[PnP] Natural Magic items
J Hooten
jhooten at binary.net
Fri May 8 18:09:02 CEST 2009
#1 is rarity varies world to world.
All Natural materials are supposed to be hard to find.
Many must be found by the one who enhances them.
That unto itself means that natural magics cost more than most simple
magic items!
If you allow finding and enhancing materials without much effort, then
that is the problem!
Just like in making items, the 'Virgin' effect is the real trick!!!!
#2 Natural Magics Enhanced items can be DESTROYED by Dispel Magic.
They are the most fragile items that exist and the most expensive in
many cases.
Read the rules carefully.... Spell failure destroys the material in
almost all cases
Sure makes that perfect large Diamond a poor investment if you ooops
Those 2 aspects limit Natural Magics all you need too, you just need to
determine the right balance.
Its part of the Cost, in Mana, in effort, in risk of failure.
But also do not forget that for many places its only the natural magic
items that offer the cures for poisons or disease etc.
It lay also be the only protection from Eddimu or similar nasties!
So be careful weakening them, PnP has many monsters that cannot be
handled without such items.
In some ways the Mel based control on the item is not a bad idea.
But it should be El not Mel since El is skill AND mana cost
Be very careful on the limits though as you will remove the usefulness
of the item for a large part of the world?
Do Not Forget that the finder may be the only one who can enhance it and
there will only be ONE SHOT AT IT
Or if re-enhancement is allowed, It Will Resist(MDV) and Failure DESTROYS
Thus these rules will mean higher powered items will be many many times
rarer, not just a little
Each of those steps in power will more than double the costs
Of course if you allow non 'virgin' material to be enhanced the price
drops A LOT and then the increase from enhancement effects re-balances
things
Schnockel wrote:
>
> I think that enhanced items are far too powerful for the measly
> efforts put into creating them and far too common. Not only that, but
> a MEL20 wizard’s enhanced items are no more powerful than is that of a
> MEL1 apprentice. This is just plain wrong. So, here I try to make the
> item descriptions match my personal sensibilities.
>
> ALSO…as per the rules…while there is but one enhancement spell, the
> special knowledge for each item in this list must be individually
> learned. Without that knowledge, enhancement of an item is
> automatically an abysmal failure. (Note: This will give you a reason
> to seek out the secret formulas for such spells, and may even be the
> reason for you to go, or are sent, on adventures.)
>
> Many enhanced items take time to create. Those that require more than
> a few mere seconds (phases) to create are considered ‘rituals’. Those
> that require a ritual are identified as such. Instead of the number of
> phases calculated using casting speed, use instead HOURS (or Turns if
> so noted in the item description). The amount of mana is not changed,
> just the time.
>
> Also, many of these require resources that are readily available, but
> not usually carried by the mage. This is why a mage might have a
> tower, maybe some greenhouses, storage rooms, laboratories, etc. The
> description will show what mundane items might be needed.
>
> Finally…all of these variable amounts and effects are based on the
> standard rolled magic items from the back of Book 4. Those mostly are
> MEL 2D6 and EL up to ½ MEL. Any constructive suggestions to changes
> are welcome...I'm not wedded to these limitations, I just threw them
> together as a first draft. I eventually want to do the same thing for
> all of the magic items created in Book Four, where an expanded
> explanation of the creation of the items is developed.
>
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