Treasure Creation
Back to the House Rules
Why the rules needed changing:
   To be changed, there would need to be rules in place. There aren't, although the now nonexistant Book of Glamour will have them, if it EVER comes out. Until that nebulous time, use the rules that follow.

Requirements:
    Not just anyone can create a magical object. There are a large number of requirements to be able to craft a magical item. First, you must have the Realm Fae 5 (Fae 3, if you are using the Alternate Realms casting system I created). You must have the cantrip that you wish the Treasure to use. In addition, you must have high enough ratings in your Realms to both affect the target that the Treasure will be affecting, and to affect the Treasure itself (as an object, that is.) For example, Prop 2 is required for a magic sword, Nature 2 for a magical rose, and so on. Finally, creating magical items requires a high Gremayre Rating, and you need good Crafts if you hope to succeed. The Gremayre requirements are as follows:
2 Greymare - Level 1 and 2 Pyxes.
3 Greymare - Level 3 and 4 Pyxes, Level 1 and 2 Treasures
4 Greymare - Level 5 and Legendary Pyxes, Level 3 and 4 Treasures
5 Greymare - Level 5 and  Legendary Treasures
     Aside from these restrictions, the character had better have access to a bloody lot of Dross, as well as a nice quiet place to work - Creating Treasures is slow work!

Creating Treasures
Step 1: Attuning
    The first step in creating a Treasure is attuning the mortal aspect of the Treasure to Glamour. Sometimes, this is done by simply finding something, other times by actually creating the object yourself. The second method generally works better, but the first is noticebly faster.
System: When simply attuning an object, the character rolls Intelligence + Greymayre at a difficulty of 7 in an extended roll. Each roll takes one minute of time. A total number of successes equal to the Treasure's rating must be accumlutated. At the end of the process, spend Dross equal to the Treasure's rating to complete the attuning. If creating Pyxes, you can create up to ten at once.
Actually creating an object is slower, but easier. Each roll, you make both an Intelligence + Greymayre and an Intelligence + Crafts roll. Each roll takes anywhere from a minute to an hour, based on the object that you are creating (ST discretion). Both rolls are difficulty 6. The number of successes required is the same as above, but one less Dross must be spent.
With either roll, a single failure simply slows down production. Two failures in a row indicates that the object is ruined. Spend one half of the required Dross and start again. A botch completely ruins the Attuning. Not only do you have to spend half of the required Dross, but this object cannot be Attuned for at least a week.

Step 2: Crafting
    In the second step, the creator crafts the chimeric aspect of the Treasure. This is the longest part of the creation process, and can take days of effort. The character can wait up to a day after Attuning before beginning to craft. Any longer and it fails, and the character has to start from scratch.
System: When beginning, the character must spend an amount of Dross equal to the Treasure's rating. They then make an extended Intelligence + Crafts roll, with a difficulty of 7 for Level 1 and 2 Treasures and Pyxes, 8 for level 3 and 4 Treasures and Pyxes, and 9 for Level 5 and up Treasures and Pyxes. Each roll represents an hour of game time, unless the character is crafting a legendary Treasure, in which case each roll is a day of game time. If the character is a nocker, the difficulty is reduced by 1 because of their natural chimeric craftsmanship. If the character crafted the original object in the Attuning phase, the difficulty is also reduced by 1. When the character has accumulated a number of successes equal to the Treasure rating, they spend an amount of Dross equal to the rating and begin again. When they have done so twice, they spend the Dross a third time, and have completed this step. Two failures in either half requires the character to restart that half. A botch completely ruins the item.

Step 3: Imbuing
    Having finished the crafting, the character can wait up to a day before beginning the third and final stage. If they do not complete construction, the Treasure will simply become a very fine chimeric object. In the final stage, the character imbues the object with the Art they wish to cast.
System: The character simply focuses on the object, drawing Glamour and pouring it into the object. To begin, the character spends 1 point of Glamour. They then make a roll as if they were casting the Art, at a difficulty of 7. Once a number of successes is accumulated equal to the Treasure rating, the character spends that much Dross and begins again. Once they have accumulated the same number of successes again, they spend that much Dross one last time. Congratulations! Your Treasure is now complete. Two failures at any time during this causes you to lose all accumulated successes. A botch destroys the chimeric reflection of the Treasure.

Having finished, the player must spend experience to represent the part of themselves that they place into the Treasure. The treasure must be bought at (new rating x2) per dot. So, a 1-point treasure would cost 2 experience, a 2-point Treasure would cost 6 (2 + 4), a 3-point treasures costs 12 (2 + 4 + 6) and so on.
Click here for examples and complications
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