Creating New Magic Items
Each campaign is different—every magic item may not be the best fit for a game, or the Narrator may need something that no one has thought of yet. In these instances, use the rules below to guide the process of coming up with new magic items and the ways a character might craft them.
Crafting Magic Items
For those who have reached the height of mundane crafting there is the intricate practice of creating magical items. This can be done during downtime, like crafting mundane items, but is often a more finicky process. Magic items can be as unique as their crafters, ranging from potions to armor sets, and a particular magic item can look different every time someone new crafts it. Unlike crafting mundane items, crafting magic items is rather hit or miss. Crafting a magic item is either successful or it is not.
Sentient Magic Items
Some magic items are sentient and sapient, possessed by a spirit or given life through arcane power. Despite their outward appearances these objects are full fledged characters with their own agendas, desires, and personalities. Unless otherwise specified, sentient items are NPCs under the Narrator’s control, and adventurers must negotiate with and become allies to them rather than simply use them as items. A sentient item’s properties and abilities are under their own control rather than the wielder’s, and accessing them requires the item’s willful cooperation.
Being the Narrator is a gratifying and rewarding experience, but that doesn’t make it easy. This chapter is a trove of advice for running Level Up to be as engaging, enjoyable, memorable, and worthwhile as possible with a focus on two aspects of play: player archetypes and safety tools. When the group isn’t getting along, the party is led astray, or
Some druids scorn the usual taboos around metal and technology while still drawing upon nature magic. Scorned as heretics or even apostates by many other druids, they can nevertheless bring potent combinations of nature magic and technological advancement to bear.
While adepts are typically known for a certain level of grace and speed, there are other traditions that value strength, resilience, and power more than agility and grace. Known unflatteringly as bruisers, these formidable adepts can stand toe-to-toe with foes that many of their contemporaries would prefer to dodge around.
Rogues are typically thought of as more selfish than selfless and more likely to end a life than save one, but this is far from universally true. Covert skills and protective ones can complement each other nicely, allowing a motivated rogue to become a highly-skilled (and highly-discreet) protector of their chosen charges.
While all Warlocks make pacts to their patrons for power, not all of them wield the power they’ve been granted in the same way. Eldritch gunslingers are defined more by how they wield their power than by the properties of the being they’ve bound themselves to, meaning that an eldritch gunslinger who serves a fiend may have more in common with one that is bound to a horror beyond the stars than they do with other servants of their own patron.