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Dragonmarks (Advice Please)

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EltonJ:
There are thirteen dragonmarks, the thirteenth is wiped out though.

Each mark grants a power to it's holder.  I need help with the Dragonmark of Making.

The Mark of Making grants the power to mend or fabricate
material goods.
House: The humans of House Cannith carry the Mark of Making. Members of their Tinkers Guild often travel as widely as more traditional tinkers, stopping in villages to repair goods as they go. House Cannith also runs the Fabricators Guild, whose members include those with lesser or greater marks who can fabricate new items rather than just repair old ones.

Unmarked members of House Cannith are well-to-do
artisans and, less often, mundane tinkers.

Marks: The aspects of the Mark of Making grant the
following benefits.
Least Mark of Making: make whole 1/day, mending 2/day, or repair light damage* 1/day; +2 bonus on Craft checks.
Lesser Mark of Making: minor creation 1/day or repair serious damage* 1/day.
Greater Mark of Making: fabricate 1/day or major creation 1/day.

Then there is the mark of Syberys: Mark of Making: True creation 1/day.

These spells are unique to D&D.  The only equivalents are the Alchemist spells from the Treasure Companion.  I'm thinking that I may have to make a new list.

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