This post is about magic items and the purchasing and unreliability of them.
The Basic Rules
Magic items are made of magic, and are therefore unreliable to use and have a strong possibility of degrading over time and exploding when used. This unreliability is based on the spell(s) used in the creation of the item. Take the highest spell cast to create the item, divide its misfire chance by half (round down), that is the item’s chance to explode when used (when used counts as attacking with a weapon, being attacked while wearing armor, or when an item’s effects would be put to use, deciding what counts as using the item ultimately is the GM’s duty. Every week the item exists, you add half its initial misfire chance to its current misfire chance. Every time it is used, you roll on its misfire chance. If it does explode, it deals 1d6 fire damage per level of the spell(s) used to enchant it (multiple spells equals more damage) plus 1d6 piercing damage. Add +1 damage to the fire damage per week the item has been enchanted. The explosive blast of magic is generally small, only affecting the character and any adjacent characters, DC 15 Reflex save for half damage. Magic items are primarily made of tin to cut costs and such, so they cost half as much to create and purchase as a side effect of their unreliability and generally shoddy workmanship. Certain materials can be used to craft magic items that are more resistant to misfiring, such as wolf-iron and springsteel. These materials increase the cost of magic items though.
Example: We have a belt or bracers or whatever of giant strength, +2 to +6 to strength. To craft this item, Bull's Strength is used, a level 2 wizard's spell, with a base misfire chance of 5%. So, every time the character uses his physical strength while wearing the item, there is a 5% chance for it to go haywire. Following the rules, every week the item exists, it adds 2% to its misfire chance. The base damage for the item when it misfires is 2d6 fire damage and 1d6 piercing damage, +1 fire damage per week it has existed.
Some materials have no effect on sorcery bound within them. This category is for items like paper, steel, iron, bronze, wood, animal hides, and so on. Just your average materials. The type of material used has little impact on the overall cost of the item, so these category follows the normal costs associated with crafting or purchasing magical items. However, since most sorcerous craftsmen use sub par materials to cut costs, this category also includes materials like tin, pewter, particle board, rawhide, and so on. These sub par materials offer the same rules as regular materials like steel or iron and such, but they cost half as much to produce. They also look like they cost half as much. Tin blades will be dented and dinged, particle board staves and wands look like particleboard. The magic in these items strengthens them physically, so tin blades and armor don't end up twisted and broken by the end of a fight against steel, but they still like like a tin sword.
Sorcerously fragile items are typically made of materials like bone, glass, clay, obsidian, and some precious metals. Materials that are typically fragile and lightweight fall into this category. This category of items follows the half cost rules of stuff like tin, however, they increase the base misfire chance of the item by 2% and add an additional 1% each week, they also decrease the piercing damage of the blast to 1d4.
Example: Using the same strength item from above, but crafting it from bone this time. We use Bull's Strength with a base misfire chance of 7%. So, every time the character uses his physical strength while wearing the item, there is a 7% chance for it to go haywire. Following the rules for Sorcerously Fragile items, every week the item exists, it adds 4% (1/2 of base percentage misfire plus 1) to its misfire chance. The base damage for the item when it misfires is 2d6 fire damage and 1d4 piercing damage, +1 fire damage per week it has existed.
Sorcerously dense materials hold spells better and longer. Items built of 100% wolf-iron, hides and leathers crafted from the great beasts of The Beast Lands, Merotethian/Necropolis obsidian, lead, and stone follow these rules. Sorcerously dense items quarter the misfire chance of the spell used to create them, rather than halving them, and they add half the base misfire chance every month of existing, rather than every week. Additionally, they increase the piercing damage from the an explosive misfire to 1d8.
Example: Continuing with the theme of the strength enhancing item. We build a +2 wolf-iron gauntlets of giant strength. We use Bull's Strength and have a base misfire chance of 2%. So, every time the character uses his physical strength while wearing the item, there is a 2% chance for it to go haywire. Following the rules for Sorcerously dense items, every month the item exists, it adds 1% to its misfire chance. The base damage for the item when it misfires is 2d6 fire damage and 1d8 piercing damage, +1 fire damage per month it has existed. Items made of sorcerously dense materials cost 50% more to create or purchase.
Sorcerously inert materials are materials that cannot be enchanted period. These items, for whatever reason are completely impervious to holding any sort of enchantment. However, this does not mean they are immune to sorcery or armoring yourself in them will keep sorcery from harming you. The following materials are sorcerously inert: beltanizine, refined beltanizine, blackstone,
Behold, that is some sorcerous craftsman stuff.