I've reading through several threads on various fora (and Monte Cook's rant) about magic item creation not working the way it should. And have had several discussions within our group about how to abuse the 3.5 magic item creation rules as written. As a result I've thought about creating a house rule magic item creation system.
Before I go too far into the process, I thought I ask if there were any Magic Item creation rules that the assembled group particularly liked.
My first thoughts would be to change the entire magic enchantment process to be more functional based rather than the current Item type base.
Spell Storing Feats: These allow storing a spell in an item which can be cast at a later time. Usually by the caster, but also to give a (limited) firepower bonus to minions.
An item can store only so may spells, based upon it's base (unenchanted) cost vs the XP cost of the spells implanted. Gives a reason why most magic items must be masterwork items and many have extra work (like carvings and gems) put into them.
Wonderous Enchantments: Instead of storing spells for later use, there is the ability to dump raw magical/divine power into an item to give various special effects.
I'll have to sit down and work through the numbers so the magic items creation cost comes out similiar to the D20 models.
Feedback?
Before I go too far into the process, I thought I ask if there were any Magic Item creation rules that the assembled group particularly liked.
My first thoughts would be to change the entire magic enchantment process to be more functional based rather than the current Item type base.
Spell Storing Feats: These allow storing a spell in an item which can be cast at a later time. Usually by the caster, but also to give a (limited) firepower bonus to minions.
- One Use (replaces the Brew Potion and Write Scroll feats): Stores a single spell for one use in an item.
- Charged: (replaces the Craft Rod/Staff/Wand feats): Stores a single spell with 50 uses in an item.
- Daily: Stores a single spell which can be used once per day.
- Permanent: Stores a single spell with a permanent effect.
An item can store only so may spells, based upon it's base (unenchanted) cost vs the XP cost of the spells implanted. Gives a reason why most magic items must be masterwork items and many have extra work (like carvings and gems) put into them.
Wonderous Enchantments: Instead of storing spells for later use, there is the ability to dump raw magical/divine power into an item to give various special effects.
- Magic Bonus: Gives a magical/divine bonus to the item for it's natural work (armor is +1 AC, weapons are +1, etc).
- Intelligence: Grants a limited form of intelligence, either a trapped magical spirit, a partal avatar of the god or some similiar effect.
- Wonderous enchantments: A catch all category for items which can't be created using the above (or combination of the above). For creating the really cool effects.
I'll have to sit down and work through the numbers so the magic items creation cost comes out similiar to the D20 models.
Feedback?