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<blockquote data-quote="Spatzimaus" data-source="post: 519160" data-attributes="member: 3051"><p>That was the point. Blooded isn't intended for a normal item creator, although there's nothing really stopping them. If you want to make a Wondrous item that can only be used by one race, it makes the cost cheaper, and this does the same for weapons and armor. Remember, it absolutely kills the resale value of the item; its primary use is to make the bad guy's Ubersword be unusable by the good guys.</p><p></p><p>Now, I also play it a bit more complex than what I wrote there. I didn't want it to get too wordy. But, use as many of these restrictions as you want.</p><p></p><p>First of all, getting enough of the blood of each race to use is an adventure in itself (figure one dead enemy per weapon), and Good people might not be comfortable with what's needed. I mean, bleeding out an enemy for this sort of ritual isn't humane no matter how you do it. Your Elven wizard isn't going to say "hmm, I need to make a new sword... I know, I'll make a Blooded weapon! Now where'd I leave that 63-gallon drum of Orc blood..." There might be some Elf-Blooded weapons, but they'll be rare and powerful.</p><p></p><p>Second, the Blooding is done during the forging process, so it has to be the first enchantment on. It takes an extra ritual at the start of the enchantment process, so it adds a little more time than the lower Market Price would imply. The important thing is you can't just add it to an item later on, it has to be there from the start.</p><p></p><p>Third, I usually play that the blood has to be "pure", which usually means recently harvested from some sort of leader-type. Killing that orc scout who stumbled across your camp isn't enough.</p><p></p><p>Then, I have the item give off an "aura", for lack of a better word. Every member of either the blooded race or its enemies will recognize the weapon on sight, and they'll feel its presence within 5' even if it's not visible. In some cases this might not be a problem, but if your Half-Orc is using a captured Orcish Battleaxe that's been forged in the blood of Elves and Dwarves, he'll have some explaining to do.</p><p></p><p>Anyway, you'll only see these for the weapons of heroes and leaders, and even then it'll be more common for the bad guys.</p><p></p><p>But, if you don't want to add any of these restrictions, just move the cost up to +0. It defeats part of the purpose of the enchantment, but there's no question of balance then.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 519160, member: 3051"] That was the point. Blooded isn't intended for a normal item creator, although there's nothing really stopping them. If you want to make a Wondrous item that can only be used by one race, it makes the cost cheaper, and this does the same for weapons and armor. Remember, it absolutely kills the resale value of the item; its primary use is to make the bad guy's Ubersword be unusable by the good guys. Now, I also play it a bit more complex than what I wrote there. I didn't want it to get too wordy. But, use as many of these restrictions as you want. First of all, getting enough of the blood of each race to use is an adventure in itself (figure one dead enemy per weapon), and Good people might not be comfortable with what's needed. I mean, bleeding out an enemy for this sort of ritual isn't humane no matter how you do it. Your Elven wizard isn't going to say "hmm, I need to make a new sword... I know, I'll make a Blooded weapon! Now where'd I leave that 63-gallon drum of Orc blood..." There might be some Elf-Blooded weapons, but they'll be rare and powerful. Second, the Blooding is done during the forging process, so it has to be the first enchantment on. It takes an extra ritual at the start of the enchantment process, so it adds a little more time than the lower Market Price would imply. The important thing is you can't just add it to an item later on, it has to be there from the start. Third, I usually play that the blood has to be "pure", which usually means recently harvested from some sort of leader-type. Killing that orc scout who stumbled across your camp isn't enough. Then, I have the item give off an "aura", for lack of a better word. Every member of either the blooded race or its enemies will recognize the weapon on sight, and they'll feel its presence within 5' even if it's not visible. In some cases this might not be a problem, but if your Half-Orc is using a captured Orcish Battleaxe that's been forged in the blood of Elves and Dwarves, he'll have some explaining to do. Anyway, you'll only see these for the weapons of heroes and leaders, and even then it'll be more common for the bad guys. But, if you don't want to add any of these restrictions, just move the cost up to +0. It defeats part of the purpose of the enchantment, but there's no question of balance then. [/QUOTE]
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