Re: {kjd-exp} Bound Magic Items



On 28 Jun., 19:45, Keith Davies <keith.dav...@xxxxxxxxxxxx> wrote:
Hi All,

A week or two ago I mentioned writing up rules for binding creatures
into items as a method of enchantment.
I assume you know the variant rule of Power Components (DMG, box on p.
36, Chapter 2). These rules hint at what I call Magic Affinity of
Materials and your rule of binding spirits. I once worked out a rule
that exchanged part of the cost in gold with special materials from
beasts. I assumed that the crafting system (as it is) expressed the
burden of getting these materials in gold pieces and reversed the
whole thing.

Crux:
--Start--
Some materials have an inert affinity for magic. The original carrier
of the materials represents an archetype. The affinity is tantamount
to a typical aspect of the carrier. This affinity makes an enchantment
of a corresponding type easier and the crafting of magical items much
easier, and cheaper. The magic either wakes the dormant aspects in the
material or somehow binds the spirit of the origin in the final item.

If certain materials are used in the process of crafting, brewing or
scribing, or if special materials are in some kind part of the final
item, the costs in gold pieces to create the final item, or the costs
for the raw materials, are lessened by 10 to 50% due to the magic
affinity.

The degree of cost reduction depends on many aspects. The brain juices
of a mind flayer may help to craft a ring of mind shielding, but they
are not part of the final item. The hide of a blue dragon to the
contrary should result in a distinct reduction in the costs of raw
materials if crafting an armor of electricity resistance, since it is
for the most part the final item.
--End--

I made a monster list, that lists the "magic affinity" for all
monsters of the MM I. Before someone asks: No. This list is not
postable.
Maybe you get an idea out of this.
__
LB


.



Relevant Pages

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