s) at 1/2 the usual time, both Simple I and II Items, items you wish to put Enchantments into, and normal items.&lt;br /&gt;
* You can speed this up further. At the cost of 1 OP, you can reduce the crafting time for any one item (or any one batch of consumable or otherwise batched Simple Items) to a total of 1/10 normal. This can be done as often as desired, also for non-magical items (such items do not detect as magical, even though a kind of magic was used or spent during the creation).&lt;br /&gt;
* You can work with all materials that can be used with your Artificer skill(s), without needing to have the Material Familiarity Lore with said material (although for ''truly'' exotic materials, the GM may require you to spend 1 or even 4 Hours touching, fondling, sniffing and licking a sample of the material, or demand that you keep the sampe under your pillow during one night's sleep), e.g. Advanced Steel, Meteoric Iron, Adamant, Titanium, Platinium, any real or fantasy material that makes sense for your craft, e.g. a blacksmith cannot work with silk, a weaver cannot work with mithril, and a candle-maker cannot make functioning candles out of earwax. Still, this particular right is mainly of use to blacksmiths.&lt;br /&gt;
* Your Artificer level is 13, and not 11 as one might assume by extrapolation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== No privileges ===&lt;br /&gt;
&lt;br /&gt;
Some Power Levels, especially half-levels, give privileges that may be somewhat complex. If the character has a Power Level (less than PL 10) where he gets one or more privileges, and the player chooses for the character to not have any of them (so as to only get the &amp;quot;straight and simple&amp;quot; effect of Artificer, being able to put Enchantments into items as he makes them), a compensation is given.&lt;br /&gt;
&lt;br /&gt;
This is -1 DP.&lt;br /&gt;
&lt;br /&gt;
The privileges lost are:&lt;br /&gt;
* Minor and Major Privilege points&lt;br /&gt;
* Grand and Wondrous Work&lt;br /&gt;
* Work Fast&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
* ???&lt;br /&gt;
&lt;br /&gt;
For this cost, -1 DP, ''all'' privileges are dropped; the player creating the character cannot pick and choose. Also, if buying PL 10, Mythic Artificer, Privileges cannot be dropped.&lt;br /&gt;
&lt;br /&gt;
=== Artificer level ===&lt;br /&gt;
&lt;br /&gt;
Artificer Level is a statistic that is sometimes used in the Item Creation rules. A higher Artificer Level is more desirable, and sometimes gives bonuses of various kinds. It tends not to play any role in the creation of Lesser I or II items, though.&lt;br /&gt;
&lt;br /&gt;
Max EL is a short reference for the highest EL that the character can Enchant into items (except if using the privilege from PL4.5 or 5.5), and for the sake of simplicity, here is a shorter version of the table above, including only those PLs that grant access to a higher EL.&lt;br /&gt;
&lt;br /&gt;
=== Using the Artificer Power ===&lt;br /&gt;
Many Artificers attempt various uses of &amp;quot;magic&amp;quot; when they use their Power, for instance an Artificer blacksmith may chant the Lighting the Furnace song while they ignite the furnace, but then again, many non-Artificer blacksmiths also do this. It is nothing but superstition, and using the Artificer ability to pour Essence into an item (or to use one of the other options from the PL table) requires no ritual activity or rolls. Only the conscious decision of what to do, what Enchantments to put in, how much Essence to spend.&lt;br /&gt;
&lt;br /&gt;
Or the subconscious decision, if the Artificer is still in the phase of denial, about having a supernatural Power.&lt;br /&gt;
&lt;br /&gt;
=== Simple Items ===&lt;br /&gt;
Where most other Item Creation Methods deal with 5 Enchantment Levels (or 6 for Endowers; they're the only ones that deal with EL1), Artifiers deal with 7, sort of. ELs 2 to 6, plus Simple I and Simple II Items.&lt;br /&gt;
&lt;br /&gt;
Each Simple I and II Item has its own Item Level, often 2 for Simple I and 4 for Simple II, and apart from being Magic Class C (&amp;quot;Exotic&amp;quot;), detects, dis-Enchants and so forth, as any other item of the same Item Level.&lt;br /&gt;
&lt;br /&gt;
The problem with Simple Items is that they are inflexible. They are pre-defined, in terms of which Enchantments they contain (and it's almost always only a single Enchantment), so that the Artificer cannot add more.&lt;br /&gt;
&lt;br /&gt;
That's the obvious benefit of complex items, or the type of items that a &amp;quot;regular&amp;quot; Artificer makes most often (or at least spends most of his Essence on). These can contain any number of Enchantments, up to the Artificer's maximum Enchantment level, altough with the requirement that the item must ahve been made in triple time if the Artificer wants to be able to put in the highest level Enchantment he can (unless he is PL7+).&lt;br /&gt;
&lt;br /&gt;
==== More on Simple Items ====&lt;br /&gt;
Some Simple Items are classified as Durable. This means that the Simple II version gets a number of picks of Material Property Enchantments equal to the Artificer Level of the Artificer.&lt;br /&gt;
&lt;br /&gt;
Consumable Simple Items, such as candles and torches, and non-reusable Simple Items such as arrows, come in batches, meaning that for low the Essence cost, the Artificer gets a batch, a certain quantity of items, most often equal to his Artificer Level. For instance, an Artificer I Torch Simple Item costs 0.1 ES, but results in a number of such torches equal to the Artificer Level of the Artificer. Artificer II Torch costs 0.3 Essence, and gives the same number of torches, but the torches are much better.&lt;br /&gt;
&lt;br /&gt;
Please note that non-Simple arrows, meaning arrows Enchanted by an Artificer as complex items, and arrows Enchanted via other mehods (such as Endowing), ''are'' reusable. It is only the Simple Item arrows that can be used only once, before the magic disappears.&lt;br /&gt;
&lt;br /&gt;
Also note that Simple Items cannot be made using the Temporary Enchantment rules. The same goes for non-Simple consumable items, or itms that are non-reusable in spite of not being Simple, such as Artificer III Torches and Candles.&lt;br /&gt;
&lt;br /&gt;
==== More on Mythic Item Level 6 Itms ====&lt;br /&gt;
Please note that these items functions as Item Level 5 or 7, respectivly, depending upon what ''typically'' be best for the wielder of the item in the given situaton (Detect Magic, Analyse Magic, dis-Enchant), not on what would actually be best for the wielder in the specific situation. One can imagine rare tactical situations in which it would be desirable for the wielder of a Mythic Level 6 Item that it is as easy to dis-Enchant as an Item Leevl 5 Item, but that's just too bad. It will always be as difficult to dis-Enchant as an Item Level 7 Item, because that is what would generally, usually, typically, be preferable.&lt;br /&gt;
&lt;br /&gt;
=== General rules for Artificer Enchantments ===&lt;br /&gt;
Most importantly, perhaps, Artificer items are never blatantly magic, except in some cases due to their material properties (massive Durability, or great Vibrance). It is always subtle, and with constant-effect magic. No flaming swords, nor swords that glow blue in the presence of unsavoury beings such as lawyers or orcs.&lt;br /&gt;
&lt;br /&gt;
Artificers do not put new properties into items. Never! They only make the items better at fulfilling their mundane function. A sword kills people. An Artificer broadsword kills people better. It may be better at piercing armour, or do more damage, or be easier to swing, or be faster to swing, but it cannot wreathe its blade in flames or icy cold, nor heal the wielder.&lt;br /&gt;
&lt;br /&gt;
All this is handled, via the rules simply not making such Enchantments accessible to the Artificer Power.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
== Please note ==&lt;br /&gt;
== Super-Brief Glossary ==&lt;br /&gt;
OP = Oldness Point. 1 OP is the same as 3 Years of aging.&lt;br /&gt;
ES = Abbreviation for Essence. An average person is born with 3.0 Essence, and a typical Artificer with a bit more, and a typical spellcaster with a bit more again.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Enchantment]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Essence traits]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lesser item]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Item creation|Categories]]&lt;br /&gt;
[[Category:Item creation Power|Categories]]&lt;br /&gt;
[[Category:Power|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;/div&gt;</description>
			<pubDate>Tue, 31 Aug 2010 09:41:55 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer</comments>		</item>
		<item>
			<title>Artificer light sources</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer_light_sources</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains the options for Artificers to make light sources, including candles, torches and various lamps, and either can be a Lesser item or a normal Artificer Enchanted item.&lt;br /&gt;
&lt;br /&gt;
== Subject ==&lt;br /&gt;
&lt;br /&gt;
== Candles and torches ==&lt;br /&gt;
These options are for Artificers making magic candles or torches. Please note that while candles have a longer Duration, they give off much less light, counting as one illumination category weaker.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! LIt !! EL !! ES !! Base&amp;lt;br&amp;gt;Duration !! Picks !! Name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| I || 2 || 0.1 || 4 Hours || 2 || Artificer Candle I (tallow) || Gives a batch equal to Artificer Level.&lt;br /&gt;
|-&lt;br /&gt;
| II || 3 || 0.3 || 4 Hours || 7 || Artificer Candle II (tallow) || Gives a batch equal to Artificer Level.&lt;br /&gt;
|-&lt;br /&gt;
| || 4 || 0.1 || 4 Hours || 13 || Artificer Candle III (tallow) || Gives only one candle. ''Not'' a Lesser item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first two grades of Artificer Candle and Artificer Torch are Lesser items, and each instance lets the Artificer make a batch of candles or torches equal in size to his Artificer Level, e.g. if an Artificer with an Artificer Level of 7 spent 0.1 Essence on Artificer Candle I, he'd be able to make 7 candles each with a base Duration of 4 Hours, and he'd have 2 picks to spend on choosing how he wants the candles better than ordinary candles, but he must spend these two picks the same way for the entire batch. He cannot make one candle with quadrupled Duration and the other six with the No Smoke and Smell property.&lt;br /&gt;
&lt;br /&gt;
If he wants that, he must make two batches, costing 0.2 Essence, giving him 7 candles with quadruple Duration and 7 candles with No Smoke and Smell.&lt;br /&gt;
&lt;br /&gt;
The third grade, of Artificer Candle and Artificer Torch, is not a Lesser item, and lets the Artificer create a single candle or torch, and gives him ''many'' picks with which to improve it. This is the option to choose if the desired outcome is candles or torches that are much better than mundane ones, but note that Artificer Level does not matter for the grade III versions&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! LIt !! EL !! ES !! Base&amp;lt;br&amp;gt;Duration !! Picks !! Name !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| I || 2 || 0.1 || 1 Hour || 2 || Artificer Torch I || Gives batch size equal to Artificer Level&lt;br /&gt;
|-&lt;br /&gt;
| II || 3 || 0.3 || 1 Hour || 7 || Artificer Torch II || Gives batch size equal to Artificer Level&lt;br /&gt;
|-&lt;br /&gt;
| || 4 || 0.1 || 1 Hour || 13 || Artificer Torch III || Gives only one torch. ''Not'' a Lesser item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please note that the materials used to make candles may affect the Duration, for instance inferior materials may cause the candle to have its Duration halved. The material used may also affect other properties, for instance wax candles produce less smoke and have a less strong smell, so for a wax candle, the No Smoke or Smell trait costs only 1 pick. If another material is used instead of the default assumption of tallow, note that in the paranthesis after the Enchantment name.&lt;br /&gt;
&lt;br /&gt;
These options simply increase the Duration of the torch or candle. Note the maximum on Lesser items.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches&lt;br /&gt;
|-&lt;br /&gt;
| 1 || x2 Duration&lt;br /&gt;
|-&lt;br /&gt;
| 2 || x4 Duration&lt;br /&gt;
|-&lt;br /&gt;
| 3 || x8 Duration&lt;br /&gt;
|-&lt;br /&gt;
| 4 || x16 Duration (the longest possible for a Lesser item)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || x32 Duration&lt;br /&gt;
|-&lt;br /&gt;
| 6 || x64 Duration&lt;br /&gt;
|-&lt;br /&gt;
| 7 || x128 Duration (the longest possible for a non-Lesser item)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These options affect the light, heat or pollution caused by the torch or candle.&lt;br /&gt;
{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Richer light (no penalty to any artistic skills, or to or Colour Vision, because the light contains more blue wavelengths similar to sunlight and unlike normal firelight).&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Neglible smoke, reduced smell.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || No smoke or smell. (this costs 1 pick for a wax candle.)&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Stronger light (one illumination class brigher, a candle is as bright as a torch, and a torch is as bright as a small bonfire), but halve Duration.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Warmer fire. A candle becomes as warm as a torch, and a torch gives off the same amount of heat as a small bonfire. Duration is reduced to 1/2 normal. Note that even though the size of the flame doesn't change (the amount of light given off is not increased), oxygen consumption does (one such torch burns as much oxygen as a small bonfire would). This can be a problem in enclosed air-tight spaces (such as created by elaborately engineered traps in tombs or other underground facilities).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These options make the torch better suited for unusual situations (such as many that may occur during adventuring), or less likely to start accidental fires.&lt;br /&gt;
{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Safer to use. 3d12 Saving Throw to avert accidentally setting fire to anything. Deliberate attempts are not penalized (please note that the RD of the Saving Throw depends on the circumstances. If the character is surrounded by large amounts of extremely flammable material, the RD may be 11 or 12, or even higher for something like finely ground gunpowder). A partial save means that a fire ''is'' started, but that there is plenty of time to extinguish it, so it is only a scare.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Much safer to use. As above, but the saving throw is 5d12.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Not easily extinguished by accident or enviroment, e.g. rain or water. Gets a 4d12 Saving Throw (4d12-2 for a torch, because the flame is larger) against being extinguished by enviromental causes or non-deliberate action. This saving throw covers only extinguishihng the candle or torch itself, not any fires started by it. Also note that the RD of the Saving Throw may vary wildly due to circumstances. Dropping the item into 10 cm of water is likely to be RD 12 for a candle, while light rain is only RD 5. On a partial save, the torch or candle will sputter, and may become dimmer for a Second or a Round, but will recover.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || More difficult to extinguish by accident. As above, but the Saving Throw is 6d12 (6d12-2 for the torch).&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Weight reduced by about 17% (thus 20% more torches or candles can be carried for the same encumbrance)&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Easy to light. Any spark but the faintest is likely to ignit the torch or candle. -2 RD to any mundane skill to light a torch, e.g. using flint and timber, or a bow and palette (typically used skills are Survival or Camping, or maybe Cooking, and note that the base RD to ignite a flammable object such as a torch or candle is already very low. This effect is useful under unusual circumstances that causes the RD to increase drastically). Any magical fire, such as a Flame I spell, can automatically ignite the torch or candle in 1 Round, even if circumstences are such that there's only be a percentage chance per Round of ignition (50% or 10%, due to somehing like strong winds and heavy rain). Note that a lit torch is a source of heat and can be used to dry kindling to eventually make it flammable.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Very easy to light. As above, but more so. -5 RD to any mundane skill to light a torch.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Very easy to put out. This is really a superflous trait on a candle, and canot be put into a candle or torch that has the &amp;quot;Not easily extinguished&amp;quot; trait.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As an example, Lesser II Artificer Torch gets 7 picks, and costs 0.3 Essence to make. If the Artificer has a Power Level of 4, then his Artificer Level is 5 (Artificer Level is always 1 higher than the Power Level rounded down to the nearest whole number), and so he actually gets 5 torches for the 0.3 Essence. He spends 5 picks on stronger light, which reduces the Duration to 1/2 Hour, then the last two picks are spent on quadrupling the Duration, for a final Duration of 2 Hours, of light ''much'' brigher that that of a normal torch.&lt;br /&gt;
&lt;br /&gt;
=== Examples I ===&lt;br /&gt;
&lt;br /&gt;
== Getting more in depth ==&lt;br /&gt;
=== Examples III ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
== Please note ==&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Enchantments|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;br /&gt;
[[Category:Lesser items|Categories]]&lt;br /&gt;
[[Category:Light sources|Categories]]&lt;/div&gt;</description>
			<pubDate>Fri, 27 Aug 2010 10:26:52 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</comments>		</item>
		<item>
			<title>Talk:Artificer light sources</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, I tried a couple of minor corrections just to test the waters and see how it works. Apparently it worked out ok and I'm slowly getting the hang of things.&lt;br /&gt;
&lt;br /&gt;
A couple of notes on the actual content:&lt;br /&gt;
&lt;br /&gt;
# You may want to consider spelling Lesser Item capitalizing both words. It both matches the table headers better and it gives a better feeling that it's a Sagatafl-related game term.&lt;br /&gt;
# The feeling I got from reading the Artificer preview a couple days ago was that, though the power is magical in nature, the Artificer doesn't really 'perform a ritual' while created enhanced objects. Given this premise, it feels somewhat restricitve/metagamish to force him to create candles or torches in batches. Could it not be said that he spends all the necessary Essence immediately as he starts creating them, but he can manufacture them when he sees fit (provided, of course, he has all the necessary tools)? So a Level 9 Artificer would pay 0.1 Essence and decide on the picks for the batch and then, the next 9 torches he manufactures, are enhanced. This way he is not forced to bring them along or hide/lock them somewhere safe and be forced to go back once he needs them.&lt;br /&gt;
# There should probably be a link to a Skill document which details materials/standard durations and light classes and so on for Crafting torches/candles. (BTW, the wiki is in its infancy now, that's why I'm just pointing this out and not creating an internal link right off.)&lt;br /&gt;
# There is a potential for confusion in the 4d12-2 notation. I know that it indicates a bonus in your system (-2 to RD means an easier roll) but in most system that looks like a penalty. It will be obviously explained in the core mechanics section, but I was thinking.. How about switching to a 4d12(-2) notation (or something along those lines) to make the transition from other systems to yours easier?&lt;/div&gt;</description>
			<pubDate>Fri, 27 Aug 2010 10:26:17 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</comments>		</item>
		<item>
			<title>Talk:Artificer light sources</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, I tried a couple of minor corrections just to test the waters and see how it works. Apparently it worked out ok and I'm slowly getting the hang of things.&lt;br /&gt;
&lt;br /&gt;
A couple of notes on the actual content:&lt;br /&gt;
&lt;br /&gt;
a. You may want to consider spelling Lesser Item capitalizing both words. It both matches the table headers better and it gives a better feeling that it's a Sagatafl-related game term.&lt;br /&gt;
b. The feeling I got from reading the Artificer preview a couple days ago was that, though the power is magical in nature, the Artificer doesn't really 'perform a ritual' while created enhanced objects. Given this premise, it feels somewhat restricitve/metagamish to force him to create candles or torches in batches. Could it not be said that he spends all the necessary Essence immediately as he starts creating them, but he can manufacture them when he sees fit (provided, of course, he has all the necessary tools)? So a Level 9 Artificer would pay 0.1 Essence and decide on the picks for the batch and then, the next 9 torches he manufactures, are enhanced. This way he is not forced to bring them along or hide/lock them somewhere safe and be forced to go back once he needs them.&lt;br /&gt;
c. There should probably be a link to a Skill document which details materials/standard durations and light classes and so on for Crafting torches/candles. (BTW, the wiki is in its infancy now, that's why I'm just pointing this out and not creating an internal link right off.)&lt;br /&gt;
d. There is a potential for confusion in the 4d12-2 notation. I know that it indicates a bonus in your system (-2 to RD means an easier roll) but in most system that looks like a penalty. It will be obviously explained in the core mechanics section, but I was thinking.. How about switching to a 4d12(-2) notation (or something along those lines) to make the transition from other systems to yours easier?&lt;/div&gt;</description>
			<pubDate>Fri, 27 Aug 2010 10:25:02 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</comments>		</item>
		<item>
			<title>Talk:Artificer light sources</title>
			<link>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;Created page with 'Ok, I tried a couple of minor corrections just to test the waters and see how it works. Apparently it worked out ok and I'm slowly getting the hang of things.  A couple of notes …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, I tried a couple of minor corrections just to test the waters and see how it works. Apparently it worked out ok and I'm slowly getting the hang of things.&lt;br /&gt;
&lt;br /&gt;
A couple of notes on the actual content:&lt;br /&gt;
&lt;br /&gt;
a. You may want to consider spelling Lesser Item capitalizing both words. It both matches the table headers better and it gives a better feeling that it's a&lt;br /&gt;
   Sagatafl-related game term.&lt;br /&gt;
b. The feeling I got from reading the Artificer preview a couple days ago was that, though the power is magical in nature, the Artificer doesn't really&lt;br /&gt;
   'perform a ritual' while created enhanced objects. Given this premise, it feels somewhat restricitve/metagamish to force him to create candles or torches&lt;br /&gt;
   in batches. Could it not be said that he spends all the necessary Essence immediately as he starts creating them, but he can manufacture them when he sees&lt;br /&gt;
   fit (provided, of course, he has all the necessary tools)? So a Level 9 Artificer would pay 0.1 Essence and decide on the picks for the batch and then, the&lt;br /&gt;
   next 9 torches he manufactures, are enhanced. This way he is not forced to bring them along or hide/lock them somewhere safe and be forced to go back once&lt;br /&gt;
   he needs them.&lt;br /&gt;
c. There should probably be a link to a Skill document which details materials/standard durations and light classes and so on for Crafting torches/candles.&lt;br /&gt;
   (BTW, the wiki is in its infancy now, that's why I'm just pointing this out and not creating an internal link right off.)&lt;br /&gt;
d. There is a potential for confusion in the 4d12-2 notation. I know that it indicates a bonus in your system (-2 to RD means an easier roll) but in most&lt;br /&gt;
   system that looks like a penalty. It will be obviously explained in the core mechanics section, but I was thinking.. How about switching to a 4d12(-2) &lt;br /&gt;
   notation (or something along those lines) to make the transition from other systems to yours easier?&lt;/div&gt;</description>
			<pubDate>Fri, 27 Aug 2010 10:24:14 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</comments>		</item>
		<item>
			<title>Artificer light sources</title>
			<link>http://sagataflwiki.net/index.php?title=Artificer_light_sources</link>
			<description>&lt;p&gt;Loki 29091974:&amp;#32;/* Candles and torches */&lt;/p&gt;
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&lt;div&gt;This article contains the options for Artificers to make light sources, including candles, torches and various lamps, and either can be a Lesser item or a normal Artificer Enchanted item.&lt;br /&gt;
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== Subject ==&lt;br /&gt;
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== Candles and torches ==&lt;br /&gt;
These options are for Artificers making magic candles or torches. Please note that while candles have a longer Duration, they give off much less light, counting as one illumination category weaker.&lt;br /&gt;
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{|&lt;br /&gt;
! LIt !! EL !! ES !! Base&amp;lt;br&amp;gt;Duration !! Picks !! Name !! Notes&lt;br /&gt;
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| I || 2 || 0.1 || 4 Hours || 2 || Artificer Candle I (tallow) || Gives a batch equal to Artificer Level.&lt;br /&gt;
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| II || 3 || 0.3 || 4 Hours || 7 || Artificer Candle II (tallow) || Gives a batch equal to Artificer Level.&lt;br /&gt;
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| || 4 || 0.1 || 4 Hours || 13 || Artificer Candle III (tallow) || Gives only one candle. ''Not'' a Lesser item.&lt;br /&gt;
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The first two grades of Artificer Candle and Artificer Torch are Lesser items, and each instance lets the Artificer make a batch of candles or torches equal in size to his Artificer Level, e.g. if an Artificer with an Artificer Level of 7 spent 0.1 Essence on Artificer Candle I, he'd be able to make 7 candles each with a base Duration of 4 Hours, and he'd have 2 picks to spend on choosing how he wants the candles better than ordinary candles, but he must spend these two picks the same way for the entire batch. He cannot make one candle with quadrupled Duration and the other six with the No Smoke and Smell property.&lt;br /&gt;
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If he wants that, he must make two batches, costing 0.2 Essence, giving him 7 candles with quadruple Duration and 7 candles with No Smoke and Smell.&lt;br /&gt;
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The third grade, of Artificer Candle and Artificer Torch, is not a Lesser item, and lets the Artificer create a single candle or torch, and gives him ''many'' picks with which to improve it. This is the option to choose if the desired outcome is candles or torches that are much better than mundane ones, but note that Artificer Level does not matter for the grade III versions&lt;br /&gt;
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{|&lt;br /&gt;
! LIt !! EL !! ES !! Base&amp;lt;br&amp;gt;Duration !! Picks !! Name !! Notes&lt;br /&gt;
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| I || 2 || 0.1 || 1 Hour || 2 || Artificer Torch I || Gives batch size equal to Artificer Level&lt;br /&gt;
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| II || 3 || 0.3 || 1 Hour || 7 || Artificer Torch II || Gives batch size equal to Artificer Level&lt;br /&gt;
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| || 4 || 0.1 || 1 Hour || 13 || Artificer Torch III || Gives only one torch. ''Not'' a Lesser item.&lt;br /&gt;
|}&lt;br /&gt;
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Please note that the materials used to make candles may affect the Duration, for instance inferior materials may cause the candle to have its Duration halved. The material used may also affect other properties, for instance wax candles produce less smoke and have a less strong smell, so for a wax candle, the No Smoke or Smell trait costs only 1 pick. If another material is used instead of the default assumption of tallow, note that in the paranthesis after the Enchantment name.&lt;br /&gt;
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These options simply increase the Duration of the torch or candle. Note the maximum on Lesser items.&lt;br /&gt;
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{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches&lt;br /&gt;
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| 1 || x2 Duration&lt;br /&gt;
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| 2 || x4 Duration&lt;br /&gt;
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| 3 || x8 Duration&lt;br /&gt;
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| 4 || x16 Duration (the longest possible for a Lesser item)&lt;br /&gt;
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| 5 || x32 Duration&lt;br /&gt;
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| 6 || x64 Duration&lt;br /&gt;
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| 7 || x128 Duration (the longest possible for a non-Lesser item)&lt;br /&gt;
|}&lt;br /&gt;
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These options affect the light, heat or pollution caused by the torch or candle.&lt;br /&gt;
{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches&lt;br /&gt;
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| 1 || Richer light (no penalty to any artistic skills, or to or Colour Vision, because the light contains more blue wavelengths similar to sunlight and unlike normal firelight).&lt;br /&gt;
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| 1 || Neglible smoke, reduced smell.&lt;br /&gt;
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| 2 || No smoke or smell. (this costs 1 pick for a wax candle.)&lt;br /&gt;
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| 5 || Stronger light (one illumination class brigher, a candle is as bright as a torch, and a torch is as bright as a small bonfire), but halve Duration.&lt;br /&gt;
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| 3 || Warmer fire. A candle becomes as warm as a torch, and a torch gives off the same amount of heat as a small bonfire. Duration is reduced to 1/2 normal. Note that even though the size of the flame doesn't change (the amount of light given off is not increased), oxygen consumption does (one such torch burns as much oxygen as a small bonfire would). This can be a problem in enclosed air-tight spaces (such as created by elaborately engineered traps in tombs or other underground facilities).&lt;br /&gt;
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These options make the torch better suited for unusual situations (such as many that may occur during adventuring), or less likely to start accidental fires.&lt;br /&gt;
{|&lt;br /&gt;
! Picks !! Effect (on Artificer candles or torches)&lt;br /&gt;
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| 1 || Safer to use. 3d12 Saving Throw to avert accidentally setting fire to anything. Deliberate attempts are not penalized (please note that the RD of the Saving Throw depends on the circumstances. If the character is surrounded by large amounts of extremely flammable material, the RD may be 11 or 12, or even higher for something like finely ground gunpowder). A partial save means that a fire ''is'' started, but that there is plenty of time to extinguish it, so it is only a scare.&lt;br /&gt;
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| 3 || Much safer to use. As above, but the saving throw is 5d12.&lt;br /&gt;
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| 1 || Not easily extinguished by accident or enviroment, e.g. rain or water. Gets a 4d12 Saving Throw (4d12-2 for a torch, because the flame is larger) against being extinguished by enviromental causes or non-deliberate action. This saving throw covers only extinguishihng the candle or torch itself, not any fires started by it. Also note that the RD of the Saving Throw may vary wildly due to circumstances. Dropping the item into 10 cm of water is likely to be RD 12 for a candle, while light rain is only RD 5. On a partial save, the torch or candle will sputter, and may become dimmer for a Second or a Round, but will recover.&lt;br /&gt;
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| 2 || More difficult to extinguish by accident. As above, but the Saving Throw is 6d12 (6d12-2 for the torch).&lt;br /&gt;
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| 1 || Weight reduced by about 17% (thus 20% more torches or candles can be carried for the same encumbrance)&lt;br /&gt;
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| 1 || Easy to light. Any spark but the faintest is likely to ignit the torch or candle. -2 RD to any mundane skill to light a torch, e.g. using flint and timber, or a bow and palette (typical used skills are Survival or Camping, or maybe Cooking, and note that the base RD to ignite a flammable object such as a torch or candle is already very low. This effect is useful under unusual circumstances that causes the RD to increase drastically). Any magical fire, such as a Flame I spell, can automatically ignite the torch or candle in 1 Round, even if circumstences are such that there's only be a percentage chance per Round of ignition (50% or 10%, due to somehing like strong winds and heavy rain). Note that a lit torch is a source of heat and can be used to dry kindling to eventually make it flammable.&lt;br /&gt;
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| 2 || Very easy to light. As above, but more so. -5 RD to any mundane skill to light a torch.&lt;br /&gt;
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| 1 || Very easy to put out. This is really a superflous trait on a candle, and canot be put into a candle or torch that has the &amp;quot;Not easily extinguished&amp;quot; trait.&lt;br /&gt;
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As an example, Lesser II Artificer Torch gets 7 picks, and costs 0.3 Essence to make. If the Artificer has a Power Level of 4, then his Artificer Level is 5 (Artificer Level is always 1 higher than the Power Level rounded down to the nearest whole number), and so he actually gets 5 torches for the 0.3 Essence. He spends 5 picks on stronger light, which reduces the Duration to 1/2 Hour, then the last two picks are spent on quadrupling the Duration, for a final Duration of 2 Hours, of light ''much'' brigher that that of a normal torch.&lt;br /&gt;
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=== Examples I ===&lt;br /&gt;
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== Getting more in depth ==&lt;br /&gt;
=== Examples III ===&lt;br /&gt;
== Advice ==&lt;br /&gt;
== Please note ==&lt;br /&gt;
== See also ==&lt;br /&gt;
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[[Category:Enchantments|Categories]]&lt;br /&gt;
[[Category:Artificer|Categories]]&lt;br /&gt;
[[Category:Lesser items|Categories]]&lt;br /&gt;
[[Category:Light sources|Categories]]&lt;/div&gt;</description>
			<pubDate>Fri, 27 Aug 2010 10:08:11 GMT</pubDate>			<dc:creator>Loki 29091974</dc:creator>			<comments>http://sagataflwiki.net/index.php?title=Talk:Artificer_light_sources</comments>		</item>
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