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How is 5th edition in respects to magic item creation?
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<blockquote data-quote="Dan Chernozub" data-source="post: 7219594" data-attributes="member: 6899046"><p>I can recommend the magic-item-crafting rules on donjon as a good starting point for a homebrew ruling of this.</p><p></p><p>I'm running pretty complex magic items in my games (no plain +1 longswords) so I let players get creative with what their characters are trying to create. I don't let them control the final result 100%, of course.</p><p></p><p>One great idea I've picked from Detect Magic spell - it shows what school of magic was used in the creation of the effect, so for any item, you are trying to create - you need to use a specific spell you know, repeatedly, trying to twist it for a permanent effect.</p><p></p><p>It might work, it might work in an unexpected way, it might spawn a side-quest for a rare ingredient - whatever creates good content for the participants is welcome in my game.</p><p></p><p>One recent example - a Wizard in my party is followed/haunted by a spirit of a witch doctor he tortured and burned. He is trying to provide the spirit an instrument to effect the material plane once again. His idea was that the spirit was melovloent, so he was using Chromatic Orb on his staff while trying to commune with the spirit to let the witch to express itself through an element damage of its choice. However, witch doctor was a good, though misguided divine spellcaster, so in the middle of the battle that was going bad for the PCs, the staff exploded with a wave of healing energy.</p><p></p><p>The work he has put into the staff was lost, but the party still received help at the crucial moment, so he didn't feel "cheated out of his effort" and he learnt something important about his long dead adversary and a permanent companion. It was good for the encounter and it was good for the story of the PC.</p></blockquote><p></p>
[QUOTE="Dan Chernozub, post: 7219594, member: 6899046"] I can recommend the magic-item-crafting rules on donjon as a good starting point for a homebrew ruling of this. I'm running pretty complex magic items in my games (no plain +1 longswords) so I let players get creative with what their characters are trying to create. I don't let them control the final result 100%, of course. One great idea I've picked from Detect Magic spell - it shows what school of magic was used in the creation of the effect, so for any item, you are trying to create - you need to use a specific spell you know, repeatedly, trying to twist it for a permanent effect. It might work, it might work in an unexpected way, it might spawn a side-quest for a rare ingredient - whatever creates good content for the participants is welcome in my game. One recent example - a Wizard in my party is followed/haunted by a spirit of a witch doctor he tortured and burned. He is trying to provide the spirit an instrument to effect the material plane once again. His idea was that the spirit was melovloent, so he was using Chromatic Orb on his staff while trying to commune with the spirit to let the witch to express itself through an element damage of its choice. However, witch doctor was a good, though misguided divine spellcaster, so in the middle of the battle that was going bad for the PCs, the staff exploded with a wave of healing energy. The work he has put into the staff was lost, but the party still received help at the crucial moment, so he didn't feel "cheated out of his effort" and he learnt something important about his long dead adversary and a permanent companion. It was good for the encounter and it was good for the story of the PC. [/QUOTE]
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