Log in

No account? Create an account
Oct. 5th, 2005 @ 05:35 pm Okay, Just to Clarify a few things
About this Entry
[User Picture Icon]
Date:October 27th, 2005 04:03 pm (UTC)

Well in a way ive done that.

(Permanent Link)
ALmost wholesale, I actually removed item creation feats but not the ability to make magic items from spellcasters. By seperating magic into two types of spells, each section divided into two sub-sections.
Those four being:
Simple Spells: basic energy manipulation and throwing around power. Simple effects like telekinesis, light, fireball, and other rudimentary affects that can be explained simply through manipulation of primitive magical forces.
Complex Spells: More exacting and refined spell-casting, for stuff like targeted spells, Invisibility, or something involving multiple parts or working within a single casting
Rites: Simple yet somewhat time consuming gathers of magic, by focusing a spellcasting over anywhere from several rounds to a couple of hourse, they power and focus and duration can be greatly increased. Lesser rituals
Rituals:The greatest workings of magic, complex, time consuming and extremely difficult to perform, these workings maximize the asters potential and create staggeringly powerful affects.
With an increase in teh attention paid to material components, especially XP and what not, the alternative system of magic item creation can now be covered simply by listing the enchantments as spells, rituals in this case. You learn a ritual, you can make the item it specifies, not just any old item, but specifically one of that type. Each ritual and rite (as well as every other spell) has two additional descriptors listed with it, a DC to learn, and a DC to create. Its more work for me and the people helping me make it, but it makes things a little simpler in the long run. Especially since It also means that some spells, like Item creation ones, can have a mod to the standard DC. This plus the difficult to aquire components make for enough cost. Most wizards will not craft magic items like this, when crafting a talisman is more efficient, and can never be used against them. It basically will reseanobly limit the number of random magic trinkets all over the place to the point of almost non-existence. But ones that work only for specific people will be rather common.
whereas, around spellcasters, ther will be tons of magic, as there would almost inevitably be. when he dies or leaves though....that magic bracelet he made for you to help the strength of your swings all of a sudden just looks like a gold band.