[C&C] Expanded Magical Item Creation

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serleran
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[C&C] Expanded Magical Item Creation

Post by serleran »

Magic Item Creation


For scrolls, Wizards and Illusionists must be at least 5th level, and they must acquire rare inks, either made themselves or bought from an Alchemist, having a cost equal to 1,000 GP per spell level, with Cantrips counting as 1/2 a level, or 500 GP. The character gains 100 EPP per spell level, with a Cantrip counting as 1/2, or 50 EPP. The process takes 1 day per spell level. The process is the same for Clerics and Druids, but, these classes must be at least 7th level.

For potions, it depends on what type of potion-- if the spell mimics, or has a similar effect to, a Cleric or Druid spell, a Wizard of Illusionist can make the item, but must be at least 9th level; 7th level for is required for the making of items found on their own spell lists. Clerics and Druids cannot make any kind of potion except those which duplicate or mimic their own spells, and must be at least 9th level to do so. Ingredients for the potion must be found, and a recipe for it must be researched, using the method for spell research, detailed below. A full alchemical lab, also detailed in the following section, is required. The materials can be purchased, costing the same as for a scroll of the same spell or effect. EPP gained is the same, as well. A potion takes 1 month to manufacture, regardless of spell level.

To make anything else, a spellcaster must be at least 11th level. The spell enchant, detailed below, must be researched and cannot be a spell automatically obtained; even Clerics and Druids must research the spell-- the only exception is a Cleric of a Deity of Magic, who gains the spell as a 6th level spell. A caster can give a +1 bonus per point of their spellcasting-dependent attribute modifier (Intelligence for Wizard, and Wisdom for Clerics, as examples), as a general bonus; if applying to a specific subset, such as "vs. Goblins" the maximum enchantment bonus can be doubled. Additional abilities are calculated as per potions with similar effects, but the cost is multiplied by 10; for an item with a limited number of permanent charges (that is to say, used and gone, without the capability of being recharged) cost double a potion of the same ability per permanent charge, which has a maximum capacity equal to the caster's level. Items with a set number of charges, but can be recharged cost quintuple the cost of a potion of the same effect, and provides the item with a number of charges equal to the caster's level doubled. An item of this nature takes 1 month per bonus; if the item has charges, 1 day per charge is needed; if the item has an additional, secondary effect that does not require charges, another month is required. The amount of gained EPP is equal to the enchantment bonus times 2000, with added EPP following the method for scroll or potion creation.

In all cases, a spellcaster cannot make an item with a spell or effect above their own casting abilities. All costs and gains are cumulative. An item manufacturer can lower the effective level of a magic item, but not below the minimum needed to provide the effect; doing so does not reduce the cost of the item in any way. Also, after a character learns a recipe, that magic item can be made again, provided the character has the necessary components and the time-- the recipe does not need to be researched again.

New Ability

Spell Research: Any spellcaster may attempt to acquire a spell to add to his repertoire by research, experimentation, and luck. This process is long, and expensive, and often leads the character on difficult missions to retain rare ingredients to test the spell. A spell takes 1 month per spell level to research, and the researcher must expend a minimum of 50 Gold Pieces per week of research, reflecting various library fees, alchemical equipment, and services rendered. At the end of this period, a save is made, modified by the level of the spell doubled (a Cantrip modifies by 1, and a 9th level spell modifies by 18 to determine the success of the research. Wizards and Illusionists must make an Intelligence save; Clerics and Druids must make a Wisdom save. Note: The researcher does not roll the save, and always assumes any research has been successful, regardless of actual outcome. Note: A spell researched does not need to come from the PHB, but in these cases, the Castle Keeper must carefully check the spell in question to determine if the spell will be permitted or not. Successful use of this ability earns the character 100 XP (0 level spells are worth 50 XP.) Note: A character can only research a number of spells per spell level equal to their Intelligence modifier. Note: This ability is also used to research alchemical recipes used for the making of magic items, from scrolls to enchanted swords.

New Spell

Enchant (6th level): This spell allows the caster to prepare a nonmagical item for magical enchantment. The item must be one of superior craftsmanship, that is, have a gold piece cost equal to at least 25 times that of the same item at regular gold piece cost. Once cast, the item remains in a state of receptivity for a number of weeks equal to the caster’s level. If the caster wishes to give the item a +1 bonus, this spell must be cast again, with the first week, and then, subsequently on the same day, each following week, until the desired magical bonus is reached. If the caster desires to give the item charges, or an ability which is permanent, the same spell must be cast daily until the number of charges is reached; for an item with a permanent power, the same spell must be cast each day until the duration of the enchant ends. On the last day of this spell’s duration, permanency must be cast, or the item is rendered a temporary magic item, its powers lasting a number of days equal to ½ the caster’s level. CT 8 hours; R touch; D 1 week / level (special); Sv --; SR --; Comp V, M.
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Grimaryl Atyar
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Post by Grimaryl Atyar »

Refer to the TLG ezboard thread for my feedback.
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Philotomy Jurament
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Post by Philotomy Jurament »

Interesting. I'm using my 1st edition DMG for stuff like this. It's similar, in most respects. The costs for scroll material is much lower, though. The DMG mentions that scrolls "on the market" can be purchased for 300 gp per spell level, so a scroll of knock would cost 600 gp, if you could find a magic-user who would sell one. Given a price along those lines, I'm going with a "materials cost" of about half that (i.e. 150 gp per spell level).

That said, I also like to spice up magic item creation with extraordinary ingredients. For the pricing given for scrolls, above, I'm assuming a lowest-quality-that-works approach, and using the standard failure chance for scribing the scroll. If the players can provide or find rarer or more magical ingredients, then I lower the chance of failure.
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