| Post/Author/DateTime | Post |
|---|---|
| Stryfe_Raven03-06-07, 04:36 PM | This idea is based off the Magic forges presented in Races of stone, I'm hoping to use this forge to replicate the idea of a factory and help explain why magic items are so common in eberron. Mage Forge The mage forge is a magic forge which grants several benefits to those who use it, first the user of the forge can create Magic weapons or armor or wondrous items as if they possessed the craft magic arms and armor or craft wondrous item. The forge also allows up to 3 people per day to work on a item there by both reducing the creation time and the individual XP cost of constructing the item, for this feature to be used each person most work 8 hours on the item each day each having there own shift and follow all the normal rules for crafting the item, the creation time is then reduced by dividing the number of day needed to create the item by the crofters and rounding up so each works a equal number of hours, the XP cost associated with the items creation is also divided equally among the participants (round up). Strong Conjuration CL 18 Craft wondrous item, Craft magic arms and armor, unseen servant, permanency, create food and water, regenerate Price: 45,000 gp If a magewright or artificer is not available to work the forge and meet the spell requirements for the item being created eternal wands or special made 1/day rods are instead used meaning experts or even commoners can be used to man the forge and keep a steady supply of magic items available. |
| law03-07-07, 12:48 AM | I did a take on this though it is not for the common man it still has a simler idea to it: http://boards1.wizards.com/showthread.php?t=789060 though it only does non magic items it is a way for house cannith to be a good massive producer of weapons and metal armor and such. But rember this of corse might not have anything to do with your. Though it can give some ideas on how to make it fit in better if you can get it that way. |
| NthDegree25603-08-07, 06:08 PM | Just as a note... CL 18? How many of those are you going to see in Eberron? Off the top of my head, I can think of a grand total of 3 spellcasters high enough level for that, and one of them is an evil psycho, one of them is a tree, and one of them drops to 3rd level the minute she walks outside of the church. Okay, so an artificer would only need to be level 16; that's still pretty dang high when you consider that, iirc, the highest-level wizard in Sharn is level 12. I like the idea, the mechanics are just a bit incongruous with the realities of Eberron. |
| Stryfe_Raven03-08-07, 09:09 PM | Just as a note... CL 18? How many of those are you going to see in Eberron? Off the top of my head, I can think of a grand total of 3 spellcasters high enough level for that, and one of them is an evil psycho, one of them is a tree, and one of them drops to 3rd level the minute she walks outside of the church. Okay, so an artificer would only need to be level 16; that's still pretty dang high when you consider that, iirc, the highest-level wizard in Sharn is level 12. I like the idea, the mechanics are just a bit incongruous with the realities of Eberron. Based off the Forges in Races of Stone that would be the CL, however I also know Races of Stone is based more in a standard D&D campaign world rather then Eberron. After looking at the spells needed for the creation of the forge and the fact moving it would be almost impossible I figure CL 14 would fit better with eberron and perhaps also requiring a supervisor or foreman with the mark of making to be present once each day in the creation process, what do you think. ? |
| NthDegree25603-13-07, 01:05 PM | I think that sounds pretty good to me - involving the Mark of Making gives it that key Eberron flavor and helps explain the drop in CL, I think. |