Jon_Dahl
2017-05-25, 06:14 AM
Related to this magical item, I propose the following feat. It could be fun, you know?!
Arcane Engineer
You can create experimental magic items that can have negative side effects but you create a lot of magical junk as well. This feat does not have clear game mechanical functions and you should always talk with your DM before taking this feat. The idea is that these items are quasi-artifacts with random curse-like features.
Prerequisite
Craft Wondrous Item, Brew Potion, Scribe Scroll, must have spent 1000 XP to create magical items, Craft (alchemy) 10 ranks, Spellcraft 10 ranks, Knowledge (arcana) 10 ranks, Magical Aptitude, must speak draconic and must own a special edition 4-volume Clockworks and Experimental Magic I with Errata and Postface, II, III and IV (900 gp; 12 lbs.) written by a cabal of gnomish inventors and murlyndites with errata and postface by an unknown great wyrm brass dragon.
Benefit
You can experimental magic items that cannot be created using any other item creation feat. You can create magic items that are slightly too powerful or unusual to be normal magical items (including epic magical items) and but not too powerful to be minor artifacts. The items can also fail (see below).
The DM is encouraged to add random negative side effects on the experimental magic items. As a rule of thumb, 50% of these items should have negative side effects and most of the negative side effects should be powerful and cause irreversible damage.
Creating an experimental magic item takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To create an experimental magic item, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
About 20% of the magical items fail. In such cases, the materials are lost.
Arcane Engineer
You can create experimental magic items that can have negative side effects but you create a lot of magical junk as well. This feat does not have clear game mechanical functions and you should always talk with your DM before taking this feat. The idea is that these items are quasi-artifacts with random curse-like features.
Prerequisite
Craft Wondrous Item, Brew Potion, Scribe Scroll, must have spent 1000 XP to create magical items, Craft (alchemy) 10 ranks, Spellcraft 10 ranks, Knowledge (arcana) 10 ranks, Magical Aptitude, must speak draconic and must own a special edition 4-volume Clockworks and Experimental Magic I with Errata and Postface, II, III and IV (900 gp; 12 lbs.) written by a cabal of gnomish inventors and murlyndites with errata and postface by an unknown great wyrm brass dragon.
Benefit
You can experimental magic items that cannot be created using any other item creation feat. You can create magic items that are slightly too powerful or unusual to be normal magical items (including epic magical items) and but not too powerful to be minor artifacts. The items can also fail (see below).
The DM is encouraged to add random negative side effects on the experimental magic items. As a rule of thumb, 50% of these items should have negative side effects and most of the negative side effects should be powerful and cause irreversible damage.
Creating an experimental magic item takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To create an experimental magic item, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
About 20% of the magical items fail. In such cases, the materials are lost.