Item Creation Rituals - several points

Zinovia

Explorer
Point the first:
I'm not happy with the item creation ritual as presented in the PH. It seems too easy to just throw some money into generic ritual materials and make whatever the heck you have money (and levels) for. I realize it says you can enchant a normal item, and not just create something out of thin air. The quality or cost of the normal item is not specified however.

Picking up a rusty broadsword and enchanting it to +1 isn't going to get you anything good though. Maybe it will be enchanted until such time as it falls to pieces. Maybe the ritual won't work at all. My inclination is to have the same kind of "masterwork item" pre-requisites that we had in 3.5. You can only enchant masterwork items. So if you want to make a magic staff, you can't lop a branch off the nearest ash tree and enchant it.

It's true there aren't rules for masterwork items per se, but that's something I can add pretty easily. My question is whether it's reasonable to have even more rare and expensive materials as part of the components cost. Gathering strange items like dragon hide, basilisk claws, or rare leaves from the elven forest has always been classic adventuring fodder. I realize this is drastically going to limit the frequency of item creation, but it's not something I want them doing casually in the first place.

Point the second:
Resizing magic armor - is one use of the ritual enough to change armor from one size category to any other? The book seems to imply that it is. That raises some economic questions about taking small armor of rare materials, enlarging it, and then smelting it down for the metal value. Like most economics in D&D, it's pretty silly, and I guess I can just turn a blind eye to that. I still am tempted to require a component cost for resizing armor, despite the book saying otherwise. Even making Tenser's floating disk costs you 10g in materials, and resizing a suit of armor seems a lot trickier than that.

Point the third:
So if you can use the ritual to drastically resize magic armor, can it be used to reshape a magic weapon? Is there some game-breaking reason to disallow that usage? I would restrict it to weapons in the same weapon group (light blades, heavy blades, mace, axe, etc.). So if that were possible, you could turn the magic longsword you found into a magic scimitar for your 2-blade ranger. Is the game trying to balance around comparative rarity of unusual weapons? Traditionally that's been the drawback to selecting a weird weapon to specialize in - you just aren't likely to find as many magic ones in the course of adventuring. On a casual look, I'm tempted to allow the changes to specific type, while not allowing group changes. Will that unbalance the game by making rare weapons too common?
 

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Zinovia said:
My inclination is to have the same kind of "masterwork item" pre-requisites that we had in 3.5. You can only enchant masterwork items. So if you want to make a magic staff, you can't lop a branch off the nearest ash tree and enchant it.

I'm pretty sure this is already included. At least for armors. They have max enchant values.

I could be totally wrong.
 

Remember, you're encouraged to give the players items that they can use. There is no longer any notion of rarer or more common weapons. Given that, there's no problem with using the Enchant Item ritual to help achieve that end.

edit: Yeah, the cost of an item includes the cost of masterworking it, and the cost of casting the ritual is exactly the cost of the item. Fluff-wise, you can pick up a stick and enchant it into a wand, you're just paying more for other ingredients to compensate.
 

It's not the cost of the enchant I want to change - just the convenience. If they find a huge box of alchemical reagents in the dragon's hoard, they can't suddenly make a new magic cloak out of an old woolen blanket, even if they have the full amount of cash value needed for the ritual. Even if they found cash and ran to town to buy reagents, I want them to at least have to purchase or commission a special cloak to enchant, with the cost of that being included in the ritual materials cost.

To me it seems a bit of a stretch placing magic items that the PC's just happen to have on their wish lists in all the treasure that they find. By allowing the magic item ritual to change (for a fee) a weapon of one type into a similar one, it lowers the disbelief a little bit.

I'm still trying to get over my old habits of lower-magic games. We never got anything but consumable items at first level in any D&D game that I've ever been in. Permanent magic was stuff you'd start to find a few levels into the game, not right off the bat.
 

Many DMs that I have talked to seem to have a problem with letting go of old game philosophy and realizing this is a new game where the monsters and encounter system is designed around the assumptions that players have a certain amount of usable gear. I like the direction you are taking for it to be a bit more logical, but it shouldn't be a stumbling block for characters to get the magic items they want. I don't think that there should be extra time tacked on for an item to be crafted and then you do the ritual for x amount of time. Players aren't supposed to have a bunch of extra restrictions on them for magic items. 1 hour to make a magic item. Not 2 months for the weapon smith to craft a special blade to be enchanted and then do the ritual.
 

Vorpal is the reason there are no rules for resizing weapons.

Resizing a vorpal damage until it's so small that it's d2 means infinite damage on every hit.

No go, dangerous territory, etc for the corebook.

Houserules wise, just remember to keep a usuability limit for sanity.
 

Zinovia said:
To me it seems a bit of a stretch placing magic items that the PC's just happen to have on their wish lists in all the treasure that they find.
That's what adventure hooks are for. You're not placing treasure they want to find in a pile, they're going for treasure where they know it is.

Also known as bribery.
 

I agree with the OP about how to handle it (I have the same house rule)

I would like to note that it's perfectly sensible for some armours to resize themselves automatically to their wearer. This makes sense if you wish to create (for example) a Full Plate armour as a family heirloom. If you don't put enchantments on it to resize then it's highly likely your son wouldn't be able to wear it.
 

Zinovia said:
My question is whether it's reasonable to have even more rare and expensive materials as part of the components cost. Gathering strange items like dragon hide, basilisk claws, or rare leaves from the elven forest has always been classic adventuring fodder.
Yes, it is perfectly reasonable to impose such requirements, use them as plot hooks, or to 'control' the sorts of items PCs can make. In general, you'll still want to go with the spirit of the game, and let players get the items on thier 'wish list,' - all you're doing is leveraging that list for plot hooks.


That raises some economic questions about taking small armor of rare materials, enlarging it, and then smelting it down for the metal value
The cost of magic items is now based only on thier level. If one level 6 item is a rock, and the other is a diamond, they both still have the same value - and 'smelting them down' gets you residuum. I suppose if you wanted a magical-physics answer to the idea, you'd just say that 'destroying' the item by melting it down breaks the enchantement, and it's melted remains return to thier original size.


So if you can use the ritual to drastically resize magic armor, can it be used to reshape a magic weapon? Is there some game-breaking reason to disallow that usage?
The only issue I can think of would be if you had a 'bullying' player who insisted on re-morphing whatever the best magic item you'd found so far was to a form that suited his character.
 


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