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Correl: An Element of Origin - Out of Character (MarauderX)
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<blockquote data-quote="MarauderX" data-source="post: 1336742" data-attributes="member: 9990"><p>New Magic Item Creation Rules -</p><p></p><p></p><p><strong><u>Magic Item Creation</u></strong></p><p></p><p>Way back in the days of Original D&D, XP was actually earned for attempting magic item creation, as sometimes there were hefty risks involved. I am bringing it back that way, as a caster spends more money on better materials and takes more time to get the creation correct. I incorporated a percentage roll that allowed for a good chance of failure if the wizard was in a hurry or the material wasn't pure, etc. This is the formula that I have developed and will use:</p><p></p><p>(50%x Base cost factor) + (INT mod)x2 + (Caster Level)x2 + (1 per day of preparation/Spell level) – (Item creation level) + 5% per applicable feat.</p><p></p><p>Clerics, druids, sorcerers and other casters that have a different ability as a prime requisite will use that ability instead of INT. </p><p></p><p>The base cost factor would be 1.0 if the normal cost was spent, and 0.005 per 1% over/under the cost spent. So for example it would be 0.95 if only 90% of the cost was spent, 1.05 if 110% of the cost was spent, and so on. A maximum of 200% of the cost is the cap for a base cost factor of 1.5.</p><p></p><p>In addition, a caster could spend up to ten times the spell level in preparation to create the item to increase the chances, or as little as 1 day. The time spent on preparation is divided by the spell level, making the maximum chance 10% higher. </p><p></p><p>A few examples -</p><p>1st level wizard, 11 INT, 1 day, normal cash to scribe a scroll of sleep(1st level):</p><p>(50%x1)+0+2+(1/1) = 53%</p><p>Not too good, but not the best wizard either.</p><p></p><p>10th level cleric, 16 WIS, 2 days, normal cash to create a wand of eagle's splendor (2nd level):</p><p>(50x1)+6+20+(2/2) = 77%. </p><p></p><p>6th level sorcerer, 16 CHA, 20 days, -30% cash to create a wand of acid arrow:</p><p>(50x0.85)+6+12+(20/2) = 70% </p><p></p><p>10th level druid, 16 CHA, 1 day, +50% cash to create a wand of Cure Serious Wounds (4th level for a druid) and has Spell Focus-Conjuration:</p><p>(50x1.15)+6+20+(1/4)+5 = 88.75 > 89%</p><p></p><p>18th level wizard, 20 INT, 20 days, -10% cash to scribe a scroll of fireball:</p><p>(50%x0.95)+10+36+(20/3) = 100+% </p><p></p><p>Now say that same 18th level wizard tries creating the same scroll in 1 day:</p><p>(50%x0.95)+10+36+(1/3) = 100+% </p><p></p><p>Keep in mind a roll of 00 (100%) is an automatic failure no matter what the bonuses, and 01 (1%) is automatic success no matter the penalties.</p><p></p><p>Consequences of failure could be nothing, or could result explosions, fires, or other magically produced effects that may result in a character’s death, disintegration, or even possible subservience to a creature from the outer planes. Any failure side effects will pertain to the item researched, so trying to create a wand of magic missles may run the risk of damage and a ring of summon monster just might get you enslaved by the monster if done wrong.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1336742, member: 9990"] New Magic Item Creation Rules - [B][U]Magic Item Creation[/U][/B] Way back in the days of Original D&D, XP was actually earned for attempting magic item creation, as sometimes there were hefty risks involved. I am bringing it back that way, as a caster spends more money on better materials and takes more time to get the creation correct. I incorporated a percentage roll that allowed for a good chance of failure if the wizard was in a hurry or the material wasn't pure, etc. This is the formula that I have developed and will use: (50%x Base cost factor) + (INT mod)x2 + (Caster Level)x2 + (1 per day of preparation/Spell level) – (Item creation level) + 5% per applicable feat. Clerics, druids, sorcerers and other casters that have a different ability as a prime requisite will use that ability instead of INT. The base cost factor would be 1.0 if the normal cost was spent, and 0.005 per 1% over/under the cost spent. So for example it would be 0.95 if only 90% of the cost was spent, 1.05 if 110% of the cost was spent, and so on. A maximum of 200% of the cost is the cap for a base cost factor of 1.5. In addition, a caster could spend up to ten times the spell level in preparation to create the item to increase the chances, or as little as 1 day. The time spent on preparation is divided by the spell level, making the maximum chance 10% higher. A few examples - 1st level wizard, 11 INT, 1 day, normal cash to scribe a scroll of sleep(1st level): (50%x1)+0+2+(1/1) = 53% Not too good, but not the best wizard either. 10th level cleric, 16 WIS, 2 days, normal cash to create a wand of eagle's splendor (2nd level): (50x1)+6+20+(2/2) = 77%. 6th level sorcerer, 16 CHA, 20 days, -30% cash to create a wand of acid arrow: (50x0.85)+6+12+(20/2) = 70% 10th level druid, 16 CHA, 1 day, +50% cash to create a wand of Cure Serious Wounds (4th level for a druid) and has Spell Focus-Conjuration: (50x1.15)+6+20+(1/4)+5 = 88.75 > 89% 18th level wizard, 20 INT, 20 days, -10% cash to scribe a scroll of fireball: (50%x0.95)+10+36+(20/3) = 100+% Now say that same 18th level wizard tries creating the same scroll in 1 day: (50%x0.95)+10+36+(1/3) = 100+% Keep in mind a roll of 00 (100%) is an automatic failure no matter what the bonuses, and 01 (1%) is automatic success no matter the penalties. Consequences of failure could be nothing, or could result explosions, fires, or other magically produced effects that may result in a character’s death, disintegration, or even possible subservience to a creature from the outer planes. Any failure side effects will pertain to the item researched, so trying to create a wand of magic missles may run the risk of damage and a ring of summon monster just might get you enslaved by the monster if done wrong. [/QUOTE]
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