                          RULES FOR MAGIC ITEM CREATION

                                       by

                                   Mike Hudak
                          <mhudak@mail.microserve.net>


MAGIC RULES

New way of creating Magic Items:  This system is based on Hit Points permanently expended by a Mage (or Priest for holy items) to create permanent magic items.  Basically, the system is: Expend one hit point PERMANENTLY for each 500 XP worth of magic item, rounded up, or each +1 to a weapon, defensive item,  or extra ability placed into an item.  (Such as a +2 sword, flametongue would require 3 HP.)  In the case of "Spell Magic" (Placing a spell into an item to become permanent.), four cases arise:

- The spell is a one shot item, in which case the mage simply casts the spell
  into the item, and cannot re-memorize that spell slot until the item is used.
- The spell is used in an item that requires charges (such as a wand). To
  prepare the charged item, it costs 250XP for each spell entered into the item
  that is not rechargeable.  For items that are rechargeable, the spell costs
  500XP.  It costs 100XP for the item to hold 10 charges.
- The spell is a permanent magic item, with each spell level costing 500XP.
  Each spell enchanted this way can be used 3 times/day.
- The spell is a permanent magic item, with the spell able to be used
  permanently.  Each spell level will cost 750XP.  (So a ring that shoots
  fireballs once/round would cost 2250 XP.)

Spells are at the level of effect of the Mage that made the item.

This 500XP/HP limit can be doubled for the following reasons:

- Enchantment performed during one of the seasonal holidays (Solstices and
  Equinoxes), at a place of magic (Stonehenge like.)
- Casting an Enchant an Item spell.
- Casting a Permanency Spell (No detrimental effects if cast on an item.)

So, a mage who does all of the steps outlined above has 4000 XP/HP to enchant items.

Now, a mage does not have to expend HPs.  If you create the item during a seasonal holiday at a place of magic, you get 500 "free" XP worth of enchantment to perform.  (If HPs are expended, the place of magic doubles the value of HPs expended as normal.)  All other reasons are still in effect, so a mage who spends no HP, but performs all the steps outlined above has 2000 XP in which to enchant with.

HPs expended to create magic items are gone PERMANENTLY.  A Wish will not bring back expended hit points.  The only way a Mage can regain these HPs is a Restoration spell from a High Level Cleric performed at one of the seasonal holidays at a place of magic.  A Restoration spell cast in this manner will restore ONE hit point.  A restoration spell cast from a priest of Magic in the above instance will restore 1D4 hit points.

Instead of using HPs for creating magic items, a Mage can use CON points.  For each point of CON PERMANENTLY lost, the Mage gains 4 HP worth of experience to create magic items.  For items of Artifact level, this may be the only option.

There are other ways to get around HP limits (blood sacrifice, destruction of other magic items, etc)  Rules like this Ill leave up to individual DMs.

Also, places of magic can be created (such as Stonehenge).  Again, I leave this up to individual DMs as to how a place of magic is created.


ONE LAST POINT

This is only for the enchantment part.  You will still have to get the proper items to enchant and components necessary.  For low level spells, this doesnt amount to much.  For higher level spells/items this may be exhaustive.  (Medusa's head for eyes of petrification, etc.)


ADDITIONAL NOTES

I was thinking that this might make creation of magic items TOO easy. What Im suggesting is possibly a percentage chance of creating the magic item correctly.  Perhaps a 10% chance per level?  With other modifiers, such as:

     Spells being cast        -5% per spell level
                              (only highest spell level counts)
     Substandard materials    -5 to -50%
     Excellent materials      +5 to +50%
     Number of powers         -5% per power added
     Place of magic           +5 to +50%
     Library/Research         +5 to +25%
     Assistant                +5% per level
     Magical assistance       +5 to +25%

Or, instead of a price per level, one could reduce the amount of XP per HP, to say 250XP/HP.

These are just ideas...
