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*Pathfinder & Starfinder
Magical reagents for item creation
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<blockquote data-quote="Frostmarrow" data-source="post: 422618" data-attributes="member: 1122"><p>tmaas questions:</p><p></p><p>* What quantity of reagent may be harvested? Enough for one 'item'? For a certain amount of 'XP' substitute? Is this directly related to the 'CR' value or separate? Is it related the to creature’s size?</p><p></p><p>The magical reagent harvested is small enough to fit in your pocket. Even though a dragon has buckets of blood in it's veins you can only harvest one vial worth of it per dragon.</p><p></p><p>* Can you combine lower CR reagents to substitute for a higher CR reagent? Do two CR 7 reagents make a CR 9 (using the +2 CR = twice as powerful concept)? CR 14? Something else? </p><p></p><p>You can combine different reagents and they add up. You cannot combine the same type of reagent. If you mix ancient wyrm blood with juvenile blood it still will only function as ancient wyrm blood. You can mix it with gorgon blood, though.</p><p></p><p>* Can 'universal' reagents be harvested? Can any reagent be used to power a 'universal' effect?</p><p></p><p>Any reagent can be used to power a universal effect.</p><p></p><p>* What about creatures with more than one supernatural ability? </p><p></p><p>A creature that has more than one supernatural ability has more than one magical reagent. If a monster can dominate people and detect magic probably has a magical skull and a pair of magical eyes. However if a creature has several abilities of the same type tied to the same organ it still counts as one magical reagent. I.e. a creature that detects magic AND good has a pair of magical eyes not two pairs.</p><p></p><p>* Its effect on frequency of magic item creation. Will it make it more or less common? </p><p></p><p>I don't know. In my experience magical item creation is limited by time more than anything else. As soon as you sit down to do a little research the fighters get ants in their pants and has to rush off to slay something, leaving the wizard very little time. The good news is that the wizard can benefit from slaying monsters so he's probably game. This has to be playtested.</p><p></p><p>* Its effect on over all character wealth. Now they have another source of treasure. This may impact what creatures the DM throws at the party.</p><p></p><p>I guess monsters with a magical reagent should have the value of it reduced from their treasure total. A magical reagent is worth half of the market price of an item you can create with it. So mephit blood which can be used to make a potion of cure light wounds is worth 25 gp.</p><p></p><p>* Using the same rules to replace XP cost for spells.</p><p></p><p>Why not? Perhaps even ditch the necessity for material components since the 'flavor' of having material components is substituted by carrying around magical reagents.</p><p></p><p>* The benefit it gives item-creating spellcasters relative to other classes. Now they don't have to fall behind in levels.</p><p></p><p>I guess they won't. In my group we don't use XP as written so for us this won't change. On the other hand it's easier for none item-creators to have their own stuff made, since the creator just needs the proper reagents to make it happen. The upside is that the players might take more initiative in the hunt for the right kind of reagents.</p><p></p><p>* Balance between magic schools. I would assume that evocation would be the easiest to obtain reagents for. </p><p></p><p>Transmutation is by far the most common school. I guess conjuration is the rarest. There is some balance since most items use transmutation. Maybe conjuration is too rare? (See list.) I have to check out the MMII to know for sure.</p><p></p><p>* Reagents from creatures with spell-like abilities. Essentially, if the ability can be suppressed by a no magic zone and is ‘inherent’ to the creature, it probably should have an associated reagent.</p><p></p><p>I think spell-like abilities are taught by the creature's culture rather than innate.</p><p></p><p>* If you are a true RBDM, rules for harvesting reagents from spellcasters (at least CHA based ones, since they are supposed to have ‘inherent’ magical power). But I would do it for all spellcasters. Makes it a little more interesting when other spellcasters are out for their blood, heart, brain, or whatever. </p><p></p><p>Not in my campaign, but the idea certainly has merit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* Time and equipment necessary to harvest or transport reagents; spoilage; damage to reagents due to combat (might make the mage think twice about tossing that disintrigate spell . . .), etc.</p><p></p><p>Yeah... This is a load of work. I guess I will try to keep it simple. Most people don't enjoy autopsy-reports as much as one would imagine. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Thanks for the questions tmaas!</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 422618, member: 1122"] tmaas questions: * What quantity of reagent may be harvested? Enough for one 'item'? For a certain amount of 'XP' substitute? Is this directly related to the 'CR' value or separate? Is it related the to creature’s size? The magical reagent harvested is small enough to fit in your pocket. Even though a dragon has buckets of blood in it's veins you can only harvest one vial worth of it per dragon. * Can you combine lower CR reagents to substitute for a higher CR reagent? Do two CR 7 reagents make a CR 9 (using the +2 CR = twice as powerful concept)? CR 14? Something else? You can combine different reagents and they add up. You cannot combine the same type of reagent. If you mix ancient wyrm blood with juvenile blood it still will only function as ancient wyrm blood. You can mix it with gorgon blood, though. * Can 'universal' reagents be harvested? Can any reagent be used to power a 'universal' effect? Any reagent can be used to power a universal effect. * What about creatures with more than one supernatural ability? A creature that has more than one supernatural ability has more than one magical reagent. If a monster can dominate people and detect magic probably has a magical skull and a pair of magical eyes. However if a creature has several abilities of the same type tied to the same organ it still counts as one magical reagent. I.e. a creature that detects magic AND good has a pair of magical eyes not two pairs. * Its effect on frequency of magic item creation. Will it make it more or less common? I don't know. In my experience magical item creation is limited by time more than anything else. As soon as you sit down to do a little research the fighters get ants in their pants and has to rush off to slay something, leaving the wizard very little time. The good news is that the wizard can benefit from slaying monsters so he's probably game. This has to be playtested. * Its effect on over all character wealth. Now they have another source of treasure. This may impact what creatures the DM throws at the party. I guess monsters with a magical reagent should have the value of it reduced from their treasure total. A magical reagent is worth half of the market price of an item you can create with it. So mephit blood which can be used to make a potion of cure light wounds is worth 25 gp. * Using the same rules to replace XP cost for spells. Why not? Perhaps even ditch the necessity for material components since the 'flavor' of having material components is substituted by carrying around magical reagents. * The benefit it gives item-creating spellcasters relative to other classes. Now they don't have to fall behind in levels. I guess they won't. In my group we don't use XP as written so for us this won't change. On the other hand it's easier for none item-creators to have their own stuff made, since the creator just needs the proper reagents to make it happen. The upside is that the players might take more initiative in the hunt for the right kind of reagents. * Balance between magic schools. I would assume that evocation would be the easiest to obtain reagents for. Transmutation is by far the most common school. I guess conjuration is the rarest. There is some balance since most items use transmutation. Maybe conjuration is too rare? (See list.) I have to check out the MMII to know for sure. * Reagents from creatures with spell-like abilities. Essentially, if the ability can be suppressed by a no magic zone and is ‘inherent’ to the creature, it probably should have an associated reagent. I think spell-like abilities are taught by the creature's culture rather than innate. * If you are a true RBDM, rules for harvesting reagents from spellcasters (at least CHA based ones, since they are supposed to have ‘inherent’ magical power). But I would do it for all spellcasters. Makes it a little more interesting when other spellcasters are out for their blood, heart, brain, or whatever. Not in my campaign, but the idea certainly has merit. :) * Time and equipment necessary to harvest or transport reagents; spoilage; damage to reagents due to combat (might make the mage think twice about tossing that disintrigate spell . . .), etc. Yeah... This is a load of work. I guess I will try to keep it simple. Most people don't enjoy autopsy-reports as much as one would imagine. ;) Thanks for the questions tmaas! [/QUOTE]
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