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General Tabletop Discussion
*Pathfinder & Starfinder
Magical reagents for item creation
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<blockquote data-quote="Frostmarrow" data-source="post: 420719" data-attributes="member: 1122"><p>In Neverwinter Nights item creation works differently from D&D. Instead of having a feat and paying gold you collect magical reagents from monsters you slay and by combining you get different results from different recipes. For example the knuckle of a skeleton, the belly of a fire beetle and the eye of a rakshasa might create a pair of bracers of armor. You get the idea.</p><p></p><p>In my group we don't use XP as written anymore but this doesn't work very well with item creation. I've tried to make a system of magical reagents similar to that of NWN but still more D&D. Is anyone interested in this?</p><p></p><p>Basically any monster that has a supernatural ability has a magical reagent. Depending on the ability, it is tied to different bodypart. For example, dragons have the supernatural ability to breath fire. I have tied this ability, rather arbitrarily, to the dragon's blood. Another DM could tie this to it's lungs or whatever seems rational.</p><p></p><p>The nature of the ability governs what the magical reagent can be used for. In the case of the dragon above, breathing fire is an evocation effect. This means dragon's blood can be used to create evocation items such as a wand of lightning or a horn of blasting.</p><p></p><p>With this system the creator does not need to spend gold or XP, he only need to have the proper reagents and the laboratory facilities (and the proper feat, naturally). You could of course buy the reagent and the price would still be the same as in the core rules. For example the reagent (e.g. mephit blood) to create a potion of cure light wounds would be worth 25 gp.</p><p></p><p>The CR of the monster is equal to the magical reagents potency. This means that the blood of a juvenile blue dragon CR 7 is a lot less potent than the blood of an ancient red wyrm CR 25.</p><p></p><p>Do you want to know more?</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 420719, member: 1122"] In Neverwinter Nights item creation works differently from D&D. Instead of having a feat and paying gold you collect magical reagents from monsters you slay and by combining you get different results from different recipes. For example the knuckle of a skeleton, the belly of a fire beetle and the eye of a rakshasa might create a pair of bracers of armor. You get the idea. In my group we don't use XP as written anymore but this doesn't work very well with item creation. I've tried to make a system of magical reagents similar to that of NWN but still more D&D. Is anyone interested in this? Basically any monster that has a supernatural ability has a magical reagent. Depending on the ability, it is tied to different bodypart. For example, dragons have the supernatural ability to breath fire. I have tied this ability, rather arbitrarily, to the dragon's blood. Another DM could tie this to it's lungs or whatever seems rational. The nature of the ability governs what the magical reagent can be used for. In the case of the dragon above, breathing fire is an evocation effect. This means dragon's blood can be used to create evocation items such as a wand of lightning or a horn of blasting. With this system the creator does not need to spend gold or XP, he only need to have the proper reagents and the laboratory facilities (and the proper feat, naturally). You could of course buy the reagent and the price would still be the same as in the core rules. For example the reagent (e.g. mephit blood) to create a potion of cure light wounds would be worth 25 gp. The CR of the monster is equal to the magical reagents potency. This means that the blood of a juvenile blue dragon CR 7 is a lot less potent than the blood of an ancient red wyrm CR 25. Do you want to know more? [/QUOTE]
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