Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Processes to make Magical Items
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9547263" data-attributes="member: 6790260"><p>Not to overly contradict the premise of the thread, but there's a reason why materials are the focus rather than processes.</p><p></p><p>A process is almost always <em>repeatable</em>. Unless it involves some kind of special sacrifice (as the One Ring did, or the Silmarils, or indeed pretty much any of the truly amazeballs artifacts of the Legendarium), you can do a process over and over. That means the players can just...do that process over and over again until everyone is outfitted with a certain baseline of amazing gear.</p><p></p><p>Now, this doesn't mean you can't still <em>do</em> it with processes. But if you don't want to open Pandora's box of magic-item crafting, you're probably going to need to include some special conditions, randomness, or very lengthy steps as part of these processes. Hence, some ideas:</p><p></p><ul> <li data-xf-list-type="ul">Forgeboon weapons and armor. These are randomly created from the mixed slag in a forge. Each forgeboon item is more or less unique. Roll on various tables to determine what special properties it may have. Not all of these properties will be what the players are looking for, so forgeboon is a gamble, but it's a gamble you can repeat if you want. You might allow an attempt to influence the results (e.g., allow to roll twice and take the preferred result) if they spend time calibrating the ratios of various materials intending to pursue a particular end--but the result is still always uncertain.</li> <li data-xf-list-type="ul">Celestial phenomena. A sword first quenched under the "light" of a solar eclipse. Solar eclipses in general are actually quite common, but solar eclipses are rare in any single, specific place. This allows a process that can potentially even make multiple items (quenching can be done relatively quickly), but you have to time things just right.</li> <li data-xf-list-type="ul">Tapping other unpredictable/uncontrollable phenomena. Perhaps wind-bound blades can only be produced if the Jinnistani script is enameled onto the blade while in the eye of a hurricane, or some kind of earth-related enchantment must have an earthquake occur during the forging process in order for the result to retain its magic permanently. Natural disasters, wars, coronations, and other "major" events could easily fill this role.</li> <li data-xf-list-type="ul">Swearing a covenant. Promises in many traditions have sacred or magical power (consider the <em>geas</em> from Irish myth, or Samson's strength). Your first covenant item might require only a mild oath, but each successive one you make might require a greater, more difficult promise than you have made before--and if you break a covenant, the item itself breaks too.</li> <li data-xf-list-type="ul">Dragonfire is often held to have special properties beyond the nature of normal fire. (After all, Gandalf genuinely believed that at least <em>some</em> of the great dragons of Middle Earth's history could've destroyed the Ring, even if the chance was remote.) This process has a built-in limiter, as it's unlikely that the party will have a pet dragon they can just squeeze a gout of flame out of every time they want to make a magic item.</li> <li data-xf-list-type="ul">Semi-controllable/predictable natural phenomena. Lightning is a great example here, but tides, lunar phases, and seasons are all stuff that can be predicted or tracked, and which one could theoretically use as the power source, physical or magical, for creating a magic item.</li> <li data-xf-list-type="ul">Rune magic. Pretty straightforward here, but just...putting magic words on objects is a common way to make that object magical. Here, the trick is getting the "grammar" right. An incorrect inscription should probably do nothing, and two magic swords, even if they're meant to do exactly the same thing, might need subtle differences in inscription. Two swords that actually do <em>different</em> things--to say nothing of, say, a suit of armor adorned with runes or a fine silk robe embroidered with them--should need distinct inscriptions, meaning the limitation is needing to learn to use the magical language effectively.</li> </ul></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9547263, member: 6790260"] Not to overly contradict the premise of the thread, but there's a reason why materials are the focus rather than processes. A process is almost always [I]repeatable[/I]. Unless it involves some kind of special sacrifice (as the One Ring did, or the Silmarils, or indeed pretty much any of the truly amazeballs artifacts of the Legendarium), you can do a process over and over. That means the players can just...do that process over and over again until everyone is outfitted with a certain baseline of amazing gear. Now, this doesn't mean you can't still [I]do[/I] it with processes. But if you don't want to open Pandora's box of magic-item crafting, you're probably going to need to include some special conditions, randomness, or very lengthy steps as part of these processes. Hence, some ideas: [LIST] [*]Forgeboon weapons and armor. These are randomly created from the mixed slag in a forge. Each forgeboon item is more or less unique. Roll on various tables to determine what special properties it may have. Not all of these properties will be what the players are looking for, so forgeboon is a gamble, but it's a gamble you can repeat if you want. You might allow an attempt to influence the results (e.g., allow to roll twice and take the preferred result) if they spend time calibrating the ratios of various materials intending to pursue a particular end--but the result is still always uncertain. [*]Celestial phenomena. A sword first quenched under the "light" of a solar eclipse. Solar eclipses in general are actually quite common, but solar eclipses are rare in any single, specific place. This allows a process that can potentially even make multiple items (quenching can be done relatively quickly), but you have to time things just right. [*]Tapping other unpredictable/uncontrollable phenomena. Perhaps wind-bound blades can only be produced if the Jinnistani script is enameled onto the blade while in the eye of a hurricane, or some kind of earth-related enchantment must have an earthquake occur during the forging process in order for the result to retain its magic permanently. Natural disasters, wars, coronations, and other "major" events could easily fill this role. [*]Swearing a covenant. Promises in many traditions have sacred or magical power (consider the [I]geas[/I] from Irish myth, or Samson's strength). Your first covenant item might require only a mild oath, but each successive one you make might require a greater, more difficult promise than you have made before--and if you break a covenant, the item itself breaks too. [*]Dragonfire is often held to have special properties beyond the nature of normal fire. (After all, Gandalf genuinely believed that at least [I]some[/I] of the great dragons of Middle Earth's history could've destroyed the Ring, even if the chance was remote.) This process has a built-in limiter, as it's unlikely that the party will have a pet dragon they can just squeeze a gout of flame out of every time they want to make a magic item. [*]Semi-controllable/predictable natural phenomena. Lightning is a great example here, but tides, lunar phases, and seasons are all stuff that can be predicted or tracked, and which one could theoretically use as the power source, physical or magical, for creating a magic item. [*]Rune magic. Pretty straightforward here, but just...putting magic words on objects is a common way to make that object magical. Here, the trick is getting the "grammar" right. An incorrect inscription should probably do nothing, and two magic swords, even if they're meant to do exactly the same thing, might need subtle differences in inscription. Two swords that actually do [I]different[/I] things--to say nothing of, say, a suit of armor adorned with runes or a fine silk robe embroidered with them--should need distinct inscriptions, meaning the limitation is needing to learn to use the magical language effectively. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Processes to make Magical Items
Top