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Magic Item Creation in 5E
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<blockquote data-quote="Summer-Knight925" data-source="post: 5792666" data-attributes="member: 80297"><p>I would like to see them moved to the DMG and even then, creating them should be a challenge. </p><p></p><p>I also would like to see the magic item based on the character's level, so it gets more powerful with him or her as he or she advances.</p><p></p><p>Potions, scrolls and even wands should be easy to make, granted wands need a special component (like a healing potion needs a strand of hair from a unicorn's mane...willingly) </p><p></p><p>Arms and Armor should be rare, but also powerful.</p><p></p><p>I like the idea of damage reduction personally, and having 'damage reduction Magic" be scary again.</p><p>I think the special abilities added to weapons should (if they can be made) require a quest or something challenging, like a flaming sword needing to be dipped in a volcano or breathed on by a dragon meanwhile a holy sword would need to be blessed by a celestial being (or something similar depending on their religion/deity)</p><p></p><p>I think armor should be similar, or crafted on magical forges what are ALWAYS guarded by mean nasties who love to not stay dead.</p><p></p><p>Rings should be in circulation, but few should know they are magical (detect magic goes out the window for rings) meanwhile staffs should always look cool, and just by looking at them you should know what they do.</p><p></p><p>Wondrous items should have their wonder back.</p><p></p><p>Cursed items should be a much larger fear.</p><p></p><p>Intelligent items should be more common, and thus have draw backs.</p><p></p><p>All items should be unique (no more "+1 keen longswords"</p><p>Try +1 keen longsword that can detect poison 2/day, it is named "Kingsfriend"</p><p></p><p>Hope this all makes sense</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5792666, member: 80297"] I would like to see them moved to the DMG and even then, creating them should be a challenge. I also would like to see the magic item based on the character's level, so it gets more powerful with him or her as he or she advances. Potions, scrolls and even wands should be easy to make, granted wands need a special component (like a healing potion needs a strand of hair from a unicorn's mane...willingly) Arms and Armor should be rare, but also powerful. I like the idea of damage reduction personally, and having 'damage reduction Magic" be scary again. I think the special abilities added to weapons should (if they can be made) require a quest or something challenging, like a flaming sword needing to be dipped in a volcano or breathed on by a dragon meanwhile a holy sword would need to be blessed by a celestial being (or something similar depending on their religion/deity) I think armor should be similar, or crafted on magical forges what are ALWAYS guarded by mean nasties who love to not stay dead. Rings should be in circulation, but few should know they are magical (detect magic goes out the window for rings) meanwhile staffs should always look cool, and just by looking at them you should know what they do. Wondrous items should have their wonder back. Cursed items should be a much larger fear. Intelligent items should be more common, and thus have draw backs. All items should be unique (no more "+1 keen longswords" Try +1 keen longsword that can detect poison 2/day, it is named "Kingsfriend" Hope this all makes sense [/QUOTE]
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