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Better Incentives for Enchanting Items
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<blockquote data-quote="S'mon" data-source="post: 5481413" data-attributes="member: 463"><p>>><strong>Modular Enchantments:</strong> <em>Extra enchantments can be added to the basic +x items by paying the difference, and they can be removed later to recover 20% of the costs. This encourages players to enchant magic items for specific purposes, perhaps going with a Barulg's Magma Weapon one adventure and a Jagged Weapon in the next.</em><<</p><p></p><p>I use modular enchantments in that you can add stuff to a basic (eg) magic weapon, and pay only the difference, or a nominal 15gp if same level. I don't allow enchantment removal though.</p><p></p><p></p><p>>>By using the <em>Enchant Magic Item</em> ritual, You can upgrade any <em>magic weapon</em>, <em>magic armor</em>, <em>magic implement</em>, <em>amulet of protection</em> or <em>magic ki-focus</em>. You can only upgrade basic magic items with those exact names. You can upgrade them to a higher level item of the same type and enhancement modifier with a different enchantment. The item in upgraded must be able to receive the new enchantment. You cannot increase the item's level above your own. The component cost to do this is the difference between the new item and the current item. For example, you could upgrade a +5 longsword into a +5 jagged longsword for 100 000gp.<<</p><p></p><p>Yup, this is how I do it.</p><p></p><p>>>By using the <em>Disenchant Magic Item</em> ritual you can remove any additional enchantments from magical weapons, implements, ki-focuses, neck slot items, or armor. Doing so reduces that item to a <em>magic weapon</em>, <em>magic armor</em>, <em>magic implement</em>, <em>amulet of protection</em> or <em>magic ki-focus</em> of the same type. You recover residuum equal to 20% of the difference in value between the two items. For example, you could remove the 'jagged' ability from a +5 jagged longsword, reducing it to a level 21 +5 longsword and recovering 20 000gp in residuum.<<</p><p></p><p>I don't allow this, IMC Disenchant always destroys the item.</p><p></p><p>>><strong>Special Components:</strong> <em>Players can find special components in hordes or on the corpses of their foes. These components work like residuum. They can be used in rituals and magic item creation, but really shine when used to enchant particular types of items. Make the requirements as specific or as general as you like</em><<</p><p></p><p>I do this, or make the PCs go looking for the right components to create non-Common items, eg a Staff of Ruin requires a blackened length of wood from a lightning-struck oak.</p><p></p><p>>>Special components work like residuum. They have a market value, sell for full price, and can be used in any ritual. When used to craft a specific kind of magic item, they count at 3x their normal value. For example, an adult red dragon fang worth 1000gp, could count as 3000gp towards the creation of fire items. A blue dragons 1500gp hide might count as 4500gp when used to make scale/plate armor or items that protect from lightning.<<</p><p></p><p>Apart from the generic components listed in the DMG, I only allow an eg red dragon fang to be used for appropriate items, but for these it will have a substantial value, and 3x the fang's sale value looks reasonable.</p><p></p><p>>>As an additional bonus, when you use these components to create or upgrade an appropriate item, you may treat your level as though it were 3 higher while performing the ritual. A level 20 character might use the scales of a blue dragon to construct level 22 armor of lightning resistance.<<</p><p></p><p>I hadn't thought of that, but it seems a nice idea for 'power components' which themselves hold a lot of innate magical energy, like a dragon's tooth or demon ichor. I would probably cap it at either PC level+3, or the level of the (eg) monster, whichever is lower.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5481413, member: 463"] >>[B]Modular Enchantments:[/B] [I]Extra enchantments can be added to the basic +x items by paying the difference, and they can be removed later to recover 20% of the costs. This encourages players to enchant magic items for specific purposes, perhaps going with a Barulg's Magma Weapon one adventure and a Jagged Weapon in the next.[/I]<< I use modular enchantments in that you can add stuff to a basic (eg) magic weapon, and pay only the difference, or a nominal 15gp if same level. I don't allow enchantment removal though. >>By using the [I]Enchant Magic Item[/I] ritual, You can upgrade any [I]magic weapon[/I], [I]magic armor[/I], [I]magic implement[/I], [I]amulet of protection[/I] or [I]magic ki-focus[/I]. You can only upgrade basic magic items with those exact names. You can upgrade them to a higher level item of the same type and enhancement modifier with a different enchantment. The item in upgraded must be able to receive the new enchantment. You cannot increase the item's level above your own. The component cost to do this is the difference between the new item and the current item. For example, you could upgrade a +5 longsword into a +5 jagged longsword for 100 000gp.<< Yup, this is how I do it. >>By using the [I]Disenchant Magic Item[/I] ritual you can remove any additional enchantments from magical weapons, implements, ki-focuses, neck slot items, or armor. Doing so reduces that item to a [I]magic weapon[/I], [I]magic armor[/I], [I]magic implement[/I], [I]amulet of protection[/I] or [I]magic ki-focus[/I] of the same type. You recover residuum equal to 20% of the difference in value between the two items. For example, you could remove the 'jagged' ability from a +5 jagged longsword, reducing it to a level 21 +5 longsword and recovering 20 000gp in residuum.<< I don't allow this, IMC Disenchant always destroys the item. >>[B]Special Components:[/B] [I]Players can find special components in hordes or on the corpses of their foes. These components work like residuum. They can be used in rituals and magic item creation, but really shine when used to enchant particular types of items. Make the requirements as specific or as general as you like[/I]<< I do this, or make the PCs go looking for the right components to create non-Common items, eg a Staff of Ruin requires a blackened length of wood from a lightning-struck oak. >>Special components work like residuum. They have a market value, sell for full price, and can be used in any ritual. When used to craft a specific kind of magic item, they count at 3x their normal value. For example, an adult red dragon fang worth 1000gp, could count as 3000gp towards the creation of fire items. A blue dragons 1500gp hide might count as 4500gp when used to make scale/plate armor or items that protect from lightning.<< Apart from the generic components listed in the DMG, I only allow an eg red dragon fang to be used for appropriate items, but for these it will have a substantial value, and 3x the fang's sale value looks reasonable. >>As an additional bonus, when you use these components to create or upgrade an appropriate item, you may treat your level as though it were 3 higher while performing the ritual. A level 20 character might use the scales of a blue dragon to construct level 22 armor of lightning resistance.<< I hadn't thought of that, but it seems a nice idea for 'power components' which themselves hold a lot of innate magical energy, like a dragon's tooth or demon ichor. I would probably cap it at either PC level+3, or the level of the (eg) monster, whichever is lower. [/QUOTE]
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