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The problem of keeping magic items scarce...
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<blockquote data-quote="hopeless" data-source="post: 3535593" data-attributes="member: 36349"><p><strong>Magical Items are Scarce</strong></p><p></p><p>Have them make skill checks to create the things, 10 for scrolls or potions of 0th level, 15 for 1st level, 20 for 2nd level, 25 for 3rd level with +5 further with higher levels spells for scrolls.</p><p>The skill they use for this being Craft/Alchemy for potions and perhaps Profession/Scribe for scrolls just to show the difference between the two weakest magic item creating feats.</p><p>As for magical weapons and armour the base DC to make a masterwork item is 20 so either add +5 or +10 for each +1 involved and for other mgical items treat as a base of 20 with x2 their caster level as the DC so there will be the chance of +1 weapons if they find a suitably skilled weaponsmith of armourer but if they want to make their own there will remain a chance of failure after all what better way to introduce "cursed" items and why magical items ARE scarce after all they're hardly have a good reputation in many cases.</p><p></p><p>In your current campaign does any of the PCs know the spell "Identify" or do they hire someone to reveal what their gear actually does?</p><p>The base cost of such a spell is a 100gp pearl (varies in price if it gets out just how vital that is to these spells) and of course the caster's cost so would they hedge themselves if the person they go to get their items identified says they'll do it in return for the cost of the spell component and one of the items being identified?</p><p></p><p>In case they think of a Wand of Identify one of the more common mistakes is to forget that each charge in that wand also required the use of a 100gp pearl so the 50 charge wand would cost 5750gp just for a 1st level caster version of a Wand of Identify and if one of the pcs is casting this spell do the rest of the party chip in for their spell components... </p><p></p><p>Stories are spread about legendary items but tales are fine but that doesn't mean they're enchanted merely the basis of someone much more luckier or more proficient than the PCs are so just imagine they swop a load of enchanted gear for a legendary suit of armour and weapons only to find they aren't enchanted and are only really worth anything to a collector who is more likely to be able to pay for a number of underlings willing to recover "their" property rather than pay the PCs inflated prices...</p><p></p><p>What gear do they currently have or you have trouble figuring how to remove this problem from the equation?</p></blockquote><p></p>
[QUOTE="hopeless, post: 3535593, member: 36349"] [b]Magical Items are Scarce[/b] Have them make skill checks to create the things, 10 for scrolls or potions of 0th level, 15 for 1st level, 20 for 2nd level, 25 for 3rd level with +5 further with higher levels spells for scrolls. The skill they use for this being Craft/Alchemy for potions and perhaps Profession/Scribe for scrolls just to show the difference between the two weakest magic item creating feats. As for magical weapons and armour the base DC to make a masterwork item is 20 so either add +5 or +10 for each +1 involved and for other mgical items treat as a base of 20 with x2 their caster level as the DC so there will be the chance of +1 weapons if they find a suitably skilled weaponsmith of armourer but if they want to make their own there will remain a chance of failure after all what better way to introduce "cursed" items and why magical items ARE scarce after all they're hardly have a good reputation in many cases. In your current campaign does any of the PCs know the spell "Identify" or do they hire someone to reveal what their gear actually does? The base cost of such a spell is a 100gp pearl (varies in price if it gets out just how vital that is to these spells) and of course the caster's cost so would they hedge themselves if the person they go to get their items identified says they'll do it in return for the cost of the spell component and one of the items being identified? In case they think of a Wand of Identify one of the more common mistakes is to forget that each charge in that wand also required the use of a 100gp pearl so the 50 charge wand would cost 5750gp just for a 1st level caster version of a Wand of Identify and if one of the pcs is casting this spell do the rest of the party chip in for their spell components... Stories are spread about legendary items but tales are fine but that doesn't mean they're enchanted merely the basis of someone much more luckier or more proficient than the PCs are so just imagine they swop a load of enchanted gear for a legendary suit of armour and weapons only to find they aren't enchanted and are only really worth anything to a collector who is more likely to be able to pay for a number of underlings willing to recover "their" property rather than pay the PCs inflated prices... What gear do they currently have or you have trouble figuring how to remove this problem from the equation? [/QUOTE]
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