New House Rule: Magic Item Categorization

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Necron 99
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Post June 22nd, 2020, 6:50 pm

The other day I was working on a new magical item for my personal campaign setting, Autumn Harbor. This item in particular, is called a Blackthorn Staff, primarily used by druids, rangers, and magic-users for the purposes of walking staff and/or magical implement. The premise behind this enchanted item is that it is created from an ordinary blackthorn trunk (I have more detailed information on the blackthorn shrub in another original write-up). While working on this, I realized that what I wanted was to give casters, both divine and arcane, a means to utilize magic items at lower levels. There has always been the argument that casters in older editions were sort of one and done, however I do not like the approach that newer editions of D&D have taken, which is to just give casters cantrip spells that can be cast over and over without end.

I would much rather see low level casters utilizing magical items to compensate for any deficiencies, specifically in combat scenarios. This makes implementing items like rods, wands, and staves into the game, more common place, though not in the sense that they can simply be bought at the local "Ye Ole Magic Shoppe". These items would still be uncommon, though even if they are more common than usual, only someone who studies and understands magic, would be able to activate and benefit from their use.

This brought me to another line of thought, breaking up magic items into two separate groups based on their creation method.

The first of the two item groups I categorize as Lesser Magic Items, or known simply as Enchanted Items. Enchanted items are those that perform only the most basic or mundane magic such as potions, scrolls, minor misc items, and weapons or armor which carry no more than a magical bonus of +1 or +2. Enchanted items are nothing more than mundane items which have had a spell placed upon them by a caster of sufficient level to cast the desired enchantment spell. Magical items of this nature are limited both in their effect and duration of enchantment, as the enchantment spells laid upon them will wear off through use or passing of time. This would mean that even magic items for martial classes would eventually wear down and lose their disenchantment.

Spells such as Identify will be useful in denoting the enchantment placed on an item along with general knowledge related to the potency and duration remaining.

The second group I categorize as True Magic Items, also called Named Items. Unlike Enchanted items, True Magic items are items that have been created from and infused with, the essence of magic. The magic in these items is permanent and much more potent than enchanted items. These items are also much more rare, often guarded closely and for good reason due to the very nature and power which they contain. It is said that there is power in knowing the true name of all things, the same goes for items of True Magic, all items of this sort are given a name at the end of their creation. True Magic weapons and armor will have magical bonuses of +3 to +5.

Anyhow, that's the basic premise, still have some things to smooth out but otherwise I think it will make magic item use more flexible at lower levels.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Ancalagon
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Post June 24th, 2020, 12:16 am

Would the duration of an Enchanted Item(s) such as weapon and armor vary with the "+" value?

E.g. Would a broadsword +1 remain enchanted for 1 year? Would a +2 make it 2 years? Would enchanted armor function similarly or would it vary with the beating it takes?
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Necron 99
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Post June 24th, 2020, 10:29 am

That's another aspect to this, that I need to sort out. I think I would probably go with something more along the lines of what DCC does for spell casting. Using the item requires a die roll, a roll within a specific range means the item functions as normal and continues to do so, another range may indicate that the item functions partially or in less than stable fashion, and then finally a range that indicates the item has failed and ceases to function at all.

I find this to be much easier than say, rolling a number of uses and then having to keep track. For items such as armor and weapons, I may consider something different, perhaps rolling daily instead of when a weapon strikes or armor/shield takes a hit. Still a work in progress.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

grodog
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Post June 26th, 2020, 11:21 pm

Some interesting ideas, guys!

I’ve toyed with the idea of dropping the magic item creation levels lower before, but never implemented it in play:

- brew potions/write scrolls from 7th level to 5th and 3rd respectively
- enchant items with charges from 12th to 7th
- enchant items with permanence to 9th from 12th (I’ve previously already lowered the level of the Permanency spell from 8th to 6th)

A change like this would have some interesting ramifications for the game:

- magic items would be even more common, and perhaps more individualistic in nature (more personalized by the crafter)
- the power-level of items would shift downward toward more-disposable items
- low-level MUs would be more-inclined to go into business than dungeons ;)

Allan.
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Necron 99
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Post June 27th, 2020, 2:46 pm

grodog wrote: June 26th, 2020, 11:21 pm
- magic items would be even more common, and perhaps more individualistic in nature (more personalized by the crafter)
- the power-level of items would shift downward toward more-disposable items
- low-level MUs would be more-inclined to go into business than dungeons ;)

Allan.
I do want to avoid Ye Ole Magic Shoppes, that's not something I would want to have in my campaign. To help offset that, I would want the process for enchanting items to be limited by something, either the components or the process itself. Maybe a particular enchantment can only exist on a single items at a time, per caster, per level of caster, or some variation thereof.

I was somewhat looking at it as a way for a caster to acquire items that let them feel more magical in play, than just being able to cast that one spell a day and then they sit back and play dagger-mage or look to the rest of the party to keep them alive until the next day when they have memorized spells again.

One thought was to let a first level magic-user have an enchantment spell that allows them to enchant a staff or wand or something that can, as you put it, be an individualistic item that only they can use. Maybe it's a Lesser Wand of Magic Missiles where the missiles are magic, but they do not automatically hit their target like the actual spell and of course, the number of charges limited either as a set number or a chart/die roll each time it is used. Maybe some of the components for creating such an item are a finely crafted bow and quiver of silver-tipped arrows that are consumed during the creating process.

Lots of opportunity for interesting items and crafting.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Post July 3rd, 2020, 2:52 pm

Necron 99 wrote: June 27th, 2020, 2:46 pm ... One thought was to let a first level magic-user have an enchantment spell that allows them to enchant a staff or wand or something that can, as you put it, be an individualistic item that only they can use...
This is exactly what I was thinking when I started reading this thread. Enabling a MU to actually use their magic at lower levels is something that is needed in settings that have a bit more magic. My first thought was to make the staff something that must be created by the MU and that it would only work for them. It was created from their personal magic and feeds off of it. It could have a ranged attack similar to a sling stone (1d4) using basic attack mechanisms, or a 1d2 damage using the casting level as the attack bonus. Definitely something a peasant isn't going to mess with, but an armored fighter might be willing to risk.

I could even see it as a limiting factor past a certain point. Truly powerful magic users have discovered that because it feeds off their own power that to advance past a certain level (say 3rd or 4th) you must destroy the device so the link ceases draining excess power from you. For reasons of control such devices are forced on anyone capable of casting first level magic. One because it keeps them from having a magic surge that could kill them and others around them. Two it helps in focus as a learning tool, and third because it helps control apprentices and ensures he can't advance past his master, many of whom are only 3rd/4th level too.

Anyway, thoughts?
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Necron 99
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Post July 3rd, 2020, 7:40 pm

Interesting point on using the items as a limiting factor. I'll have to give that one some consideration.

Though, as you mentioned that some of the early level items could be used for magical attacks, that is precisely what I was thinking when I had this in mind. Here is a magic item I created for my Adventures in Autumn Harbor setting, suitable for a low-level caster.
Blackthorn Staff
This magical staff is wrought from a single limb of wood from the blackthorn, a rare shrub found primarily in only shadowed crevices and ravines surrounding the harbor. Blackthorn grows in clusters of thick, branch-size trunks, each one covered in a multitude of long, sharp thorns, along side occasional leaves and small, white flowers. Druids, rangers, and magic-users alike value the blackthorn for it's use, when carved into serviceable staves or walking sticks.

Occasionally, blackthorn staves are enchanted by druids or magic-users, which are then attuned for their use only. Where naturally carved staves have specific carved grips, enchanted varieties require none. Enchanted blackthorn which has been attuned to it's owner, will automatically regress thorns along the staff, when gripped, while alternatively regrowing thorns in sections previously bare. This provides the owner with assurance that no matter where the staff is gripped, their hands will remain unharmed.

When used in combat, a blackthorn staff damages as a normal staff, causing standard bludgeoning damage, in addition to piercing damage to living creatures. On a successful attack, the owner may expend a single charge to inflict deep cuts which may cause bleeding damage each round thereafter. Living targets (those that can bleed) are allowed a Save vs. Staves, on a success, the opponent takes an additional 1d3 damage, on a failure the target takes an additional 1d3 damage and suffers continued blood loss at the rate of 1 hp per round, for 1d4 rounds.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

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Post July 4th, 2020, 1:47 am

Captain_Blood wrote: July 3rd, 2020, 2:52 pm
Necron 99 wrote: June 27th, 2020, 2:46 pm ... One thought was to let a first level magic-user have an enchantment spell that allows them to enchant a staff or wand or something that can, as you put it, be an individualistic item that only they can use...
This is exactly what I was thinking when I started reading this thread. Enabling a MU to actually use their magic at lower levels is something that is needed in settings that have a bit more magic. My first thought was to make the staff something that must be created by the MU and that it would only work for them. It was created from their personal magic and feeds off of it. It could have a ranged attack similar to a sling stone (1d4) using basic attack mechanisms, or a 1d2 damage using the casting level as the attack bonus. Definitely something a peasant isn't going to mess with, but an armored fighter might be willing to risk.

I could even see it as a limiting factor past a certain point. Truly powerful magic users have discovered that because it feeds off their own power that to advance past a certain level (say 3rd or 4th) you must destroy the device so the link ceases draining excess power from you. For reasons of control such devices are forced on anyone capable of casting first level magic. One because it keeps them from having a magic surge that could kill them and others around them. Two it helps in focus as a learning tool, and third because it helps control apprentices and ensures he can't advance past his master, many of whom are only 3rd/4th level too.

Anyway, thoughts?
Emphasis mine.
When I read this, the first thing that came to mind was the fight between Gandalf and Saruman in the Tower of Orthanc in the Fellowship of the Ring film. Unseen power from the wizards directed through the the staves....
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan

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Post August 9th, 2020, 12:13 pm

A new magic "item" for my Autumn Harbor setting.

The Summer Rose
The summer rose is one of the most rare, and often sought after, magical flowers found around the Harbor. Only the light and warmth of the mid-season summer sun is strong enough to act as the catalyst necessary for the flower to sprout, take root, and begin growing. Unlike most flowers, which require only normal sunlight to grow and thrive, the summer rose, initially, requires naturally "focused" light. Most often, this focusing occurs when the sun's light passes through a drop of dew or naturally grown crystal, onto the exact spot in which a seed lay. Once it takes root, it will then continue to grow as any other natural flower, provided it has ample soil, water, and sunlight. When in full bloom, the colors of a summer rose are blended with bright red, orange, and yellow.

As long as the flower maintains its life, it will produce both light (equivalent to candle light) and comfortable warmth which extends to about a 10' radius. For this reason, many living in the Harbor covet such a treasure and keep it at their bedside, ensuring warmth through even the coldest of nights. Many would be willing to pay very well for such a flower.

If a fourth of the petals are mixed with other, proper ingredients, one may concoct a Potion of Warmth, though removing the petals will cause the flower to begin withering and ultimately die. Once the flower dies, it crumbles, leaving behind a single seed. The natural lifespan of such a rose, when tended to properly, is about 2-3 years. To date, none have managed to artificially grow such a specimen, whether through natural or magical means.
orange-rose-no-2-steven-tetlow.jpg
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien

grodog
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Post August 9th, 2020, 8:43 pm

Necron 99 wrote: August 9th, 2020, 12:13 pm A new magic "item" for my Autumn Harbor setting.
The Summer Rose
Love it—I’m quite fond of unique flowers, herbs, poisons, and such for campaign worlds :)

Allan.
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