D&D 5E What Should Be Part of Magic Item Creation?

Which of these should be part of magic item creation?

  • Mundane item as base

    Votes: 34 70.8%
  • Enchant Item spell or equivalent

    Votes: 27 56.3%
  • Permanency spell or equivalent

    Votes: 16 33.3%
  • Tangible magic ingredient (e.g. residuum)

    Votes: 13 27.1%
  • Researching item creation

    Votes: 38 79.2%
  • Fantastic item creation zones (e.g. magical forges)

    Votes: 25 52.1%
  • Fantastical ingredients (e.g. tears of the moon)

    Votes: 36 75.0%
  • Item disenchantment

    Votes: 16 33.3%
  • Failure chance at item completion

    Votes: 21 43.8%
  • Cursed item possibility

    Votes: 30 62.5%
  • Natural world ingredients (eyes, hearts, etc)

    Votes: 35 72.9%
  • XP spending

    Votes: 9 18.8%
  • CON or other ability score loss

    Votes: 6 12.5%
  • Item recipes/schematics

    Votes: 35 72.9%
  • Life sacrifice

    Votes: 11 22.9%

Ichneumon

First Post
This poll lists elements that have been part of magic item creation in previous editions, along with a few that haven't been included before, but could be.

For each option, check the box if you think it should be a regular part of item creation - used for some, most or all items.
Leave the box unchecked if you think the option should be rarely used, not used at all, or you just don't care about it.

Undoubtedly, there'll be some magic item creation elements I've missed - please elaborate on these in the comments.
 

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CM

Adventurer
Time requirement...

I always felt 4e's 1-hour item crafting times were too quick, but haven't been bothered to houserule it yet.
 

Ahnehnois

First Post
The only ones that I really disliked were the tangible residuum factor and the XP cost. In both cases, I think it's a question of mixing things that don't mix. XP is too "meta" (and too often ignored) to serve as the basis for something tangible in the game. Magic is too ephemeral and open to interpretation to try and make literal "stuff" out of it. Oh, I also disliked failure chance at item completion. That just seems spiteful. It seems to me that an ongoing process should be a complex skill check or the equivalent; an extended endeavor with its ups and downs, not a bunch of meaningless legwork before one make or break moment.

I like the idea of permanent health or ability drain for the creator. I think it's important to have a possible rationale for those who don't like magic marts to hang their hat on. If there are tangible rules for item creation and items are useful and valuable, why isn't supply meeting demand? Oh, right, because it takes real life force to do these things.

One rather large factor you didn't mention is who can actually do it. I'm on board with a fighter with the right knowledge being able to make his own magic sword. 3e isn't. Heck, it won't even let you make alchemical acid unless you're a spellcaster. I'm not a big fan of that kind of exclusivity. I don't think magic items and spells are that similar that item creation needs to be restricted by class.
 

Ichneumon

First Post
The only ones that I really disliked were the tangible residuum factor and the XP cost. In both cases, I think it's a question of mixing things that don't mix. XP is too "meta" (and too often ignored) to serve as the basis for something tangible in the game. Magic is too ephemeral and open to interpretation to try and make literal "stuff" out of it. Oh, I also disliked failure chance at item completion. That just seems spiteful. It seems to me that an ongoing process should be a complex skill check or the equivalent; an extended endeavor with its ups and downs, not a bunch of meaningless legwork before one make or break moment.

I like the idea of permanent health or ability drain for the creator. I think it's important to have a possible rationale for those who don't like magic marts to hang their hat on. If there are tangible rules for item creation and items are useful and valuable, why isn't supply meeting demand? Oh, right, because it takes real life force to do these things.

One rather large factor you didn't mention is who can actually do it. I'm on board with a fighter with the right knowledge being able to make his own magic sword. 3e isn't. Heck, it won't even let you make alchemical acid unless you're a spellcaster. I'm not a big fan of that kind of exclusivity. I don't think magic items and spells are that similar that item creation needs to be restricted by class.

I'd decided to stay away from item creation eligibility in the poll options, but it's worth discussing. I'd like PCs of any class to be able to create items that are suited for them. The campaign/downtime system seems like a good fit, as PCs could use it to learn how to craft and enchant items.
 

Lanefan

Victoria Rules
Quick notes about the poll:

- as someone already mentioned, there needs to be a time factor - magic items can't be cranked out overnight.
- couldn't vote for Con. loss as there's nothing saying whether it's a permanent or temporary loss. Temporary yes, permanent no.

As for who can do it, the answer should NOT be adventuring characters! After that, it might take several different people working in tandem to make an item:

- Dwarven smiths forge the original mundane (but masterwork) item
- An Elven wizard enchants it (Enchant Item, Permanency) to be better at its job than it was before
- A Human Cleric to a Good deity divinely blesses it and gives it a purpose

Result: a +2 Axe of Smiting

I've always kind of imagined there being an Artificers' Guild in the larger cities who co-ordinate stuff like this. But an arcane caster has to be involved at some point in the process, with the only exception being an item randomly enchanted due to a wild magic surge.

Lan-"whatever you can build, rest assured I can break it"-efan
 

howandwhy99

Adventurer
I voted Researching Item Creation and Item Recipes/Schematics. They are the only 2 I think are necessary elements of Magic Item creation (though not sufficient).

However anything else on the list can work too. Need a soul to create that intelligent weapon? Sure thing. Life drain yourself (XP loss) to empower some in the world with a piece of you? Yep.

Personally I would stay away from heavily abstracted and disconnecting ideas. Stuff like "Magic Juice", which makes magic an impenetrable block instead of inspiring wonder. "why does it do that? Just cuz."

Fantastical ingredients (or nonsensical stufff) is generally subject to the "Anything and everything actually qualifies rule." It can work well with players who enjoy that, but be careful up front.

My advice would be to use everything available in the game world. It all counts, just be careful not to step on other class's toes. Not all magic can be used for combat or stealing or cleric stuff. All their stuff shouldn't be necessarily as important to magic use either.
 

Balesir

Adventurer
The only ones of these I'm really not in favour of are XP cost and Attribute loss. Either make it possible for PCs to make the items or make it not possible*, but don't make it a self-nerfing project to do so.

I don't think having both an "Enchant Item" and a "Permanency" spell makes sense - they are effectively the same thing if you view "magic items" as including tattoos and boons and such like.

The only one I have come to think of as a really important inclusion is the "resource to make magic items". Although I think "residuum" is a poor name, I think a separate resource for item creation has a number of important advantages. Firstly, it disconnects magic items from money. The more scarce the resource used for items is, the higher magic items' cost will be and the "lower magic" the world; world creators can set the scarcity of residuum (or whatever you call it) at whatever level they choose - it becomes a "dial". Secondly, a magic "resource" makes a great plot hook. Politically, control of the supply of residuum/whatever will be critical. New sources of residuum/whatever will be magnificent finds that bring practical and political concerns in abundance. Thirdly, it allows magic items to be valuable, even if they are not of any obvious use to the characters; items still "contain" some of the precious resource that could allow other - perhaps more useful - items to be made.





*: Or both. As I have said elsewhere, I think the 4E concept of "magic items" that PCs can make and "artifacts" that they cannot is a very sound design basis. It allows players (including GMs) who like player control over magic items' form to have their game while also allowing those who prefer magic items to be totally under the GM's control to have their game, too. Have rules for both and make it clear that any item could conceivably be assigned to either group (i.e. you could have a +1 dagger and call it an "artifact") and everybody has system tools for their game.
 


Variable process: any or all of the above could apply depending on the nature of the item. Simpler, more common items have simpler creation processes while artifacts have extremely rare, difficult, arcane and expensive processes.
 

MarkB

Legend
Most of the items on the list I'd use in at least some circumstances.

I agree with separating item creation from spellcasters. To me, being able to craft a magical item is something that every craftsman should be able to aspire to as he nears the pinnacle of his craft. Eligibility should be more about crafting skill, understanding, lore and dedication than about being able to cast spells.

I wouldn't say it's something adventurers can't do as a blanket rule - but any character, PC or NPC, who wants to reach that level in his craft is going to have to dedicate a great deal of time and effort to it. Nobody should get to become a master weaponsmith with secret knowledge just by killing orcs and adding numbers to a skill.
 

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