New rules to apply to magic items. sounds more complicated than they are.


Homebrew and House Rules


here are some new variant rules for magic items. i am sure they will make treasure that much easier to distribute. with less worry of some item being sold becasue it didn't fit.

Transferring an enchantment from one item to another compatible one, for a small fee (1d6 x100 gold pieces if you pay an npc to do it, free for the pcs if they do it themselves) (such as transferring the +1 enchant of a +1 shortsword to a +1 club) however partial enchantments may be transferred, only if the recipient is a legal option to transfer to. if the transferred enchantment is incompatible with the weapon, 1/2 that difference is refunded.. and in the case of weapons or armor the base +1 must be there to transfer other enchantments. some enchantments may not be carried over by pure choice. refunding 1/2 the full difference in their value. you can even opt to leave behind a few enchantments on the weapon. or transfer pieces, you may for example, transfer the +1 holy aspect of a +1 holy sword to an axe, or you may convert the holy to a lesser enchantment like +2 and keep the +1 on the sword. providing 4,000 in residue (1/2 of an 8,000 remainder)

Disenchanting, you may disenchant a magic item as a whole, or disenchant individual pieces. refunding 1/2 the full difference in cost is refunded in the form of reusable magical residue.

Upgrading singular abilities on an item with more than one ability.
you may upgrade individual abilities on a magic item, even if they have multiple powers, if it has multiple powers and you want to upgrade only one, at a time, the price is still multiplied by 1.5. due to multiplied properties, even if you are increasing the most expensive one there.

Alternate slots; a magic item assigned a body slot of some kind is just a guideline. you may have an items bonus given by an alternate slot with dm digression for no increase in price. for example, you may have a scarf of mighty constitution instead of having it as a belt.

Odd numbered ability bonuses.
you may have an item that grants an odd numbered ability score bonus, it's price is equal to the bonus squared multiplied by 1,000 gold pieces as normal. for example, a +1 to 1 attribute costs 1,000, +3, 9,000, +5, 25,000.

magical residue, which many other names exist, looks like mundane dust, but a sufficiently trained individual may make a spellcraft check at dc 25. most won't accept it as a trade good. and exclusively with those who made the check is as good as cash. (it's already half the enchantments value)

New item. magical residue, 1 ounce = 1,000 gold pieces.

i know, it sounds like a complete 4th edition rip-off (my dm uses a different variant of these rules and not all of them.)


Actually.

The magical dust, sounds like a WoW rip-off. In which case 4th ed ripped off WoW--- oh wait....

ANYWAY
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Some of these seem neat, I might use them once I get all my other stuff sorted out ><.


the concept was inspired by residuum.


Never heard of it, that or I do not recall that system.

Anyway, I'll post further comments on this in a bit.

Drop by my Nature Bond Option? :P lol


Eyolf The Wild Commoner wrote:

Never heard of it, that or I do not recall that system.

Anyway, I'll post further comments on this in a bit.

Drop by my Nature Bond Option? :P lol

residuum was the magic dust you got in 4th edition when you disenchanted a magic item.


Oooooh

No, what I was saying that it sounds oddly like WoW, when disenchanting items.

What I was getting at was that 4TH ed copied and is now basically an MMORPPG >.>

Then again, I haven't played 4th ed yet, but yeah.


Eyolf The Wild Commoner wrote:

Oooooh

No, what I was saying that it sounds oddly like WoW, when disenchanting items.

What I was getting at was that 4TH ed copied and is now basically an MMORPPG >.>

Then again, I haven't played 4th ed yet, but yeah.

the transfer enchantment/disenchant rules were the only thing i liked about 4th edition, which i agree is an MMORPG on paper. it's also like Final Fantasy Tactics on paper.


I think that a more formal, organized explanation of these would be more effective.

I'd be interested perhaps in using the transferring, and magical residue.


heres a somewhat cleaner rewrite. with a few aadditional clauses.

Transferring an enchantment (either partially or in whole) from one item to another compatible one, requires the recipient to be legally able to accept the enchantment, the enchantment must be transferred in whole, illegal enchantments must be disenchanted first. A higher bonus supersedes the lower bonus, total bonuses may not exceed the limit of the item in question. But a wondrous item may have multiple properties transferred with no difference in cost. The total list of abilities possessed by the item must be similar or connected in some way. At dm discretion.

Disenchanting, you may disenchant a magic item as a whole, or disenchant individual powers. refunding ½ the full difference in cost is refunded in the form of reusable magical residue.

Upgrading singular abilities on an item with more than one ability.
you may upgrade individual abilities on a magic item, even if they have multiple powers, if it has multiple powers and you want to upgrade only one, at a time, the price is still multiplied by 1.5. due to multiplied properties, even if you are increasing the most expensive one there.

Alternate slots; a magic item assigned a body slot of some kind is just a guideline. you may have an items bonus given by an alternate slot with dm discretion for no increase in price.

Odd numbered ability bonuses.
you may have an item that grants an odd numbered ability score bonus, it's price is equal to the bonus squared multiplied by 1,000 gold pieces as normal. As per item creation rules.

residuum, requires a spellcraft check at dc 25 to identify. most won't accept it as a trade good. and exclusively with those who made the check is as good as cash. (it's already half the enchantments value)

New item. residuum, 1 ounce = 1,000 gold pieces.


Shuriken Nekogami wrote:
Eyolf The Wild Commoner wrote:

Oooooh

No, what I was saying that it sounds oddly like WoW, when disenchanting items.

What I was getting at was that 4TH ed copied and is now basically an MMORPPG >.>

Then again, I haven't played 4th ed yet, but yeah.

the transfer enchantment/disenchant rules were the only thing i liked about 4th edition, which i agree is an MMORPG on paper. it's also like Final Fantasy Tactics on paper.

Except Final Fantasy Tactics is cooler than either of the other two games ;)


Not the gameboy advance version.

F$%~ING LAWS! asdjasdfksdfsldf >.> -Seethes with hatred for the laws of jackassery-

Will read over this again after school.

Dark Archive

Interesting stuff.

The only sort of item modification we used a house rule back in 1st and 2nd edition (and tweaked for 3rd) was that one could use Polymorph Any Object to change the form of a magic item. +1 small chain mail could be turned into +1 medium leather, or +1 medium plate. (No item would change more than 1 size category permanantly, so no changing +1 daggers into +1 halberds, unfortunately.) In 3rd edition, we added the caveat that this option was only available to someone who had the appropriate crafting feat (Craft Magic Arms & Armor, in the above cases).

Items could only be changed into items that could still use their abilities. Anything lost was lost forever. So if you Polymorphed a +3 Sword of Sharpness into a +3 Mace, you had a +3 Mace, and turning it back into a Sword later wouldn't restore the Sharpness ability (mainly for ease of book-keeping).

The rule was mainly intended for armor and weapons, and we never allowed someone to Polymorph wands or scrolls or potions or wondrous items into other items, with very few exceptions (stuff like changing a ring into an amulet, or bracers into a belt, was allowed, in some cases, but that was very much case-by-case).


I chose to allow character who have the proper magic item creation feat (Mostly Craft weapons & armors and some Craft Wondrous Item) to basically morph a magic item in an item of a similar power (ex.:belt of constitution to belt of strength) or differently shaped (ex.:Change from one melee weapon type to another) item.

The money side rules cover it, as a crafter could sell the first item to get the material for the other's creation.

I ask for half the full creation time.

I also allowed a character who had the Master Craftsman feat but didn't have the Craft weapons & armor feat yet to do the same but had to pay a 10% cost and had to take the whole creation time.

I feel it kind of makes the need for the common *Shop of Ye's Magic* mechanics less necessary. At least for now, we'll see ...

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