Ltheb Silverfrond
Explorer
Hello all.
I have an idea that I think would work well in a campaine I frequently run.
It is a setting where magic is not common. (There are wizard guilds, but most are not even known to the public) There still is magic, but I don't want magic to be "Aww its only +1?"
As it stands, I want magic items to be something to fight and die over, and for there to be some reason, mechanically or otherwise, why a wizard doesn't churn out magic items. (Heck, if the general populace knew a player could create magic items, expect that player to "vanish")
My idea was to make magic items "weapons of legacy" style: Items that are as powerful as their user. Without too many heavy costs on the part of the wielder, I would like to see magic items scale with the level of the person who holds them.
So a peasent hero who picks up Excalibur may wield it as a +1 sword, but if king Arthur (Paladin 20) wields it, its like a +5 Vorpal Sword.
The only thing is, I can't piece together creation rules for such things. I want to place the burden on the creator or creators of an item, so that wizards and priest don't churn out magical items. (if you want better weapons or armor, get some adamantine ones)
My mechanical idea was to make every magic item created require 100 days and 4000 experience.
My experience with running in a low magic setting is that the party mages have no problem spending the XP to make a magic item, (Like a headband of intellect 6) because it rarely puts them too far behind other players.
Of course, this wouldn't apply to ALL magic items; Scrolls and potions would remain the same. (I may even remove the Xp component for those, because it is so trivial)
Any suggestions/ideas/concerns?
I have an idea that I think would work well in a campaine I frequently run.
It is a setting where magic is not common. (There are wizard guilds, but most are not even known to the public) There still is magic, but I don't want magic to be "Aww its only +1?"
As it stands, I want magic items to be something to fight and die over, and for there to be some reason, mechanically or otherwise, why a wizard doesn't churn out magic items. (Heck, if the general populace knew a player could create magic items, expect that player to "vanish")
My idea was to make magic items "weapons of legacy" style: Items that are as powerful as their user. Without too many heavy costs on the part of the wielder, I would like to see magic items scale with the level of the person who holds them.
So a peasent hero who picks up Excalibur may wield it as a +1 sword, but if king Arthur (Paladin 20) wields it, its like a +5 Vorpal Sword.
The only thing is, I can't piece together creation rules for such things. I want to place the burden on the creator or creators of an item, so that wizards and priest don't churn out magical items. (if you want better weapons or armor, get some adamantine ones)
My mechanical idea was to make every magic item created require 100 days and 4000 experience.
My experience with running in a low magic setting is that the party mages have no problem spending the XP to make a magic item, (Like a headband of intellect 6) because it rarely puts them too far behind other players.
Of course, this wouldn't apply to ALL magic items; Scrolls and potions would remain the same. (I may even remove the Xp component for those, because it is so trivial)
Any suggestions/ideas/concerns?