Scribble said:
I wonder if a temperorary HP penalty thing might work... So you can create them, but you're weakened for a while afterwards... maybe time and not magical healing being the only cure...
I kinda like the sound of that. But since you already need downtime to create magic items in the first place, a
temporary hit point penalty might not be all that meaningful.
Makes me think of a computer game (more turn-based wargame than RPG) called Age of Wonders, where you had a mana pool to cast instantaneous spells from, and it was fed by a mana
refresh rate which was decreased by any long-term spells you were maintaining (weapon enchantments, buffs, summoned creatures, etc.). I guess the D&D equivalent of such an idea would be to decrease your spells per day as long as the magic items you created exist, and that's obviously pretty harsh. Might work better with a spell point system that had hourly instead of daily point recovery...
Anyway, I'd recommend Green Ronin's
Advanced Gamemaster's Guide, which offers the concept of "levin", a magical raw material which can be harvested from the appropriate types of monsters and used to replace the XP cost of magic item production. When you think about it, it makes loads of sense: The DM can effectively give out
potential magic items as treasure.
Also, while the Artificer has been mentioned here, the class has two very different mechanics that are worth addressing individually: The Craft Reserve--a pool of points, refreshed and enlarged with each new level, which can be used to replace the XP requirement of item creation--and the Reclaim Essence class ability--a very World-of-Warcraft mechanic by which the Artificer cannibalizes an existing magic item to recycle some of the XP used in its creation. This latter ability seems damned cool, completely logical, and balanced enough to be given out to other classes. Maybe make it a feat that any caster could take, or even just a function of the Spellcraft skill.