Sindeloke
2015-02-28, 05:11 PM
I dislike the magic item creation rules for 5e. They're obnoxiously caster-centric and there's a painful mundanity to them that doesn't suit the "magic items are rare and interesting" feel that 5e purports to adopt (and which I certainly am cultivating).
So here's my in-progress system:
There are four ways to create a magic item.
The first is simply intent, but it requires more than just slapping a spell on a hunk of metal. A blacksmith of sufficient talent (proficiency in smith's tools) and sufficient magical education (proficiency in arcana) can sit down, draw out some plans, collect some (expensive and rare) materials, and set out to craft a fae-slaying sword, or what have you. She can't just do this in her backyard forge, though. A powerful source of magic is required to draw from; she has to do the work in an area suffused with natural arcane energy, such as the lair of a mighty dragon, the heart of an ancient fey forest, or the hallowed temple of a widely-worshipped god.
The second is exposure. Magic leaves its mark over time. A paladin who fights in a long and bloody war against a demon army, channeling holy power through his trusty spear day in and day out as he smites his foes, is eventually going to sanctify his weapon so thoroughly that it begins to shine with a holy magic of its own. An assassin's tattered cloak, worn through hundreds of castings of invisibility by his illusionist friend, may well eventually take on a certain shadowy quality without any outside help.
The third is heroic use. This is basically just exposure, but without explicit spellcasting; strong passions, sacred oaths, and foul deeds have a different sort of magic of their own, and a ranger who picks up his mother's sword, swearing to slay every orc in the Five Nations in vengeance for her death, is reasonably likely to end up with a sword of orcbane after enough hatred-fueled kills.
The fourth is craftsmanship. Every now and then, some master's masterwork is just more. An artisan jeweler, commissioned by the queen to create a brooch after years of poverty and destitution, finally has access to the best materials. Determined to earn her commission and prove herself, exhilarated to be working on such a project, and secretly preferring brooch-making to any other form of jewelry, she crafts a stunning work that perfectly evokes the queen's great wisdom and confidence. Due to this confluence of motivation, resources, specific intentions, and skill, it's the finest piece of her life, and somehow consequently has the power to magically bestow that wisdom and confidence on anyone who wears it.
Hopefully, in addition to putting the magic item system entirely under DM fiat in a way that's less unfun and restrictive than just "no, you can't craft that because I said so," this will also encourage good behaviors from the players. #1 gives them incentive to quest for rare materials and battle or bargain for access to magical places. #2 gives them a reason to know what they're wearing and what tools they use, #3 encourages roleplaying strong goals and passions, and both encourage attaching importance and texture to mundane items. #4 gives them reason to use those non-adventuring tool proficiencies and develop their non-murderhobo interests, soliciting patrons and crafting cool specific projects on the side just in case.
So here's my in-progress system:
There are four ways to create a magic item.
The first is simply intent, but it requires more than just slapping a spell on a hunk of metal. A blacksmith of sufficient talent (proficiency in smith's tools) and sufficient magical education (proficiency in arcana) can sit down, draw out some plans, collect some (expensive and rare) materials, and set out to craft a fae-slaying sword, or what have you. She can't just do this in her backyard forge, though. A powerful source of magic is required to draw from; she has to do the work in an area suffused with natural arcane energy, such as the lair of a mighty dragon, the heart of an ancient fey forest, or the hallowed temple of a widely-worshipped god.
The second is exposure. Magic leaves its mark over time. A paladin who fights in a long and bloody war against a demon army, channeling holy power through his trusty spear day in and day out as he smites his foes, is eventually going to sanctify his weapon so thoroughly that it begins to shine with a holy magic of its own. An assassin's tattered cloak, worn through hundreds of castings of invisibility by his illusionist friend, may well eventually take on a certain shadowy quality without any outside help.
The third is heroic use. This is basically just exposure, but without explicit spellcasting; strong passions, sacred oaths, and foul deeds have a different sort of magic of their own, and a ranger who picks up his mother's sword, swearing to slay every orc in the Five Nations in vengeance for her death, is reasonably likely to end up with a sword of orcbane after enough hatred-fueled kills.
The fourth is craftsmanship. Every now and then, some master's masterwork is just more. An artisan jeweler, commissioned by the queen to create a brooch after years of poverty and destitution, finally has access to the best materials. Determined to earn her commission and prove herself, exhilarated to be working on such a project, and secretly preferring brooch-making to any other form of jewelry, she crafts a stunning work that perfectly evokes the queen's great wisdom and confidence. Due to this confluence of motivation, resources, specific intentions, and skill, it's the finest piece of her life, and somehow consequently has the power to magically bestow that wisdom and confidence on anyone who wears it.
Hopefully, in addition to putting the magic item system entirely under DM fiat in a way that's less unfun and restrictive than just "no, you can't craft that because I said so," this will also encourage good behaviors from the players. #1 gives them incentive to quest for rare materials and battle or bargain for access to magical places. #2 gives them a reason to know what they're wearing and what tools they use, #3 encourages roleplaying strong goals and passions, and both encourage attaching importance and texture to mundane items. #4 gives them reason to use those non-adventuring tool proficiencies and develop their non-murderhobo interests, soliciting patrons and crafting cool specific projects on the side just in case.