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Craft Wondrous Item
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<blockquote data-quote="Kevin O'Reilly" data-source="post: 468626" data-attributes="member: 8692"><p>Crothian</p><p></p><p>Thanks for the invite <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>One of the 3e rules that erked me was a sorcerer can use any magic item they have the "potnetial" to use. So one level of sorcerer and you can use any staff or wand ever created. That started me thinking about how to control the use of, say, a Staff of the Magi.</p><p></p><p>The idea we use is every item has <em>Use Magic DC</em> based on say Spellcraft. </p><p></p><p>In our campaign we've gone one step further and every magic item (except + based items) has a Use Magic DC. Now, all Use Magic Item is a class skill for all, which stakes with spellcraft ranks. Whenever a character wants to "activate" a spell in an item the make a check.</p><p></p><p>We also have a different magic creation system, based on an idea that KDLadge posted a while back - Craft Minor, Moderate, Major, Artifact, Relic... All effects, pluses, skills, etc... cost attributes to put in an item. Each progressive feat can only hold a certain number of attributes.</p><p></p><p>During the creation porcess a Wizard can decide to make an item usable without a skill check - the item is simply Use Activated. The cost is 4 attributes an expensive cost and outside the creation ability of a Craft Minor. </p><p></p><p>So, Wizards tend to make items that Use Magic is required for, unless they are making a commissioned item. Why would you?</p><p></p><p>Hence magic is generally inert unless it is in the hands of someone able to tune to its abilities.</p><p></p><p>That's it</p></blockquote><p></p>
[QUOTE="Kevin O'Reilly, post: 468626, member: 8692"] Crothian Thanks for the invite :D One of the 3e rules that erked me was a sorcerer can use any magic item they have the "potnetial" to use. So one level of sorcerer and you can use any staff or wand ever created. That started me thinking about how to control the use of, say, a Staff of the Magi. The idea we use is every item has [i]Use Magic DC[/i] based on say Spellcraft. In our campaign we've gone one step further and every magic item (except + based items) has a Use Magic DC. Now, all Use Magic Item is a class skill for all, which stakes with spellcraft ranks. Whenever a character wants to "activate" a spell in an item the make a check. We also have a different magic creation system, based on an idea that KDLadge posted a while back - Craft Minor, Moderate, Major, Artifact, Relic... All effects, pluses, skills, etc... cost attributes to put in an item. Each progressive feat can only hold a certain number of attributes. During the creation porcess a Wizard can decide to make an item usable without a skill check - the item is simply Use Activated. The cost is 4 attributes an expensive cost and outside the creation ability of a Craft Minor. So, Wizards tend to make items that Use Magic is required for, unless they are making a commissioned item. Why would you? Hence magic is generally inert unless it is in the hands of someone able to tune to its abilities. That's it [/QUOTE]
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