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Magic armor and harvesting creatures
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<blockquote data-quote="CapnZapp" data-source="post: 7151364" data-attributes="member: 12731"><p>What I'm specifically looking for is wonderfully long lists of ready to use game effects for the harvested items. </p><p></p><p>The actual harvesting DCs and monetary values I could probably base simply off the HD or CR values of the monster. That's actually the easy part. </p><p></p><p>What I'm talking about is instead the gloriously specific boons and benefits like</p><p>"The X of a Bulette can be used as a Barkskin spell"</p><p>"The hand of a Flesh Golem can be used as Mage Hand for a tenday"</p><p>"The ichor of an Otyugh will reduce the component cost of a ressurrection spell by half"</p><p>"The Hubba of a Bubba lets a Warlock use the Grinchenify invocation one extra time"</p><p></p><p>and so on and so on. Loading and overloading upon each and every possible spell, class feature or item usage <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Ideally with themes based around, say, the environment and type of monsters.</p><p></p><p>The Skyrim ingredients does follow the general idea, but they're far too bothersome to convert. Not only is the monster lists significantly different, the list of effects is too (can't have fiddly "3% better frost damage" without a computer).</p><p></p><p>I remember Magic of Faerun offered beautiful gemstones that could amplify/augment wands and staffs: "this red opal adds +1 to every fire damage dice you cause". Stuff like that, but for monster parts.</p><p></p><p>The main thing is that creating the lists and coming up with weird yet playable effects is a huge undertaking, and so I'm hoping it already exists for D&D... (and it really needs to be 5E compatible or it will again be too much work)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7151364, member: 12731"] What I'm specifically looking for is wonderfully long lists of ready to use game effects for the harvested items. The actual harvesting DCs and monetary values I could probably base simply off the HD or CR values of the monster. That's actually the easy part. What I'm talking about is instead the gloriously specific boons and benefits like "The X of a Bulette can be used as a Barkskin spell" "The hand of a Flesh Golem can be used as Mage Hand for a tenday" "The ichor of an Otyugh will reduce the component cost of a ressurrection spell by half" "The Hubba of a Bubba lets a Warlock use the Grinchenify invocation one extra time" and so on and so on. Loading and overloading upon each and every possible spell, class feature or item usage :) Ideally with themes based around, say, the environment and type of monsters. The Skyrim ingredients does follow the general idea, but they're far too bothersome to convert. Not only is the monster lists significantly different, the list of effects is too (can't have fiddly "3% better frost damage" without a computer). I remember Magic of Faerun offered beautiful gemstones that could amplify/augment wands and staffs: "this red opal adds +1 to every fire damage dice you cause". Stuff like that, but for monster parts. The main thing is that creating the lists and coming up with weird yet playable effects is a huge undertaking, and so I'm hoping it already exists for D&D... (and it really needs to be 5E compatible or it will again be too much work) [/QUOTE]
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