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Low Magic Item System Keep the tables accurate, get rid of crazy amounts of items

#1 User is offline   RedSlayer 

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Posted 04 January 2007 - 11:31 PM

Here is an interesting system developed on the old Arcana Evolved boards. Some of you may find it to your liking. Basically, it keeps the balance of wealth-by-level in tact while removing the rediculous amounts of magic items in game.

Quote

Long ago the Verrik discovered a process which through focused mental energy and ritual movements people could bind magical effects to crucial points in the metaphysical rivers of chakra energy running throughout the body called chakra points. The more chakra flowing through a person, the more effects they could bind to their chakra points.

It’s as complicated as usual item creation, which can be difficult for the uninitiated to wrap their head around. Asking the DM to price an item out during downtime or outside of the game is a viable option. Essentially, it’s the same as regular magic item creation but with a major cosmetic change and a bunch of minor mechanical changes.

A person can have up to the GP limit listed on page 135 in the DMG in bound magical effects. The effects are the same as a normal magic item would be, but without a presence in the physical world. A person can only bind 1,000gp per level per day. A ‘day’ of effort is twelve hours of meditation and ceremony. At least four hours must be spent to make any progress that day, and that will result in 300gp/level worth of effect. Each additional full hour results in 75gp/level more worth of effect. Completing the full day’s ritual in one sitting by spending 12 hours results in bonus progress that day (bringing the total to 1,000gp/day for that day.)

In addition, a person can have as many weapon, armor, and shield chakra effects as they like (sharing the same GP limit with the rest of the effects) but must attune themselves to masterwork arms and armor for the effect to be channeled into them. A good metaphor is to think of each of these out-of-body magical effects as having a single hook. Each effect can only be hooked into one item and each item can only be hooked by a single effect. Hooking a created effect into an item takes 10 minutes. Unhooking an effect takes 1 minute. If an item which has a magical effect hooked into it is destroyed, the magical effect is unaffected and is simply not hooked into anything. With 10 minutes of effort it can be hooked into some other masterwork item. Thus, a character could decide to have 3 weapon chakra effects, say, a +1 flaming weapon, a +2 weapon, and a +1 dragonbane weapon. They could dual-wield the flaming and +2 weapons on a masterwork rapier and dagger, respectively. When they are sent on a mission to slay a dragon, they can take 11 minutes to unhook the flaming effect from the rapier and hook the dragonbane in its place. They might also keep an undead bane greatclub in the backpack, and a million +1 daggers (if they’re obscenely high level.) ‘Hooking’ only applies to weapons, armor, and shields.

A person is still limited to the normal magic item slots and each slot has an affinity for different types of effects. Binding a similar effect to a slot which is already bound increases the cost of the more expensive effect by half again its normal cost. Binding a different effect to the same chakra point doubles the cost of the most expensive effect on that point. Binding an effect that to a chakra point that doesn’t have an affinity for it increases the cost by half again its normal cost. The list below is not comprehensive for affinities, and if you can make an argument for why something falls into that category, I will OK it. Each slot can only have one effect bound to it.

Slots Affinity
Head Communication, Mental Stats, Senses
Wrist/Forearm Strength, Protection
Hand Strength, Dexterity
Feet Dexterity, Speed
Skin Resistance, Constitution, Protection
Finger Anything not directly affecting the self or anything projected outward
Neck Anything in some way affecting the self or projecting inward

Normal practitioners can only create effects on themselves that increase attributes, natural armor, resistance bonus to saves, or enhancement bonuses for weapons, armor, and shields. Someone with the appropriate crafting feat can guide another person in creating more specialized effects (any magic item in the DMG, outside the DMG by request, and any custom effect by the item creation rules by request.)

Dissolving a created chakra effect results in the loss of some of that energy. Half of the GP value of the effect is lost to entropy, but the slot becomes free, and the remaining half is available to dedicate to other sources. Bodily effects must be dissolved in this manner to create a different effect on the same slot. Upgrading the effect in a slot does not require dissolution of the previous effect (so you can upgrade a bracers of armor +1 effect to bracers of armor +2 for no extra cost besides the expected 3,000gp which is the difference in their prices and no overall loss.)
Don’t be too worried about dissolving, there will be a minor rewrite option offered down the road which among other things will restore the GP worth of effects for your level to its max.

If a character finds one of the few magic items in the world, and wears it over a chakra point with an existing effect, the character can choose which effect to have active at any given time, and can change between the two as a move-action. It is possible to utilize both effects at the same time: If the effect of the magic item is similar to the one bound to the chakra point, the character may spend an amount of gold value from their undedicated chakra pool equal to half the cost of the most expensive effect between the item and the chakra point. If the effect of the magic item is thematically different from the one bound to the chakra point, the character may spend an amount of gold value from their undedicated chakra pool equal to the cost of the most expensive effect between the item and the chakra point.

I'm prepared to passionately argue this point until nothing makes sense anymore!- RM

He who fights alone dies alone, but those who battle as brothers will live forever.

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents." --H. P. Lovecraft

Who is to judge what is right and what is wrong? Great and powerful foes surround us; unknown miscreants gnaw at us from within. We are threatened with total annihilation. In days such as these we can afford no luxury of morality.
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