This page is for quick reference for the various tables that marshals might use to see, for example, if a sorcery was cast successfully.

Alchemy

Alchemy Creation:

 

Failure / Crit Fail Rank of Alchemy School Known
Rank of item Being Created 2 3 4 5 6
2 15% / 3% 10% / 2% 5% / 1% 1% / 0% 1% / 0%
3 15% / 3% 10% / 2% 5% / 1% 1% / 0%
4 15% / 3% 10% / 2% 5% / 1%
5 15% / 3% 10% / 2%
6 15% / 3%
Alchemy Costs:
Alchemy Production and Cost Table
Time (min) Production Point Cost Reagents in Guild (Portable *2, On Road *4) Production Pool/Rank
Rank 2 5 2 2 10
Rank 3 10 4 4 15
Rank 4 20 6 8 20
Rank 5 30 8 16 25
Rank 6 40 70 32 35

Time Increments for Alchemy are:
Instant -> 10 Minutes -> 1 Hour -> 6Hours -> 24 Hours -> 1 Event

To Extend duration 1 step above, Production Points and Reagents increase by 50%.
To Extend Duration 2 steps above, Production Points and Reagents increase by 100%

To make an alchemy Contact, 1 dose of Pitchblende and 50% more PP and Reagents are required.

To make an alchemy Gaseous, 1 pt of Acid and 100% more PP and Reagents are required.

 

Sorcery

Scroll Cost:
Spell Rank Cost per Power Point
Rank 1 1 Copper
Rank 2 2 Copper
Rank 3 3 Copper
Rank 4 4 Copper
Rank 5 1 Gold

 

Scroll Success:

 

Die Roll Result
01-05 The spell being scribed is cast on the scriviner. The scroll Disappears
06-15 The scroll disappears.
16-85 The scroll is successfully created.
86-95 The scroll is successfully created, and it costs only half (rounded up) the normal Power Points to create.
96-100 The scroll is sucessfully created, and it costs no Power Points to create.
Scroll Modifiers:

 

Modifier Description
-1 For every Power Point in the spell being scribed.
+2 For every rank of the school of magic of the spell that the scriviner knows.
-5 For taking less than the normal amount of time to scribe the scroll, down to 75% of the normal amount.
-10 For taking less than 75% of the normal amount of time to scribe the scroll, down to 50% of the the normal amount.
Fail For taking less than 50% of the normal amount of time.
+5 For taking Double the normal amount of time.
-5 For using any kind of ordinary blank paper.
+0 For using Parchment paper.
+5 For using Vellum
+5 For Embedding double the amount of coinage into the paper used for scribing the scroll.
+0 For scribing the spell as required.
+1 For using a real quill and ink to scribe the scroll.
+1 to +5 For exceptional roleplay while scribing the scroll.
Fail For making a mistake in the spell’s verbal.

 

Ritual Success:
Die Roll Result
01-03 Caster(s) and all participants immediately go to the Brink of Death. Anyone watching the ritual goes to -1 Body Points. The ritual fails.
04-10 Caster(s) and all participants immediately go to the Brink of Death. The ritual fails.
11-20 Caster(s) and all participants immediately go to -1 Body Points. The ritual fails.
21-30 The ritual fails, but the caster(s) and any participants are unharmed.
31-50 The ritual succeeds but is flawed. The Magic Marshal will roll on a Ritual Flaw Table and inform the caster(s) of the results.
51-120 The ritual succeeds.
121-140 The ritual succeeds. In addition, one ritual component (chosen at random by the Magic Marshal) is not expended by performing the ritual. If the caster(s) of the ritual has dispersed† all the components and there is nothing that can be saved, then the caster(s) loses only half the temporary Power Points needed to cast the ritual
141-150 The ritual succeeds. In addition, none of the ritual components are expended by performing the ritual. If the caster(s) of the ritual has dispersed† all the components and there is nothing to be saved, then the caster(s) loses no temporary Power Points to cast the ritual.
Ritual Modifiers:
Modifier Description
Ritual Bonus (only 1 applies)
+20 1st Rank Ritual
+15 2nd Rank Ritual
+10 3rd Rank Ritual
+5 4th Rank Ritual
+0 5th Rank Ritual
-5 6th Rank Ritual
-10 7th Rank Ritual
-15 8th Rank Ritual
-20 9th Rank Ritual
-25 10th Rank Ritual
Component Bonus
+1 to +5

Components that come from characters gain a +5 freshness bonus in the month they are collected. For every month after, bonus decreases by 1 down to 0.

Herbal components gain a bonus of +1 in the month they are collected. This bonus lasts 3 months. All other components gain no freshness bonus.

Only the best bonus for the component (not doses) is gained, regardless of the number of doses. The total freshness bonus for all components is +10

+1+10 For using double the amount of Ritual Powder to perform the ritual.
-10 For using less than the required amount of Ritual Powder down to 75% of the required amount.
-20 For using less than 75% of the required amount of Ritual Powder down to 50% the required amount.
-40 For usin less than 50% of the required amount of Ritual Powder down to 25% the required amount.
Fail For using less than 25% of the required amount of Ritual Powder, down to no Ritual Powder at all.
Ritual Success Modifier Tables (Cont.)
Modifier Description
Time Bonus (only One Applies)
+10 For taking more than the required time to cast the ritual over 200% of the required time.
+5 For taking more than the required time to cast the ritual from 150% to 200% of the required time.
-10 For taking less than the required time, down to 75% of the normal time.
-20 For taking less than 75% of the normal amount of time to cast the ritual, down to 50% of the required time.
Fail For taking less than 50% of the required time to cast the ritual.
Knowledge Bonus
+0.5 For each 4th rank in a school of magic that the caster knows.
+1 For each 5th rank in a school of magic that the caster knows.
+5 For each Rank of Sorcery that the caster knows.
+2 For each assistant caster in the ritual.
-2 For each participant (not the target) in the ritual, apart from the casters.
-0.25 For each 4th rank in a school of magic that the assistant caster or participant knows.
-0.5 For each 5th rank in a school of magic that an assistant
+1 For each Rank of Sorcery that an assistant caster or participant knows.
-1 For every Build Point the caster and participant(s) has spent on Warlock skills.
Performance Bonus
+0 For doing the ritual as written, and using tags or empty vials for a physical representation.
+1 to +5 For performing a ritual well enough for any one to easily tell and for exceptional roleplay.
+0.5 For each component in the ritual the player has the appropriate physical representation for, not per dose.
Fail For not performing the ritual at all.

Smithing

Weapon Crafting Production Time
Rank 1 Small/ Thrown 10 Minutes
One-handed Blunt 15 Minutes
Bastard Blunt 20 Minutes
Two-Handed Blunt 20 Minutes
Spear 15 Minutes
Quarterstaff 10 Minutes
Shield 15 Minutes
Rank 2 On-Handed Edge 15 Minutes
Bastard Edge 20 Minutes
Two-handed Edge 20 Minutes
Polearm 25 Minutes
Bow 20 Minutes
Crossbow 25 Minutes
Cold Forging +0 Minutes
Metal Coating 15 Minutes (over existing weapon)
Dissection Knife 15 Minutes
Wire Creation 10 Minutes
Rank 3 Venom Dagger 45 Minutes
Enchantment Quality +20 Minutes
Permanent Alloy +20 Minutes
Boxes 10 Minutes
Locks 15 Minutes
Rank 4 Bone Weapon +50 Minutes
Venom Sword 50 Minutes
Dwarven Crafting +30 Minutes
Elven Crafting +30 Minutes
Mithril Crafting (any type) +30 Minutes

The time to make armor is: (Base time)+(each individual section). So Light Plate covering the Chest, Shoulders, and Upper Arms would take (40)+(8)+(4)+(4)=56 minutes to smith.

For more information see: Armor Smith.

Armor Type SL, RL, RM CM LP, HP
Base Time 20 Minutes 30 Minutes 40 Minutes
Helmet, Full 4 6 8
Helmet, Partial 4 6 8
Helmet, Cap 2 3 4
Neck 2 3 4
Shoulders 2 3 4
Breast Plate 4 6 8
Back Plate 4 6 8
Upper Arms 2 3 4
Elbows 2 3 4
Lower Arms 2 3 4
Groin 2 3 4
Upper Legs 2 3 4
Knees 2 3 4
Lower Legs 2 3 4

Note: Abbreviations stand for, Soft Leather, Rigid Leather, Ring Mail, Chain Mail, Light Plate, and Heavy Plate respectively.

 

Four purchases of Armor smith are needed for Elven, Dwarven, Bone, and Enchantment Quality crafting. Five Purchases are needed for Mithril Crafting.

The time increase for Enchantment Quality Crafting is +25%

The time increase for Elven, Dwarven, Bone, and Mithril crafting are +50% each. This +50% stacks off the base time.

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