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*Dungeons & Dragons
Odd idea for items in an odd game
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<blockquote data-quote="Painfully" data-source="post: 6227607" data-attributes="member: 601"><p>Where does magic come from? Does it come from a wizard in a lab, or things like dragon's blood?</p><p></p><p>Magic items for me comes from time (older is stronger), and the source of magic (dragon's blood, a kiss from a goddess, phoenix feather, etc.) I certainly allow masterwork gear of all kinds, and consumable items are not uncommon, but to earn permanent magical abilities it has to be special.</p><p></p><p>Want a +1 sword? Start with a masterwork weapon, perhaps have it "charged" by a wizard to receive powerful magic, and then set out to kill a powerful boss like a demon. It becomes the demon's blood that fills the charge on the sword to complete the enchantment--not some old codger in a lab asking for money. </p><p></p><p>If you choose, perhaps the charge will last only a few months or a few years and wear off. Or, if they keep killing more demons, perhaps it "grows" into a +2 sword; or a demon's bane weapon; or a holy avenger. The power can grow as you need it to, which is a great way to prevent magical equipment trade-ins to satisfy PC's as they continually want stronger magic items.</p><p></p><p>If the sword is inherited, it can "reawaken" it's old powers with use. It's a great way to level up magic items with the character, even if the item is/was an artifact at one time.</p><p></p><p>Want a Cloak of Warmth? Kill a giant yeti, and take the hide to the right wizard who often deals with such creatures. A wizard who specializes in evocations might just make a fireplace rug out of it, but a transmuter could whip out a magical cloak in no time, right after you have it prepared by a masterwork tanner, and gather the right ingredients from an apothecary, before making you eat the yeti's liver...there should be so much more to getting somebody a magic cloak than just taking their money. This is the part where you can make it memorable, and even send them off to a few mini-tasks before they can get the magic item they want.</p><p></p><p>Ultimately, I see the most powerful magic as coming not from some old guy in a lab taking people's money, but from rare and wonderous sources that should be treated as such.</p><p></p><p>I wouldn't extract an XP cost, just because I would make them "pay" for their item in a more interesting way. That, and I don't like to have a group with different levels in the party.</p></blockquote><p></p>
[QUOTE="Painfully, post: 6227607, member: 601"] Where does magic come from? Does it come from a wizard in a lab, or things like dragon's blood? Magic items for me comes from time (older is stronger), and the source of magic (dragon's blood, a kiss from a goddess, phoenix feather, etc.) I certainly allow masterwork gear of all kinds, and consumable items are not uncommon, but to earn permanent magical abilities it has to be special. Want a +1 sword? Start with a masterwork weapon, perhaps have it "charged" by a wizard to receive powerful magic, and then set out to kill a powerful boss like a demon. It becomes the demon's blood that fills the charge on the sword to complete the enchantment--not some old codger in a lab asking for money. If you choose, perhaps the charge will last only a few months or a few years and wear off. Or, if they keep killing more demons, perhaps it "grows" into a +2 sword; or a demon's bane weapon; or a holy avenger. The power can grow as you need it to, which is a great way to prevent magical equipment trade-ins to satisfy PC's as they continually want stronger magic items. If the sword is inherited, it can "reawaken" it's old powers with use. It's a great way to level up magic items with the character, even if the item is/was an artifact at one time. Want a Cloak of Warmth? Kill a giant yeti, and take the hide to the right wizard who often deals with such creatures. A wizard who specializes in evocations might just make a fireplace rug out of it, but a transmuter could whip out a magical cloak in no time, right after you have it prepared by a masterwork tanner, and gather the right ingredients from an apothecary, before making you eat the yeti's liver...there should be so much more to getting somebody a magic cloak than just taking their money. This is the part where you can make it memorable, and even send them off to a few mini-tasks before they can get the magic item they want. Ultimately, I see the most powerful magic as coming not from some old guy in a lab taking people's money, but from rare and wonderous sources that should be treated as such. I wouldn't extract an XP cost, just because I would make them "pay" for their item in a more interesting way. That, and I don't like to have a group with different levels in the party. [/QUOTE]
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