So, apparently the standard option for those who prefer not to have magic item shops in their games is to rely on the Disenchant ritual, which generates "residuum" from a magic item by stripping it of its magic. You can then use this residuum to enchant other stuff. (At least, that's how I read it.)
This bugs me.
Here, then, is my proposal to re-flavor this system in a way that I at least find more palatable:
Magic items cannot be "disenchanted" except by destruction. However, they can be given as offerings to powerful spirits. Such offerings are not usually destroyed--instead, they are left in a place sacred to the spirit in question. For example, your might take the sword of a defeated enemy and lay it in the tomb of your ancestors, thus increasing the power of those ancestral spirits.
When you go to create a magic item or improve an existing one, you are calling upon the spirits whom you have pleased and strengthened with your gifts. They yield back some of that strength to you and lay their blessings upon the item.
Of course, this means that these sacred places are likely to become troves of magical treasure. Whoever plunders such a trove earns the wrath of the spirits that dwell there; any treasure taken from that place bears a heavy curse--the nature of which is up to the DM, but it should be formidable--which can only be expiated by returning what was stolen and perhaps making some other atonement as well.
(In some cases, it's possible to get the curse taken off an item without having to give it back, but this takes quite a bit of work.)
And naturally, player characters are quite likely to stumble across these troves in the course of adventuring...
This bugs me.
Here, then, is my proposal to re-flavor this system in a way that I at least find more palatable:
Magic items cannot be "disenchanted" except by destruction. However, they can be given as offerings to powerful spirits. Such offerings are not usually destroyed--instead, they are left in a place sacred to the spirit in question. For example, your might take the sword of a defeated enemy and lay it in the tomb of your ancestors, thus increasing the power of those ancestral spirits.
When you go to create a magic item or improve an existing one, you are calling upon the spirits whom you have pleased and strengthened with your gifts. They yield back some of that strength to you and lay their blessings upon the item.
Of course, this means that these sacred places are likely to become troves of magical treasure. Whoever plunders such a trove earns the wrath of the spirits that dwell there; any treasure taken from that place bears a heavy curse--the nature of which is up to the DM, but it should be formidable--which can only be expiated by returning what was stolen and perhaps making some other atonement as well.
(In some cases, it's possible to get the curse taken off an item without having to give it back, but this takes quite a bit of work.)
And naturally, player characters are quite likely to stumble across these troves in the course of adventuring...
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