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Ongoing Campaign Setting Development by Reynard
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<blockquote data-quote="Reynard" data-source="post: 3012156" data-attributes="member: 467"><p><strong><u>ADDENDUM:</u> Magic Items</strong></p><p></p><p>Part of this is going to go into my treatise on how XP works in this setting, but it is germain to the discussion on magic.</p><p></p><p>Items that are imbued with magical power come in two types: spell storing items and enchanted items. Spell storing (potions, scrolls, wands and the like) items work pretty much the way they do in the core rules. They have a limited number of uses that replicate some known spell, sometime usable by anyone (potion) and sometimes only usable by a caster (scroll or wand). The end.</p><p></p><p>Enchanted items are different. These are your typical +1 Swords and Boots of Speed, except that in this setting there is no such thing as a “typical” magic item. Basically, magic and XP are the *same* energy (another post will go into more depth) and by imbuing an item with a piece of your own magic, you enhance its abilities. Enchanted items might start out as a +1 sword or Boots of Speed, but they don't stop there. As characters expend XP (magic) to link with an items, its capabilities increase. Essentially, most permanent magic items will scale with the PCs (assuming the player is willing to sacrifice a few XP).</p><p></p><p>The reason is simple and probably pretty obvious: like many people, I find the desire to toss out or trade in the trusty old +1 from 3rd level for a +2 at 5th level problematic on a number of different levels and I want to reduce or eliminate it. I am pretty much planning on cribbing the system wholesale from Earthdawn – with appropriate D&D number attached, obviously – and testing it out.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3012156, member: 467"] [b][u]ADDENDUM:[/u] Magic Items[/b] Part of this is going to go into my treatise on how XP works in this setting, but it is germain to the discussion on magic. Items that are imbued with magical power come in two types: spell storing items and enchanted items. Spell storing (potions, scrolls, wands and the like) items work pretty much the way they do in the core rules. They have a limited number of uses that replicate some known spell, sometime usable by anyone (potion) and sometimes only usable by a caster (scroll or wand). The end. Enchanted items are different. These are your typical +1 Swords and Boots of Speed, except that in this setting there is no such thing as a “typical” magic item. Basically, magic and XP are the *same* energy (another post will go into more depth) and by imbuing an item with a piece of your own magic, you enhance its abilities. Enchanted items might start out as a +1 sword or Boots of Speed, but they don't stop there. As characters expend XP (magic) to link with an items, its capabilities increase. Essentially, most permanent magic items will scale with the PCs (assuming the player is willing to sacrifice a few XP). The reason is simple and probably pretty obvious: like many people, I find the desire to toss out or trade in the trusty old +1 from 3rd level for a +2 at 5th level problematic on a number of different levels and I want to reduce or eliminate it. I am pretty much planning on cribbing the system wholesale from Earthdawn – with appropriate D&D number attached, obviously – and testing it out. [/QUOTE]
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