About Amia: Mythal Crafting System ("The MCS")

Release date: July 26, 2006. | Updated: October 2, 2012.

The year is 1372 DR, and the heroes of Amia have chased the seemingly benign Red Wizards from its main towns. Clerics of Mystra have taken back the mythal crystals, from the Frostmaiden's lair, and have split them into smaller shards and harnessed their power with crystal forges. These crystals may be used, like a magnifying lens, to focus a fine strand of the Weave into a material item, such as a suit of armor or a ring, and thus there is crafting potential.

General Procedure

The crafting process is known as infusion, magical powers are either added or removed from an item using a crystal, and this must be done within the vicinity of a mythal crystal forge. Removing a power is free of charge, the utilized crystal is neither destroyed nor is any gold taken from the crafter. Malign powers cannot be removed. Adding a power requires a successful crafting roll, and the following skills are used dependent on the item you're infusing:

Either succeeding or failing the crafting roll, gold is taken. It is assumed that the clerics of Mystra must tax all who use the services of the mythal crystal forge. Success destroys the crystal but infuses the desired magical power into your item, and failure yields naught.

The item to be crafted doesn't necessarily have to be equipped, but it must be in your possession. Furthermore, plot items cannot be crafted. These include your journal, emote wand and so forth.

Crafting Rolls

To infuse an item with a magical power, make sure you're near a mythal crystal forge and then target your item with the crystal's unique power. A menu will pop up and depending on the power of the crystal (minor, divine, etc's) you'll be given a choice of powers to infuse. The menu will tell you the cost is, in gold pieces (GP), and it'll tell you what the crafting difficulty (DC) is that you must roll against to successfully infuse.

Limitations

The MCS does have a few limitations:

Powers

All powers are worth 1 power, regardless of their strength, except as noted below:

The table below outlines the crafting powers of each mythal crystal.

Mythal Crystal
Melee Weapons Minor Lesser Intermediate Greater Flawless Perfect Divine
Ability Bonus - - +1 +2 +3 - -
Attack Bonus +1 +2 +3 +4 +5 - -
Elemental Damage +1 Damage +1d4 Damage +1d6 Damage +1d6 (+2d4 for twohanders) - - -
Enhancement +1 +2 +3 +4 +5 - -
Keen - - - - - Keen Blade -
Massive Critical +1 Damage +1d4 Damage +1d6 Damage +1d8 Damage - - -
On Hit: Power - - - - - - Special
Personalize Weapon Max chars 10 Max chars 20 Max chars 30 Max chars 40 - - -
Vampiric Regeneration - - +1 +2 +3 - -
Visual Effect - - - Special - - Holy/Unholy
Ranged Weapons Minor Lesser Intermediate Greater Flawless Perfect Divine
Ability Bonus - - +1 +2 +3 - -
Attack Bonus +1 +2 +3 +4 +5 - -
Mighty +1 +2 +3 +4 +5 - -
Massive Critical +1 Damage +1d4 Damage +1d6 Damage +1d8 Damage - - -
Personalize Weapon Max chars 10 Max chars 20 Max chars 30 Max chars 40 - - -
Unlimited Ammo - - - - - Special -
Thrown Weapons Minor Lesser Intermediate Greater Flawless Perfect Divine
Attack Bonus +1 +2 +3 +4 +5 - -
Elemental Damage +1 Damage +1d4 Damage +1d6 Damage +1d6 Damage - - -
Enhancement +1 +2 +3 +4 +5 - -
Mighty +1 +2 +3 +4 +5 - -
Massive Critical +1 Damage +1d4 Damage +1d6 Damage +1d8 Damage - - -
On Hit: Power ] - - - - - - Special
Vampiric Regeneration - - +1 +2 +3 - -
Ammo Minor Lesser Intermediate Greater Flawless Perfect Divine
Elemental Damage +1 Damage +1d4 Damage +1d6 Damage - - - -
On Hit: Power - - - - - - Special
Personalize Ammo Max chars 10 Max chars 20 Max chars 30 Max chars 40 - - -
Vampiric Regeneration - - +1 +2 +3 - -
Equippable Items Minor Lesser Intermediate Greater Flawless Perfect Divine
Ability Bonus - - +1 +2 +3 - -
Armor Bonus +1 +2 +3 +4 +5 - -
Attack Bonus [Gloves only] +1 +2 +3 +4 +5 - -
Bonus Spell Slot - - - - - Special -
Damage Reduction - +1/5 +2/5 +3/5 +4/5 +5/5 -
Damage Resistance 5/- - - - - - - Special
Elemental Damage [Gloves only] +1 Damage +1d4 Damage +1d6 Damage - - - -
On Hit: Power [Gloves only] - - - - - - Special
Personalize Item Max chars 10 Max chars 20 Max chars 30 Max chars 40 - - -
Regeneration - - +1 - - - -
Saving Throw Bonus - +1 +2 +3 - - -
Universal Saving Throw Bonus - - +1 +2 - - -
Skill Bonus - +1 +3 +5 - - -
Spell Casting Special Special Special - - - -
Spell Resistance 20 - - - - - SR 20 -