Character Creation Guide (Mythgate - To The Stars)
Character Creation Guide (Mythgate - To The Stars)
● Backstory
  ● Creation Guidelines
  ● Subsystems
  ● Available Races
  ● Gestalting
  ● Spheres Changes
  ● Blanket Approved 3pp & Homebrew Content
  ● Downtime Homebrew & Changes (Read this if Crafting)
  ● Banned Content
  ● Specific Changes
Backstory is an important aspect of your character, and while you aren't required to have one, it
helps you, other players and the GMs figure out how to make things more enjoyable for you, and
everyone else. With that in mind, the lore in the world is minimal, but we allow players to freely make up
locations on a small scale, such as villages. But you may not create large towns, cities, or nations without
prior permission.
Due to the fact that we have an entirely custom Galaxy, many players may ask how travel is handled, we
use plot devices: Most Towns, Cities, Outposts and Space Stations of sufficient size have access to a
special type of Warp Travel, which can only transfer small amounts of Living Material. Unfortunately,
these Waygates have not been perfected enough to allow transferral of unattended non-living matter,
making them useless for trading, for the most part. Alternatively, you can just fly there!
Keeping in mind the rules within the #characters channel, you will need special permission if your
character has any of the following special background characteristics, and anything else you think may
not be common enough to warrant a discussion about it. Some examples are found below.
If you’re interested in getting more information about the setting, check out our Setting Guide!
                                    Creation Guidelines
If you need an idea of what a sheet should look like, check out our Generic Example Sheet!
Our guidelines are pretty simple; all characters, unless you spend Roleplay Points, start at level 2, with
1000 gold pieces. We use 25 point buy, Medium XP Progression and Full HP every level. Whenever
you've chosen your point buy, go ahead and list your pre-racial point buy somewhere in your sheet. Most
PCs use the Name Section, or in one of the bottom sections, as is demonstrated in the Example sheet.
This makes it easier on GMs to figure out what you did with your Point Buy, to ensure it's accurate. As a
note, you may have a maximum of 5 Player Characters in Mythgate, with options for attaining more slots.
Cohorts, Animal Companions, Familiars, etc, do not count towards this limit.
All characters gain 2 traits, with a third trait being allowed if you take a Drawback.(Not to be confused
with Major Drawbacks, the Subsystem listed below) If you start at a higher level, such as from buying a
higher starting level with our custom currency, RP, you gain that level’s base WBL.
All character images must be put into Tokens. You may ask a GM to do it for you, or you can do it
yourself using the Token Tool. All PC Tokens must have the PC Tag. There is a specific token in the
Tool that has this tag, but if you have the programs, you can place it yourself. If you need a Guide, here’s
one.
Characters may be of any age, adult or above, but you do not get benefits from Aging. You may take the
penalties if you wish. No starting off as Venerable and starting the game with 23 Intelligence.
Finally, we have a few alternate systems in use that you will find relevant to the creation of your character
off the bat.
• Subsystems: Subsystems are a type of ruleset that provides significant additions to the game; below,
you’ll find a list of Subsystems we use in Mythgate.
• Available Races: We have a full, extra Google Document for all of our allowed Races. We also have
additional allowed 3pp Races in a list further down this document. 1pp races not included in the above
Document, but allowed are: Androids, Lashunta, Triaxian.
Important: We use the Race Equity Variant Rules by Diamond Recreational Studios, as linked
here: Diamond Races: Race Equity Variant Rules - Specifically, we use ‘Powerful Races’, and
Regional Weapon Familiarity. In short, this means all races get +2 to two different ability scores,
an extra feat, and a weapon familiarity as detailed in that document.
Gestalting and You: Gestalting is a unique aspect of our game that we allow, giving players more
customization, choices, and options to create their character in the best image they possibly can. This
page has an excellent description of how Gestalt is utilized. While it is longer, and can even be difficult to
understand for some, it is completely optional. At it’s core, Gestalt essentially combines two classes, and
you get all the features of both, as long as they aren’t the same - if they’re the same, you get the better of
the two(IE: If you have +4 skill points on one class, but +2 on the other, you get +4, not +6.)
We have a few alterations, of course. You cannot gestalt prestige classes(meaning you can only have a
Prestige Class on your non-gestalt side), you may only have two additional classes on your gestalt side(If
you’re level 4, with 4 levels of gestalt, you can spread out those 4 levels among two classes. Such as
Rogue 2, Fighter 2. Or Rogue 3, Fighter 1, etc).
Every Player gets free gestalt tracks for all of their characters without having to pay. This means that
every player can have every character get up to 20 levels of gestalt, obviously never going above their
main class level.
PCs do not start with a Ship, but may utilize the ‘Starting Ship’ RP Store Option to start with a Kite. If you
buy it a second time, you may instead start with a Skiff, as detailed in the Starjammer Rules. If you have
started with a ship, such as through the Starting Ship option, you may customize your ship with Point Buy.
Your base material must be Iron/Steel, and you cannot apply any Optional Templates.
Before we get into 3pp Content and similar, please note that you can apply for anything you want.
    This includes, but is not limited to: Races, Classes, Traits, Feats, Spells, Talents. Literally
 anything you can think of, you can apply for it. It doesn’t mean it will be accepted, but you can
apply for it. We have a list of Templates for certain things within our #tickets channel, but if there
                              isn’t a template for it, just ask in the ticket.
We have a few minor changes based upon balance issues that have arisen in our communities. These
changes are to ensure balance across the playerbase, and may be edited at any time.
General Changes
• Content marked with [CS] is allowed, but the Classes themselves are not unless otherwise stated
below. CS Archetypes are allowed.
• CS Classes that are approved currently are: Necros, Dragoon, Base Reaper, Warden, Crimson Dancer.
• Whenever you take a Drawback that bestows a status ailment/condition on you, such as
sickened/nauseated from painful magic, that drawback ignores immunities.
• Material Casting cannot be bypassed by our Eschew Material Homebrew.
• You may not have a caster level exceeding 1.5x your SoP Base Caster Level.
• In regards to the above, Thaumaturge’s Forbidden Lore Class Ability may temporarily ignore this limit.
• Spheres Item Creation Feats are all presently allowed. Currently, Spheres Item Creation Feats have
transparency with the following Vancian Item Creation feats: Craft Wondrous Items, Scribe Scroll, Forge
Ring, Craft Construct, Craft Magical Arms & Armor - if you wish to know the Spheres Equivalent, please
utilize this Page.
• Technician, Tech Sphere & Pilot Spheres are all allowed. Pilot Sphere is currently in Playtesting, and
is intended to work with the Starjammer Ship Rules. Pilot Sphere Companion Vessels are based off of
Technician Independent Inventions and use those rules; the Talent makes your effective Technician level
equal to your ranks in your associated skill -3.
• Piloting (Skill) and Profession (Pilot) are merged. You may take either one freely, and utilize them in
place of the other freely.
• Ritual Magic (Spheres): Ritual Magic is allowed, but costs are doubled. Any 3rd level or lower rituals
on the sample rituals part of the wiki as well as any standard Vancian Spell of 3rd level or lower may be
made without a ticket. Anything above that will require a Ticket.
• Crafting Traditions: Are allowed, but you may only take Drawbacks.
• Magic Traditions: You must choose one of the three Origins (Psychic, Divine, Arcane) in your Tradition.
• Sphere Schools: Sphere effects are only considered to have a school of magic so far as defensive
aspects are concerned. For example, destruction sphere does NOT get a boost from spell
focus(evocation). Abilities that reference casting an evocation spell do not trigger for sphere effects.
However, an immunity to necromancy spells DOES apply to the death and blood spheres as well. A
bonus to saves vs illusions applies to illusion sphere effects
• Only Metamagic Feats that are explicitly on the Spheres of Power metamagic page work with Spheres
of Power.
• Spheres Charms are capped at a maximum of +10 if they could go higher. Items include objects such
as magical toolkits.
• Origins: Using content on the Origins page of the Spheres of Power Wiki, besides the Favored Class
bonuses, requires a ticket.
• Spheres of Guile: Anything related to SoG is allowed on a playtesting basis. We will be using TTS as a
testing ground for SoG. If you do decide to use SoG, we are asking you to point out anything that seems
broken, easily abused, or similarly so that we can ban it.
• SoG Variant/Optional Rules in Effect: Gestalt Optional, Leverage as a Daily Pool Variant. These can
be found on the ‘Using Spheres of Guile’ page.
• Alternate Skill Uses:
Knowledge: Nobility - Used to identify corporations, corporate power structures, and general galactic
politics.
Knowledge: Engineering - In addition to traditional technology-related checks, occasionally used for
information gathering via the internet.
Instead, creatures of the fey type must build fey-links on themselves just as creatures of other types
would have to.
• SoG Changes/Bans: Due to the playtesting nature of SoG, we will be putting all changes/bans here:
Feats
• Improving Purring
• Pawstpone
• Nyanspeak
• Brain Consumption
• Aristeia Feats (as Aristeia is not in play)
• Cantrips Feat: Spherecasters receive the Cantrips Feat for free. If you have Basic Magic Training, you
receive it for free as well.
Archetypes & Class Features
• The Spellvampire Shifter Archetype from Spheres of Power is presently banned.
• Cycle Watcher (Soulweaver Archetype) banned.
• Fleshforger (Blacksmith) banned.
• Interminate (Arcanist) banned.
• Braineater (Shifter Trait) banned.
• Improved Lightning Rod (Scholar Knack) banned.
• Thaumaturge and Armiger progress as 15 Talent Classes, instead of 10 talents.
• Collective Wraith (Wraith) banned.
• Necrotic Bomb (Necros) has a save, equivalent to the Necros’ Channel Energy Class Feature.
• Tempestarii Class - Banned.
• Gremlin Plague (Feylord) - Banned ability.
• Prodigy Overhaul - Base Prodigy is banned, but we have a Homebrew Version created by V01D that is
available for play, as detailed in the document.
Races & Racial Traits
• Serpentine Transformation (Nagaji Trait) - Banned.
• Born Healer (Trait) - Banned.
Talents
• Hammer Talent #2 (Brute Sphere) - You may only take the ‘Hammer’ talent from Brute Sphere once.
• Advanced/Legendary Talents: Application only, however, we do have a Whitelist of Available
Advanced/Legendary Talents. Any of the talents on this Whitelist are free to take, without application,
as long as you meet the prerequisites.
• Life Sphere Cure: You cannot benefit from adding your caster level to healing multiple times, from the
(cure) talents of Life Sphere, more times than equal to your character level / 4 (minimum 1).
• Monster Traditions & Talents must be applied for.
• Open Vein (Duelist Sphere) is allowed to be used with the old version, or the new version. But you
must choose one upon choosing this talent, and cannot choose it again.
“Open Vein (bleed) Whenever you deal damage to a creature while using the attack action, you may
expend your martial focus as an immediate action to deal an additional 1d4 bleed damage to that
creature, +1d4 for every 4 points of base attack bonus you possess. This stacks with other bleed damage
granted by the Duelist sphere.”
• Iai Sphere, by Seira & Zemus: is a Homebrew Sphere, currently in Playtesting.
• Rhythm Sphere, by ConstructionGrowlithe: Is a Homebrew Sphere, currently in Playtesting.
• Eldritch Sphere, by CheezFilling: Is a Homebrew Sphere, currently in Playtesting.
• Alchemy Sphere+Eldritch Infuser: Abilities that allow an Alchemy Sphere Formulae to persist longer
than 24 hours cannot be utilized with ‘Eldritch Infuser’ class features regarding blast types or discoveries.
• Leadership Talents: May be taken by Combat or Magic Talents.
• Death Sphere Talents: Are not considered cosmically evil.
• Lurker: The talent Lurker from scout sphere has been changed to instead now allow creatures whose
unusual forms of sensory perception that have been foiled to still know which squares you are in. They
still must make a perception check to pinpoint where you are in that square.
• Technomancy Sphere: Currently allowed, on a trial basis. Program Puppeteer is banned.
Items
• Spheres Scaling Items: Presently banned, but you may apply for them.
• Necrotic Marionettes: Necrotic Marionettes cost 250 gp per HD instead of 500. They do not cost
double HD to Animate.
• Energy Sword: Not allowed. We utilize Wyrmblades instead, as detailed in Dragoncrafting.
You may create a Custom Martial Tradition as per the standard rules; SoP already has rules for it, and
here is a basic Template you can utilize for SoM.
    ●   Bear Sphere is presently banned. This Sphere does not fit with the theme of our world, and may
        be reviewed at a later date if the community requests it.
Races
• Hengeyokai - Approved 3rd Party Race.
• Kitsune - The following 3rd Party Subraces are approved: Voidkin, Earthkin, Windkin
• Kemonomimi - Approved 3rd Party Race.
• Vigilant - Approved Homebrew Race.
• Dragonborn - Approved Homebrew Race.
• Faeries of Zha'danell - Approved Homebrew Race.
• Sarian - Approved Homebrew Race.
• Zethian Kobolds - Approved 3rd Party Race.
• Kenku PF Conversion - Approved Homebrew Race.
• Elain Race - Approved Homebrew Race.
• Half-Giant - Approved Homebrew Race.
Classes
• Kineticists of Porphyra 1-4 & Legendary Kineticists 1-2 - Currently Playtesting.
• Henshin Hero - Currently Playtesting.
• Mountebank - Currently Playtesting.
• Everyman Gaming Unchained Monk Archetypes Trove #2 - Currently Playtesting.
• Avenger Class -Homebrew Class, Currently Playtesting, by Zemus.
• Warlock Class - Homebrew Class, Currently Playtesting, by Ryder.
• Unchained Medium - Homebrew Class, Currently Playtesting, by ConstructionGrowlithe.
• Noble Scion (Spheres) - Homebrew Edit, Currently Playtesting, by Victorious.
Archetypes
• Feytouched Hexer - Approved 3rd Party Archetype for the Witch Class.
• Wildfire Druid - Approved 3rd Party Archetype for the Druid Class.
• Infernal Warlord (Commander Archetype) - Currently Playtesting, by Victorious.
• Cryotuner (Armorist Archetype) - Currently Playtesting, by Seira.
• Revised Chem Dog (Spheres) - Homebrew Edit, Currently Playtesting, by AVD.
• Kineticist (Spheres) - Homebrew Edit, Currently Playtesting, by V01D.
Curses & Mysteries
• Merciful Curse - Approved 3rd Party Curse for the Oracle Class.
• Moon Mystery - Approved 3rd Party Mystery for the Oracle Class.
• Old Gods Mystery - Approved 3rd Party Mystery for the Oracle Class.
Bloodlines
• Psionic Bloodline - Approved 3rd Party Bloodline for the Sorcerer Class.
Feats
• Never Speechless (Racial) - Approved 3rd Party Feat. also works with Kitsune’s Fox Shape.
• Polearm Dancer (Combat) - Approved 3rd Party Feat. Spheres has a talent that is identical to this
Feat, included here.
• Deadly Agility (Combat) - Approved 3rd party Feat.
• Leadership Feat Changes - Taking the Leadership feat also gives you the Leadership Sphere. The first
Cohort you gain from the Leadership feat is a normal Cohort, a PC who you can create and use as if it
were a PC. All subsequent Cohorts taken afterwards are Leadership Sphere Cohorts. Keep in mind that
this Cohort, since it acts entirely like a standard PC, typically isn’t going to be allowed on sessions with
your Leadership character. Cohorts cannot Craft Magical Items, nor can they take the Leadership Feat.
The Leadership feat otherwise functions as the Sphere, including for Followers. If you have the
Leadership Feat, you gain twice as many Followers.
You may stat your Followers freely, but they must be NPC Classes. Followers cannot be used to form
Teams, as Leadership Sphere Talents are used for that.
• You may choose which Mental Stat you use to calculate your Leadership Score.
• Monster Feats (including Talents & Traditions from Spheres) must be applied for.
• Dragoncrafting Remastered - Dragoncrafting was changed.
Spells
• 9th Level Caster Cantrip - Every Spellcaster with access to 9th level spells(Wizard, Sorcerer, Cleric,
Oracle, Psychic & Witch. If one is missing, please inform Staff) gain access to a special type of Cantrip,
which can be named whatever you want - you may select Fire, Electricity, Cold or Acid, and you receive a
30 foot Ranged Touch Cantrip that deals 1d6+1 per caster level of element damage based upon your
selection. Divine Casters may receive an Orision that does Negative or Positive Energy Damage as an
option if they so choose. None of these Cantrips can be used for Healing under any circumstance.
Our reasoning for creating this custom cantrip is to ease the pain of lower levels for Spellcasters.
• Ritual Magic (Vancian) - Ritual Magic is allowed, but must have GM Supervision. You must put in a
Ticket to utilize it.
Items
• We allow custom magic items, and allow alterations of existing magic items(such as raising the DCs to
make them less ridiculously low) - please inquire within a Ticket!
• Technological Equipment is allowed, but cannot be crafted without the appropriate Labs. Players can
gain access to - and eventually buy - these labs by earning fame with certain factions.
• Tech Equipment & Free Items: Some classes or features have the ability to conjure up, or generate
free items - Armorists, Conjuration Companions, etc. You cannot use these abilities to generate
Technological Equipment for free.
Traits
• Merchant (Social) - This trait has been altered with an additional effect. It allows you to sell items for
60% to NPCs, instead of the default 50%.
• Brevoy Bandit (Regional) - This trait is auto-approved and can be freely taken.
• Voices of Solid Things (Regional) - This trait is auto-approved and can be freely taken.
Misc. Content
• Skybourne Vehicles - All vehicles within the two linked books(each word is a different book) are
allowed to be applied for; no other content is approved. Exclusively the vehicles, and vehicle parts.
• Combat Stamina is approved for play, and Fighters get it for free. However, there is a caveat: Spheres
Characters (SoM or SoP) may not take it or utilize it, unless the class grants it normally.
• Construct Changes is a set of custom rules for Constructs.
                                Downtime Homebrews
This section is dedicated to Homebrews regarding the extensive alternate Downtime Ruleset. Below,
you’ll find several changes that we have made based upon our experiences. Some are balance based,
other’s are simply quality of life changes.
Skill-based Changes/Homebrews
• When using a skill to generate gold, you multiply the result by 10, and get that as gold. Note that this
only applies to gold generation; not Capital. This only applies to rolls your personal character makes, and
no other’s.
• You may use any Skill to generate Gold during Downtime, as long as it makes sense. Include it in your
Downtime post in the channel! Some examples could be using Perception. John Smith uses Perception
to aid scouts in searching the area for threats, and many more!
Building, Room & Team Changes/Homebrews
It’s important that you read the #downtime-buildings channel if you have Buildings or Teams.
• Normally, you build a building by constructing the Rooms one by one. This takes an unrealistically long
time for most buildings. You can either do it the normal way, or you have the alternate option of taking
your single longest room, and then adding ten - this builds all of the rooms at once, instead of one by one.
An example would be a building with a room that takes 20 days, four rooms that take 10, and 2 that take
6. Normally this would mean the building takes a total of 72 days; with this rule, it would only take 30.
• In order for a building to generate anything, it must have a Team attached - ordinarily, you do not need a
Team, and thus, an empty building can seemingly generate things out of thin air. The exception to this is if
a Player is manning said building, but keep in mind that manning a single building does take up your
Downtime for that day. Please keep your buildings realistic, and don't create 'mega-structures' of
hundreds of rooms to abuse this feature.
• To make things easier on players and their rolls, you may combine all of your room’s bonuses into a
single roll for whichever capital you've decided to generate, so long as the Building is manned by a Team.
This also applies to Teams. This is an optional rule.
• You can have a number of teams without lodgings equal to your Leadership Score. Your leadership
score is calculated with or without Leadership, and the standard for it is Level+Charisma Modifier.
• Teams require Beds to properly work; Bedrooms provide a Bed for a single individual, while Bunks
provide beds for up to ten individuals(often two teams). Leadership Sphere followers are loyal and do not
require such; however, normal Followers granted by Leadership do.
• You can only generate up to 30 of each type of Capital per day; Magic Capital is capped at 10 per day.
• There is no spending limit based on settlement sizes.
• Teams have no Upkeep. Managers still do.
Crafting Homebrews
In order to do any kind of Magic Item Crafting, you must apply (with a ticket) when you
are first gaining each crafting feat; this is due to the lack of understanding of Crafting
Rules, both Homebrew and non-Homebrew, that Players have shown over the course of
Mythgate's time, so all Crafting is now regulated. If you have taken a class that grants
Crafting Feats with no option to trade them out, you may apply to possibly get it
changed. This change will be for players taking these feats going forward. If you already
have crafting feats, you do not need to re-apply. In addition, when you make a Downtime
post explaining your crafting progress, you must post the name of the item you are
crafting, your total skill bonus that you are using to craft the item, and the DC that the
item is being crafted at.
• Mundane Items are crafted at 100 gp/per rank of Craft(relevant to the item in question), instead of doing
that asinine silver conversion rate Pathfinder demands you do.
• You may not use Magic Capital to help you create Magic Items.
• You can however, use Magic Capital in Constructs, Fleshwarped Creatures and in Spellcrafting
Services, at 100 gold per Magic Capital. Please Observe our increased cost in Spellcrafting Services.
• Magic Crafting requires you of the appropriate level to cast the spell, and to have it on your class' spell
list if an item calls for it. If the spell is cast, such as by someone else, then this is a non-issue. To clarify,
you do not need to be able to cast the spell, but it must be on your spell list. If you are not of the required
level to cast the spell(such as an item requiring a 3rd level spell, but you're 2nd level), you cannot make
the item. If you cannot cast the spell, but it is on your spell list, and you are of the required level, you still
take a -5 to crafting the item.
• In addition to the above, you cannot bypass any requirements listed as ‘Special’. Such as items that
require a specific level, or other variations.
• Alchemists may not make magic items due to the rule above, unless they have the Material Mastery
Discovery, and you follow the rules for that as normal, using your Alchemist Formulae List as your List of
Spells/Abilities.
• You can craft up to 4 items per day if they cost less than 1,000 gold, assuming you have the means to
do so. Examples of this are items such as Potions of Cure Light Wounds, which cost 50 gold. Feats,
Class Abilities & Special Abilities such as Swift Alchemy do not have any interaction with this change.
They do not allow you to craft more per day.
• The Master Craftsman feat can be taken to fulfill a similar role. Upon selecting this feat, you must select
a class to go along with it(Such as Wizard, Cleric, etc) - for exclusively the purposes of Crafting, you are
considered to be a member of the class of a level equal to your HD, including Caster Level. This is
exclusive to Crafting and does not grant you any benefits outside of Crafting. Master Craftsman has also
had its requirements reduced to 3 ranks, instead of 5.
• Ammunition, black powder and the like crafted through the use of the gunsmithing feat cannot be sold.
This is both for lore and mechanical(Re: cheap downtime GP) purposes, as the only people interested in
buying such materials can craft it on their own, and everyone else has no use for the materials.
• Druidic Herbalism cannot be used to sell to NPCs due to being able to create potions for free.
• Feats, Special Abilities, and similar that ‘double’ the amount of progress you can make on Crafting,
such as Cooperative Crafting, instead only add the base amount you craft it per day(1,000 for Magic, or
100/rank for Mundane). This is to prevent getting to ridiculous numbers and being able to craft some
items in insanely fast speeds. Accelerated Crafting is also included in this.
• Flex Crafting: Any form of Flex Crafting (as in, being able to switch crafting feats on the fly) is banned.
In addition, to retrain into a Crafting feat, you must put in a ticket.
Misc. Changes/Homebrews
• You may stockpile up to 24 IC days worth of Downtime+the current date tick. Each date tick is 4 days. If
you're unfamiliar with date ticks, Mythgate has a date-ticks channel where we inform you of the passing of
days; generally, most date ticks will be 4 days. Understanding that, this rule then tells you that you cannot
'stockpile' your days(hold them until you need them) more than 24 days+the current amount of days
received from the date tick. An example would be if you had 24 days held, and a date tick of 4 days came
- you would have until the next date tick to use at least 4 of those days, or they would disappear. This
means, your maximum stored, will generally be 16 days held; meaning you have 4 OOC days before you
need to do Downtime.
• You may not gain additional days of Downtime through the use of time-based spells/abilities.
• Each source of Downtime has a maximum of 4k gold per IC month limit if you are under level 8; this limit
goes up to 8k gold per IC month if you are level 8 or above. These 'sources' are, as follows: Crafting
(Mundane & Magic)/Skill Checks(any skill that isn’t otherwise used to craft an item. Note that Crafting &
Skill Checks are considered the same source), Downtime Buildings/Rooms/Teams.
• The Lyre of Building can only be used a single time, to take 3 days off a chosen building's build time per
IC week.
• You may only take Downtime Experience once per downtime day, per date tick, up to a maximum of
level 6.
• Any spells, abilities or features that can be used with a skill must last for 8 hours to be able to be
utilized during Downtime.
• Resonant Powers are not in use.
• Goods & Labor Capital may be used in the creation of Skybourne Vehicles, counting as their full cost
during the crafting. It does not reduce the time needed to craft them.
• Magic Capital may be used to purchase Spellcasting Services.
• Spellcasting Services are unique per city; refer to the City Page on the Wiki. All Spellcasting Services
cost double if the spell is above 3rd level.
• As detailed further in the Crafting Section, Magic Capital may be used for Construct Crafting.
• Some GMs may give Material Components as a reward, for killing some monsters, or gathering specific
resources. These Materials can be used to fulfill the Special Material requirements if an item can be made
of that material; 1 Unit is a piece of Light Armor, or a Simple Weapon. 2 Units is Medium Armor or a one
handed Martial Weapon. 3 Units is Heavy Armor, or any weapon.