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Magic items in AD&D, making them and getting them.
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<blockquote data-quote="Almaric119x" data-source="post: 8634996" data-attributes="member: 7036198"><p>I agree that the 1st Edition method is essentially impossible as is, but think there are several reasonable changes that make it workable:</p><p>1) magic items (even a +1 dagger) are generational heirlooms so there is a reasonable amount of magic items that have built up over time,</p><p>2) I changed the permanence to be a 7th level spell while not lessening the requirements of continuous duration (a permanance to make an "enchanted weapon" spell effect continuous plus another permanence to lock the magic to the device at minimum),</p><p>3) In 1e I have specialist mages that are able to cast specialty spells as if they were 2x higher caster level (in terms of what level spells they can cast only, spell power is at the caster's actual level) up to 7th level spells max (since higher level spells in a discipline require knowledge of other branches that they just don't have) and at half their level for spells from ANY other branch</p><p>4) Evil wizards can forcefully drain constitution from a victim (similar to the energy drain spell, there is a 5% chance that they will suffer a con point drain too) while good wizards can either give up their own con points or get them from willing participants (look at how Sauron poured some of his essence into the One Ring), a mage-psionicist can use empower to give the item sentience,</p><p>and,</p><p>5) an early issue of Dragon Magazine (I forget which one) had the Alchemist class that I use for creating potions (the cost to "buy" a potion is 50% for materials and 50% for the expertise of the alchemist) while the risks of making a potion permanently affect a character have the very real possibility of killing that character (I don't generally allow character resurrections - I think that cheapens the risk/sacrifice of a character that is willing to die for the sake of another).</p></blockquote><p></p>
[QUOTE="Almaric119x, post: 8634996, member: 7036198"] I agree that the 1st Edition method is essentially impossible as is, but think there are several reasonable changes that make it workable: 1) magic items (even a +1 dagger) are generational heirlooms so there is a reasonable amount of magic items that have built up over time, 2) I changed the permanence to be a 7th level spell while not lessening the requirements of continuous duration (a permanance to make an "enchanted weapon" spell effect continuous plus another permanence to lock the magic to the device at minimum), 3) In 1e I have specialist mages that are able to cast specialty spells as if they were 2x higher caster level (in terms of what level spells they can cast only, spell power is at the caster's actual level) up to 7th level spells max (since higher level spells in a discipline require knowledge of other branches that they just don't have) and at half their level for spells from ANY other branch 4) Evil wizards can forcefully drain constitution from a victim (similar to the energy drain spell, there is a 5% chance that they will suffer a con point drain too) while good wizards can either give up their own con points or get them from willing participants (look at how Sauron poured some of his essence into the One Ring), a mage-psionicist can use empower to give the item sentience, and, 5) an early issue of Dragon Magazine (I forget which one) had the Alchemist class that I use for creating potions (the cost to "buy" a potion is 50% for materials and 50% for the expertise of the alchemist) while the risks of making a potion permanently affect a character have the very real possibility of killing that character (I don't generally allow character resurrections - I think that cheapens the risk/sacrifice of a character that is willing to die for the sake of another). [/QUOTE]
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