Magical Item Creation

Alynnalizza

First Post
Greetings,

I have a couple of questions regarding Magical Item Creation.

Why does it cost XP to make an item? I've always thought that finding a way to create something was worth XP. After the first one was created, then I can see having to spend XP. Are there any alternative rules for Magical Item Creation, and if so, which one works best?

Has anyone every done up magical creation like out of the CRPG Dark Alliance II? With gems and runes as the key components.

What cool ways have others come up with for changing things around with the way items are made?

Thanks!
 
Last edited:

log in or register to remove this ad

Alynnalizza said:
Greetings,

I have a couple of questions regarding Magical Item Creation.

Why does it cost XP to make an item? I've always thought that finding a way to create something was worth XP. After the first one was created, then I can see having to spend XP. Are there any alternative rules for Magical Item Creation, and if so, which one works best?

Has anyone every done up magical creation like out of the CRPG Dark Alliance II? With gems and runes as the key components.

What cool ways have others come up with for changing things around with the way items are made?

Thanks!

The game logic reasoning runs something like this: When you make a magic item, you are creating a "battery" from which you can draw spells. 50 uses, usually, for a wand, or 1 use, for a potion. Being able to set up your choice of "extra spells" can be a huge advantage in the game. No one is going to make a wand or potion of a spell that does not see much use; however, a smart caster (or party) would jump at the chance to have a ready supply of commonly-used spells.

When a wizard crafts a wand of fireball, for example, s/he is creating a 50-shot fireball gun. In standard D&D rules, the wizard gets at most 4 3rd-level spell slots, + bonus slots for high Int and/or specialization, + maybe some feats. Let's say that amounts to 8 3rd level slots overall. So, s/he could prepare fireball 8 times. Or, s/he could craft a wand of fireball and have 50 "slots" of fireball PLUS the normal 8.

Making the crafter invest some XP to make the tools that will help earn much more XP is a good "balance technique". I also think it helps balance out the spellcasters XP losses with those likely to be suffered by the non-casters. Most of the scouts tend to be Rogues and/or Fighters; they will get hit more often by negative-level traps, undead, etc., and will occasionally fall behind a level. Part of the reasoning for making items cost XP is, IMHO, to help keep the casters from getting too far out of balance with the combat-types.

That being said, BGDA 2 is not a good example for comparison. While it uses many D&D terms, it does not use the same rules "inside", especially when it comes to spells. Spellcasters drink a potion, or wait 2 minutes, and their spell capacity is full again.

However...
There are alternatives. In the DMG, there is the "power component" variant. The DM can make the PC go out and find a rare component (unicorn horn, soil from the grave of a god, etc.), which replace some or all of the XP cost.

There are other 3rd party products that approach this topic. I tend not to use them, because I have no issues with the standard rules.
 

I really should just put this in my tagline, but all answers to your questions can be found in Mystic Eye Games' Artificer's Handbook.

Really.
 


Thanks for pointing out the 'variant' rule. I hadn't seen that.. must be going blind. :). That is what I was thinking in regards to BGDA2. Using gems and runestones to circumvent XP. Or finding that very rare component. If memory serves right the 1ed D&D had some tables or something about potions. Maybe I could look into that again as well. (Once I find my old books).

I just feel as if something more is needed in this case without invoking the penalty for gaining knowledge.

Mystic Eye Games' Artificer's Handbook, I'll have to take a look at that one.

Thanks again!
 

Remove ads

Top