Crafting

All Characters are capable of using the crafting system, as long as they have access too to the materials and possess the skill to craft. This is most often done using the Craft skill but certain items may require an alternative skill to craft. For example, Potions, Elixirs, and Poisons require Alchemy; Scrolls and Spell Books require Scribe; and Runes, Enchantments, Wands, and Staffs require Spell Craft. All other crafted items require Craft for blacksmithing, woodworking, masonry, art, or some other related skill.

Potion & Elixir Crafting

Potion Crafting
Potions are liquids embedded or created from magic that are consumed in order to gain a Spell effect. Potions are created using the Alchemy skill. The strength and duration of a potion depends on the amount of Mana used to create the potion. Every potion has a DC that must be overcome while making an Alchemy Check when creating it. This Potion DC is calculated as:

Potion DC = 10 + MC (the MC is the amount of Mana put into the potion)

If the character making the potion fails this DC then the potion is useless and tastes bitter. If they succeed then they successfully make the potion as intended. Every potion, regardless of what kind, follows this same formula for the DC.
Spells that can be turned into potions are marked as such on their Spell List. The strength of the potion is determined by the amount of Mana put into it. If the spell being turned into a potion has 1 SD, then potions follow the same formula of every 1 SD (determined by the potion creator’s SD) costs 2 MC to make. If it does not have SD but is time based, then the duration of the potion is the same as the duration of the spell for every MC used. If it is neither duration based nor SD based but instead size based, then the amount of MC used to create the potion is based on the amount of Mana from the size chart used to determine its effect.
Generally the rule is for every MC used for the Spell then the same amount is needed for the potion. For spells whose duration’s are determined by caster level the same is true for the potion. Whatever the caster’s level is of the character who created the potion then so is the duration that the potion lasts. All stats of the potion’s effects are determined by the amount of MC put into it by its creator as well as all other effects and their durations, determined by the potion creator’s own caster levels. What die is used as for the SD is determined by the character who created the potion and not the one drinking the potion (ex: a level 1 spell caster who creates a potion can only have the potion use 1d4 for every 2 MC for its SD regardless of who drinks it).
Once a potion is created it is classified as “Potion of…” and the spell used to create it. It may not always be obvious how strong a potion is or for how long it will last. Potions that are Chart based may not always reveal how the potion affects them. This is only a problem when discovering a potion outside of a merchant shop or if being given one by someone else. The Potion Price is also determined by the amount of MC used to create it. The stronger and longer lasting a potion is, the more expensive it is. The rarity of the spell also affects this. For every MC used in creating the potion, the cost of the potion increases by1 currency piece. The category of the spell costs as show.

Common: 1 currency pieces
Uncommon: 5 currency pieces
Abnormal: 10 currency pieces
Rare: 20 currency pieces
Very Rare: 50 currency pieces

Merchants may sell potions at different prices depending on supply and demand or depending on how honest the merchant is. However, merchants will always be able to determine what a potion is correctly and how strong it is, giving reliable information on the potions they sell. Black Market dealers may not always be so forthcoming.

In order for potions to take effect they must be consumed, willingly or otherwise. In order to force drink a potion then the target must first be grappled then forced to drink the potion. Any target that is considered helpless or unconscious can be forced to drink a potion without any resistance.

Elixir Crafting
Elixirs are created the same way potions are except that they can be thrown at enemies and only need physical contact to take effect. Elixirs are put into round, breakable vials for this reason. In order for the target to be hit by an elixir, the elixir must be thrown using the Thrown Attack Score against the target’s Physical Dodge. If successful, the elixir takes effect. Any spell that can be made into a potion can be made into an elixir. Any target attempting to resist or overcome a potion or elixir or their effects must calculate against the Spell DC used to create it.

Runes, Enchantments, & Sigils

Rune Crafting
Runes are glyphs that are written on or carved onto some kind of physical artifact. All Spells are listed whether they can be turned into a Rune or not. Some of the spells activate instantly while others have lingering effects. When creating a Rune, the crafter must have a way of either carving or writing the Rune. The Rune can be written on pieces of parchment paper or carved into walls, floors, items, or stones. A Rune is activated either by choice of the wielder or when it is touched by someone else. Runes that have continuous activation do not need to be activated externally and instead must by deactivated be being nullified or ruined. Rules for this are detailed below.
Every Rune has a DC that must be overcome while making a Enchant Check in creating it. This Rune DC is calculated from:

Rune DC = 10 + MC (the MC is the amount of Mana put into the Rune)

If the character making the Rune fails this DC then the Rune is useless. If they critically fail creating the Rune then it discharges the spell activating once and instantly on the crafter. If they succeed, they successfully make the Rune as intended. Every Rune follows this same formula for the DC.
The strength of the Rune is determined by the amount of Mana put into it. If the spell being turned into a Rune has 1 SD, then Runes follow the same formula of every 1 SD costs 2 MC to make. If it does not have SD but is time based, then the duration of the Rune is the same as the duration of the spell for every MC used. If it is neither duration based nor SD based then the amount of MC used to create the Rune is based on the chart used to determine its effect or depending on the Spell’s descriptions.
Once a Rune is created it is classified as “Rune of…” and the spell used to create it. It may not always be obvious how strong a Rune is or for how long it will last. Runes that are Chart based may not always reveal how the Rune affects them. This is only a problem when discovering a Rune outside of a merchant shop or if being given one by someone else. The Rune Price is also determined by the amount of MC used to create it. The stronger a Rune is, the more expensive it is. The rarity of the spell also affects this. For every MC used in creating the Rune, the cost of the Rune increases by10 currency piece. The category of the spell costs as shown.

Common: 10 currency pieces
Uncommon: 50 currency pieces
Abnormal: 100 currency pieces
Rare: 200 currency pieces
Very Rare: 500 currency pieces

Merchants may sell Runes at different prices depending on supply and demand or depending on how honest the merchant is. However, merchants will always be able to determine what a Rune is correctly and how strong it is, giving reliable information on the Runes they sell. Black Market dealers may not always be so forthcoming.

Enchantment Crafting
Any physical non-magical object can be enchanted. Enchantments can only be made by using Runes. Each spell is defined as either being able to be turned into a Rune or not. If the spell cannot be turned into a Rune then that spell cannot be used for an Enchantment. However, any spell that can be turned into a Rune can enchant any physical object. Enchantments must be done using an Enchant Check. They can then create Runes on non-magical objects (or attach a separate Rune to one such as in the hilt of a blade) to do so. Once an Enchantment has been created it cannot be undone unless it is nullified or ruined. Objects can be enchanted as many times as physically possible. To enchant an object, one must have an already created Rune (or create a Rune while enchanting at full cost) and spend 1 minute per MC of undisturbed concentration on enchanting the object. The Enchant DC is the same as the Rune used to create it. Weapons and shields that are enchanted are capable of being used against Spell Attacks for Spell Dodge as well as Physical Attacks and provide a deflection bonus if the wielder has the Weapon Proficiency feat or Training using the weapon.

Tattoo Rune Crafting
Runes can also be made into Tattoo Runes which are enchanted on a living creature’s body. The rules for creating the tattoo is the same for any other Enchantment. Tattoo Runes are activated by being touched by the wearer of the tattoo unless they were created using Permanency in which case they are always active on the wearer. Just like any other Rune, a Tattoo Rune can be ruined but doing so deals damage to the wearer. In order to attempt to ruin the Tattoo Rune, the wearer must be helpless either magically, by being unconscious, or through a Grapple, Tie Up, or Pin.

Sigil Crafting
Sigils are runes that can store charges and cast spells. Weapons and items that have Sigils can cast a spell as if they were wands. Unlike most Runes, only spells that can be made into wands can be made into a Sigil. The creation of a Sigil is the same as for a Rune except that it also costs 1 MC per charge the Sigil has for both creation and for calculating its price. Every Sigil has a DC that must be overcome while making a Enchant Check in creating it. This Sigil DC is calculated from:

Sigil DC = 10 + MC (the MC is the amount of Mana put into the sigil) + 1 MC/Charge

Ruin Runes
In order to Ruin a Rune, Enchantment, or Sigil a character must make a successful Arcana Check to know what the Rune or Enchantment is against the Rune DC, if the character does not already know. All Runes give off a magical aura that can also be detected with Detect Mana so long they are within visual range of the character. Once the character knows what the Rune is they can then attempt to ruin the Rune by making a Precision Check and overcoming the Rune DC. If they succeed then the Rune is ruined as they properly destroy glyphs or parts of the Rune in a way that does not activate it. If they fail then the Rune is activated as they accidentally touch the Rune. Alternatively, the Nullify spell will destroy Runes and deactivate Enchantments if they are strong enough.

Scrolls & Spell Books

Scroll Crafting
Scrolls are parchments of paper embedded with or created from magic that are used in order to gain a Spell effect. Scrolls are created using the Scribe Skill. They are one time used items and can only store one spell at a time unless the spell used was a Spell Crafted spell. Once the Scroll is used, the mana consumes the entire scroll as it is cast and is irretrievable. The strength and duration of a scroll depends on the amount of MC used to create the scroll. Every scroll has a DC that must be overcome while making a Scribe Check in creating it. This Scroll DC is calculated as:

Scroll DC = 10 + MC (the MC is the amount of Mana put into the scroll)

If the character making the scroll fails this DC then the scroll is useless and unreadable. If they succeed then they successfully make the scroll as intended. Every scroll, regardless of what kind, follows this same formula for the DC.
Spells that can be turned into scrolls are marked as such on their Spells List. The strength of the scroll is determined by the amount of MC put into it. If the spell being turned into a scroll has 1 SD, then scrolls follow the formula of every 1 SD costs 2 MC to make. If it does not have SD but is time based, then the duration of the scroll is the same as the duration of the spell for every MC used. If it is neither duration based nor SD based, then the amount of MC used to create the scroll is based on the chart used to determine its effect.
Generally the rule is, for every MC used for the Spell, the same amount is needed for the scroll. For spells whose duration are determined by caster level, the same is true for the scroll. Whatever the caster level is of the person who created the scroll determines the duration that the scroll’s spell lasts. All stats of the scrolls effects are determined by the amount of MC put into it by its creator as well as all other effects and durations, determined by the scroll creators own caster levels. Also, what die is used as for the SD is determined by the person who created the scroll, not the one using the scroll. Thus, a level 1 spell caster who creates a scroll can only have the scroll use 1D4 for every 2 MC for its SD regardless of who uses it.
Once a scroll is created, it is classified as, “Scroll of…” and the spell used to create it. It may not always be obvious how strong a scroll is or for how long it will last. Scrolls that are Chart based may not always reveal how the scroll affects them. This is only a problem when discovering a scroll outside of a merchant shop or if being given one by someone else. The Scroll Price is also determined by the amount of MC used to create it. The stronger and longer lasting a scroll is, the more expensive it is. The rarity of the spell also affects this. For every MC used in creating the scroll, the cost of the scroll increases by10 currency piece. The category of the spell costs as show.

Common: 10 currency pieces
Uncommon: 50 currency pieces
Abnormal: 100 currency pieces
Rare: 200 currency pieces
Very Rare: 500 currency pieces

Merchants may sell scrolls at different prices, depending on supply and demand or depending on how honest the merchant is. However, merchants will always be able to determine what a scroll is correctly and how strong it is, giving reliable information on the scrolls they sell. Black Market dealers may not always be so forthcoming.
In order for scrolls to take effect, they must be activated by reading aloud the incantation on the scroll. Once the incantation has been read, the Mana used to create the scroll is consumed and destroys the Scroll. Activating a scroll is considered a Standard Action.

Spell Book Crafting
Spell Books are created using runic equations that are made using a Scribe Check. Characters start their scribing with a blank book that acts as their Spell Book that they must formulate the spells into. Although not common, runic equations can be made into tattoos or embroidered into clothing and even engraved into metals and stones making clothing, armor, jewelry, and even creatures able to be made into Spell Books. They can scribe any spell into their book so long they can overcome the Scribe DC even if the spell is not a scroll spell.
In order to do this, they must perform a Scribe Check into their book that overcomes a Scroll DC. The amount of MC that the spell can cast depends on how the Character scribes it into their book and it cannot be changed and a new formula must be written with the new Mana Cost (ex: when making a Scribe Check for Mana Ball, an exact formula for 1 Ball dealing 1 SD must be recorded and another Scribe Check for 2 Balls Dealing 1 SD).
Whenever the wielder of the book casts the spell from the book then the spell is cast as if the caster used the spell like normal except it requires the exact amount of MC that the book calls for and cannot be altered otherwise. Unlike Scrolls, the runic equation does not disappear or otherwise destroy the Spell Book when cast and can be used any number of times. However, the MC is depleted from the caster’s MP as the equations drain the mana from the caster to cast.
A character’s Spell book is unique in that it allows the caster to cast predetermined spells with exact damage, range, and duration already calculated including Spell Crafted spells. Any one can used a Spell Book and not just the creator of the book regardless of the Spell Access levels of the spells listed.
The Price of a Spell Book uses the price of the initial book used plus the Scroll Price of each individual spell in the book added together. This can make Spell Books extremely expensive and coveted especially those of particularly powerful casters. Destroying a book depends on the Hardness of the book and they are considered flammable if the book and pages are made of paper or the equivalent. Detect Mana can detect Spell Books however, the equations in it do not need to be ruined as per the Ruin Rune rules and instead can be destroyed in the same way any other normally written text would be. A Spell Book cannot be used in a Zone of Null and Nullify has no effect on a Spell Book unless it is being used to cast a spell.

Wands & Staffs

Wand Crafting
Wands are small wooden sticks embedded with magic in the form magical animal pieces (such as bones or the hair of unicorns or the scales of dragons) that are used in order to gain a magical effect and are created using the Spell Craft Skill. The strength and amount of charges the Wand has depends on the amount of MC used to create the wand plus 1 MC for every charge the wand possesses. Every Wand has a DC that must be overcome while making a Spell Craft Check when creating it. This Wand DC is calculated as:

Wand DC = 10 + MC (the MC is the amount of Mana put into the wand) + 1 MC/Charge

If the character making the wand fails this DC then the wand is useless and unusable. If they succeed then they successfully make the wand as intended. Every wand, regardless of what kind, follows this same formula for the DC.
Spells that can be turned into wands are marked as such on their Spell List. The strength of the wand is determined by the amount of MC put into it. If the spell being turned into a wand has 1 SD then wands follow the formula of every 1 SD costs 2 MC to make. If it does not have SD but is time based then the duration of the wand’s casted spell is the same as the duration of the spell for every MC used. If it is neither duration based nor SD based, then the amount of MC used to create the wand is based on the chart used to determine its effect. For every Charge the Wand has, an additional 1 MC is used.
Generally the rule is, for every MC used for the Spell, the same amount is needed for the wand. For spells whose durations are determined by caster’s level then the same is true for the wand. Whatever the caster level is of the person who created the wand determines the duration that the wand’s spell lasts.
All stats of the wand effects are determined by the amount of MC put into it by its creator as well as all other effects and durations, determined by the wand creators own caster levels. Also, what die is used as for the SD is determined by the person who created the wand, not the one using the wand (ex: a level 1 spell caster who creates a wand can only have the wand use 1D4 for every 2 MC for its SD regardless of who uses it).
Once a wand is created, it is classified as, “Wand of…” and the spell used to create it. It may not always be obvious how strong a wand is or for how long it will last. Wands that are Chart based may not always reveal how the wand affects them. This is only a problem when discovering a wand outside of a merchant shop or if being given one by someone else. The Wand Price is also determined by the amount of MC used to create it. The stronger and more charges it has, the more expensive it is. The rarity of the spell also affects this. For every MC used in creating the wand, the cost of the scroll increases by10 currency piece. The category of the spell costs as shown.

Common: 10 currency pieces
Uncommon: 50 currency pieces
Abnormal: 100 currency pieces
Rare: 200 currency pieces
Very Rare: 500 currency pieces

Merchants may sell wands at different prices, depending on supply and demand or depending on how honest the merchant is. However, merchants will always be able to determine what a wand is correctly and how strong it is, giving reliable information on the wands they sell. Black Market dealers may not always be so forthcoming.
In order for wands to work they must be activated by making a Use Magic Device Check against the Wand DC. The Wand Check only has to be made once to use the wand by a user and not every time the wand is used. If successful, the wand is treated as a Spell Attack and is used against the target’s Spell Dodge. If unsuccessful, the caster cannot use the Wand and must wait 24 hours before being able to attempt the check again. The Wand uses the Charges until used up at which point the wand can no longer be used. A Wand cannot be used in a Zone of Null and can be destroyed by either breaking it by overcoming it’s Hardness DC or by Nullifying it.

Staff Crafting
Staffs have the same rules of Wands for creation except they do not require magical animal materials to create and instead use gems and jewels such as sapphires or rubies which are attached to the top of a long, wooden pole or staff. Unlike Wands, a Staff does not have charges and instead can only cast a spell that can be made into Scrolls. The spell can be cast any number of times and instead drains the required MC for the spell from the caster’s Mana Pool. When the Staff is created using a Spell Craft Check, the exact amount of of MC that the spell uses must be determined including the exact damage, range, and effects as if a runic equation being scribed into a spell book and cannot be altered. When making the Staff, a Staff DC must be overcome by making a Spell Craft Check:

Staff DC = 10 + MC (the MC is the amount of Mana put into the staff)

Additionally, a Staff can be used as bludgeoning weapon that deals 1d4 damage and is treated as a Spear Attack. The Price of the Staff uses the same rules as the Wand Price except it does not have charges. A Staff cannot be used in a Zone of Null and can be destroyed by either breaking it by overcoming it’s Hardness DC or by Nullifying it.

Spell Crafting New Spells

Characters are capable of altering and combining certain spells by using the Spell Craft Skill. Any spell that is capable of being made into a Wand can be combined with any Mana spell. Instead of the Mana spell gaining an elemental affinity, the Mana spell gains the damage type and effects that the spell is combined with. For example, the Mana Breath spell can be combined with the Sleep spell to create a cone breath attack that puts the targets to sleep. Just as with Elemental Affinity, the damage dealt is optional and the spell can instead have the base spell amount to only deal the status effect and not the damage. However, if the spell does deal damage, it costs the regular 2 MC per 1 SD to do so only the damage type changes such as in the case of the Cure spell.

Spell Craft Mana Cost
For spells that require the Spell Chart, all targets whose size is equal to and less than the amount of Mana put into the spell are affected. The Mana required to do this is equal to the amount of Mana required based on the spell chart plus the amount of Mana required for the range attack. For example, the Haste spell being used on targets who are Large costs 20 MC and the Mana Ball requires 1 MC per ball. Therefore, for one Mana Ball that has the Haste effect is 21 Mana. If it also deals 1SD, then an additional 2 MC is required making the new total 23 MC for one Mana Ball. For two Mana Balls, the MC becomes 46. This means that each ball can be used for different sized targets. The same is true for Mana Missile.

However, Line Attacks (such as Mana Beam), Cone Attacks (such as Mana Breath), and Stationary Attacks (such as Mana Tornado or Mana Tentacle) can only select one size category at a time. In such spells, the MC has a base of the size category (20 MC for a Large target) and the amount of Mana required to cast the spell’s range (1 MC per 5 feet for Mana Blast) plus any damage the spell may be dealing (2 MC per 1 SD). (Ex: a Mana Beam [Sleep] spell that extends 10 feet and deals 1 SD of damage that puts Large or smaller targets to sleep will cost a total of 24 MC [20 (Sleep) + 2 (10 ft.) + 2 (1 SD)]).

These spells tend to cost a higher amount of Mana than their regular base spells. Because of this, the spells typically require more than one Standard Action and therefore more than one round to cast. This makes the spells have higher risk but a higher reward in return as they are combined with potentially devastating effects that can hit more than one target at a time. Therefore, crafted spells should be used wisely and perhaps while unseen.

Spell Crafting DC
In order for characters to combine spells in this way they must be able to Spell Craft them. Characters can only combine spells in this way with spells that they already know. Multiple casters who are casting a spell together can also combine spells in this way. For character to be able to do this they must make a Spell Craft Check against the total Spell Crafting DC of the newly crafted spell (ex: a level 10 caster attempting to craft the Mana Beam [Sleep] spell used as an example, they will have to overcome a Spell Crafting DC of 34 [24 (Mana Cost) + 10]). However, once the newly formed Spell has been crafted it can be added to the caster’s Spell List and cast freely. This is also true for Alchemists who now can create potions and elixirs with the newly crafted spell and for Wizards who can now create Runes and Enchantments with the newly crafted spells recorded in their Spell Book.

Magic Seal Crafting

Characters can create Magic Seal which allows them to to turn any spell that can be made into a Rune into an area of effect spell. To do this, the character must create a shape and in each corner place a single Rune. Each corner does not have to have the same Rune but a Rune must be placed in each spot. For each Rune in the Magic Seal, the area within the shape becomes affected by each Rune used to create it. The Magic Seal only becomes activated once a creature or applicable target enters into the seal. If made using Permanency, the Magic Seal is active at all times whether a creature walks into it or not. All Magic Seals must be encircled with a basic circle shape. If only the circle is used, only one Rune is required in the center of the circle. Magic Seals can be drawn out of any material that can be used to write with including ink, chalk, paint, blood, and so on so long the Runes are properly enchanted.

The amount of Mana required to do so depends on the total amount of Mana put into each Rune – which will vary especially if each Rune is a different spell – plus an additional 1 MC per 5 foot square the seal affects as an area of effect spells. In order for the character to create the Magic Seal they must make a Knowledge Arcana check against the total Spell DC required to create the seal. If successful, they have enough arcane wisdom to craft such a seal. Then, the character must make an Enchant Check against the total Magic Seal DC which is calculated as

Magic Seal DC = MC +10 per Rune

For example, if a Magic Seal is created using a square then four Runes must be place in each corner. The square is three 5 foot squares by three 5 foot squares in size making it a total of 45 square feet. One is a Rune of Zone of Null, another is a Rune of Zone of Truth, another is a Rune of Mana Tentacle, and the last one is a Rune of Hindered Senses. The total amount of MC required to create this Magic Seal is 69 [(45 MC for Zone of Null) + (45 MC for Zone of Truth) + (4 Mana for 2 Mana Tentacles) + (6 MC for 2 visual categories of Hindered Senses) + (0 for Manal Affinity [Electricity] + (9 for area of effect)]. Such a Seal would cause any creature to enter it to automatically be affected by Zone of Null and Zone of Truth while having their vision lowered by two categories via Hindered Senses then becoming grappled and stunned by two Mana Tentacles [Electricity]. Therefore, the Magic Seal DC is 109.
Realistically, such a Seal would be difficult for a single caster to create and is ineffective during combat as it takes a number of rounds equal to the MC divided by 10, rounding down, to create and is treated as a Full Round Action each round to do so.
Instead, characters should gain the help of other casters to create the Magic Seal to save both on time and Mana. To overcome the DC, each caster takes on an equal share of Knowledge, Mana, and Enchanting. Therefore, the DC is divided by the number of casters creating the Seal and each caster must only overcome the DC of their portion. Not every caster need know all the spells involved in the Seal creation either and instead, all spells must be know between all casters involved. If even a single caster fails their Enchant Check then the entire Magic Seal fails.
For the example used, if 3 casters created such a seal, each would only need to contribute 23 MC each and make an Enchant Check of 13. If the MC or Magic Seal DC is unevenly divided then the amount of MC required and the DC required is rounded up by one. For example, if four casters were used for the same amount then each caster would contribute 18 MC and make an Enchant Check of 28.
Alternatively, Magic Seals can be powered using Mana Batteries placed on each Rune however, once the battery uses up its Mana, the Rune becomes inactive as each Rune uses an amount of Mana equal to the individual Rune’s MC plus 1 MC per 5 foot square to turn it into an Area of Effect spell each round it is active.

Poison Crafting, Harvesting, & Applying & Antidote Crafting

Poisons are substances that are mixed with natural or magical materials that cause harmful or negatives effects to living creatures. Poisons are created using the Alchemy skill. The strength and duration of a poison depends on the amount of and potency of the material used to create it. Every poison has a DC that must be overcome while making an Alchemy check in creating it. This Poison Creation DC is calculated as:

Poison Creation DC = 10 +Constitution DC of Poison

If the person making the potion fails this DC, the poison is created unsuccessfully and unusable and if a Natural 1 is rolled, the person creating it poisons themselves instead. If they succeed, they successfully make the poison as intended. Every poison, regardless of what kind, follows this same formula for the DC. Poisons must be held in containers such as flasks.
Poisons are made from materials found in nature rather than from Mana and therefore the materials needed to make the poison must be harvested. When harvesting poisons from venomous creatures that are already dead, the harvester must make a Survival Check (DC = 15 + CR) to successfully harvest the poison. The creature being harvested from must have been dead for less than 24 hours until the poisons loses its potency.
When identifying a Poison or trying to figure out naturally if something is poisoned, an Identify Check (DC = 5 + Poison Constitution) will be required against a poisoned substance if the poison can be identified naturally. To further understand what the poison is specifically, a Knowledge Nature Check (DC = 10 + Poison Constitution) is required for natural poisons.

Harvesting Poison Materials
When harvesting the poison materials from a living creature. When harvesting from a living venomous creature, the harvester must make a Survival Check (DC = 10 + CR) to successfully harvest the poison. If the creature is unwilling, it must either be grappled, bound, or made unconscious before it can be harvested from first. If the poison material is being harvested from plants or fungi, the generic Survival Check must be made with a DC of 15.
Hallucinogens and other drugs are classified as poisons and therefore the materials needed to harvest them have the same Survival Check DC as already presented. Creating the drugs also have the same creation DC as Poison. A drugs Constitution DC is based off of whether the effects of the drug takes place instead of whether it harms the target.

Applying Poisons & Doses
After a poison has been created it can be applied to materials including food, drink, weapons, and even basic objects. Applying the poison to targets is considered a Standard Action and requires a Precision Check (DC = 10 + Constitution DC of Poison). If done successfully, the poison is applied to the object. If done unsuccessfully, not enough of the poison is applied or is not applied correctly. However, if a Natural 1 is rolled on the Precision Check, then the character poisons themselves instead.
A single dose of the poison is enough to infect a single target or enough material to be consumed by a single target. By adding more doses of the poison, the strength of the poison increases. This increases the DC of the Poison by 2 per dose added and therefore makes the Precision Check necessary to apply the poison increase.

Antidotes
An Antidote is made specifically to counter and cure a target of the effects of the poison. In order to create an antidote of a poison, the Character must have a sample of the poison itself. When crossing a poison, a character can use the Identify skill in order to identify what the poison is. This skill can also be used to identify a poison that has been consumed by observing the poison’s side effects. The Identify Check DC is equal to ½ the Constitution DC of the Poison. In order to create an Antidote, an Alchemy Check must be made against the Antidote Creation DC which is

Antidote Creation DC = 15 + Constitution DC of Poison

Like poisons, antidotes must be kept in containers such as bottles or flasks. If unsuccessfully created, the antidote is useless and has no effects against the poison it counters. Antidotes must be consumed in order to be used and once consumed, it takes 1 round for the Antidote to cure the target of the poison. Identifying antidotes follow the same rules as that of poisons.

Trap Detection, Triggers, & Crafting

Traps are used in a variety of environments to either capture or deal damage to targets. They can be placed in the wilderness in order to capture animals and ambush enemies or placed in dungeons and buildings in order to trap or kill unwelcome guests. Some traps are mechanical while other traps are magical and how a trap is detected depends on what kind of trap it is. There are two primary types of traps which are Mechanical Traps and Magical Traps.

Detecting Traps
Most traps require a symbol Perception check in order to be seen visually. Every trap will have a Perception DC that must be overcome in order to be noticed. The DC of the trap to be noticed depends entirely on what kind of trap it is and how well it was hidden. Some traps cannot be recognized visually as traps and could be hidden as mundane everyday objects such as a floor tile, a mirror, a lamp, or even a tree branch. Such traps will have higher DCs to recognize that it is off or out of place but not necessarily that it is a trap. Magical traps may have no physical warning at all and instead can only be detected through magical means such as the Detect Magic orison spell.

Trap Knowledge & Identification
After a trap is noticed, an appropriate Identify check is required to know what kind of trap it is and what it will trigger or at least what it is most known in its field of knowledge to trigger. The trap’s Identify DC also depends entirely on the trap but Identify will inform whether the trap is mechanical or magical or even what the trap is. Once the kind of trap has been determined, a Knowledge check can be used to figure out the specific workings of the trap and therefore how to disable it. Magical Traps require the Arcana knowledge skill while Mechanical Traps require the Technology knowledge skill. The Common knowledge skill can be used for traps but it will only provide a basic understanding for common traps such as bear traps. More complex traps and magical traps cannot be understood with a Common knowledge skill check unless the Verse Master decides it can be.

Trap Triggers
All traps have a Trigger that sets the trap off. Mechanical triggers must have a physical mechanism that activates the trap such as pressure points, gears, springs, levers, or buttons. Magical traps may only require being touched or for certain circumstances to be done such as being observed or certain sounds. The trigger depends entirely on what the trap is.

Disabling Traps
All traps can be disabled if a character has the appropriate knowledge to do so. All traps have a Disabling DC that depends entirely on the trap. A character must make a Precision Check against the Disabling DC in order to disarm the trap. Failing to pass the DC will set the trap off. Some traps may not have a physical means of disabling which the Knowledge check will inform of. This is especially true for magical traps that might only be able to be disabled with the Dispel spell or even a very specific action being taken. The more complex a trap is the higher the Disabling DC of the trap will become. Disabling a trap grants Experience based off of the Trap CR. The Trap CR experience is equal to the amount provided on the CR Chart (see Chapter 10) divided in half of a creature of the same CR.

Trap CR
Every trap also has a Trap CR (Combat Rating) which is used to determine the difficulty and complexity of a trap. Traps that have a higher CR are more complex and difficult to disarm or detect. Magical traps will typically be more difficult to detect than a mechanical trap but mechanical traps can often be more complicated than magical traps to disarm which can make their CRs level out with each other.

Crafting Traps
Characters can create traps by using a Craft (Trap) skill for mechanical traps and the Enchant skill for magical traps as all magical traps make use of Runes. The character must have access to the materials required to make the trap. Every trap will have a Craft DC that is required to be overcome in order to be crafted. Failing to meet this DC or not using the appropriate materials result in either complete failures or dud traps that do nothing when the trip is activated. The Craft DC is calculated by the formula

Trap Crafting DC = 10 + Trap CR + MC

This can be used for any trap both mechanical and magical. A character must be trained in Craft (Trap) in order to attempt crafting traps. If the trap is a magical trap or uses magic then the amount of Mana put into the trap is added to the score. Mechanical traps would usually use 0 Mana and would not be calculated into the Crafting DC.