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View Full Version : Natural Magic [3.5, WIP]



EdroGrimshell
2010-07-23, 06:51 PM
I've had this idea for a while. In a world where spellcasters are rare, the craftsmen and adventurers of the world turn to "natural magic" found in the natural world. Certain metals, herbs, and various animal parts carry magical potential that can be used by craftsmen to create magic items. These materials can also be used by spellcasters to enhance their spells (essentially making this a variant to metamagic components as well)

Each material would have a magic rating of 0 - 20, the amount of magic that can be pulled from the material to imbue into the item. This translates into a reduction in both gp and xp costs (125gp and 5xp per point of magic rating), replacing a required spell (one spell up to half the level of the magic rating, rounded down), or adding a special ability aligned with the material in question. This reduction can only account for half the item's total cost (both xp and gp values). Some materials used in weapons or have particular affinities to certain enchantments,

Examples:
Mithral
Magic Rating: 3 (for each pound used)
Uses: Weapons, Armor, and Shields only
Affinity: None
Special: See DMG description

Adamantine
Magic Rating: 5 (for each pound used)
Uses: Weapons, Armor, Shields, and Tools
Affinity: Light Fortification, Medium Fortification, Heavy Fortification
Special: See DMG description

TabletopNuke
2010-07-24, 12:46 AM
Ooh, this is an interesting idea. Are you going to base your choices for magic items on folklore? Rabbit's feet, for example. How are you balancing the amount of magic in a given item?

EdroGrimshell
2010-07-24, 01:41 AM
Ooh, this is an interesting idea. Are you going to base your choices for magic items on folklore? Rabbit's feet, for example. How are you balancing the amount of magic in a given item?

For metals and woods, general scarcity and special properties inherrent to the metal

For animal parts, it's based partially on type, partially on folklore, and partially on the abilities the creature may have (animals generally have a magic rating of 0 or 1)