Fooling with Disenchant/Enchant Magic Items

Post/Author/DateTimePost
#1

dannysarocker

Dec 24, 2008 11:24:51
I know it's possible to make your own magic items, but the amount of residuum you get from disenchanting is pathetic. Also, being limited to creating items of your character level or lower cuts out the vast majority of items most parties would be interested in.

I've been tossing around the idea of increasing the amount of residuum you get from disenchanting, but I'm not sure what a good amount would be. I was thinking of increasing it to 1/2 the GP value, while keeping the amount for sold items at 1/5. I think at these amounts characters would prefer to disenchant and save the residuum, but it wouldn't be game-breaking.

As for the level limit, I was thinking of creating a magic item that would let you enchant at higher levels. For example, the fourth level version would be "craft at your level +1," the ninth level would be "craft at your level +2," etc. I was thinking of making it a wondrous item, but if that would be too game-breaking I'd change it to take up a slot, and add "You must wear it for a week before the ritual to gain the benefit of this item."

If anyone has any thoughts, or has tried doing this in their own games I'd love to hear about it. Thanks!
#2

curtis_ownby

Dec 25, 2008 23:41:58
You can already upgrade items, how about a ritual that lets you partly disenchant an item. Example: Turn that level 9 sunblade+2 a level 9 item into a magic sword+2 a level 6 item. You get 1/5 the value of level 9 - the value of a level 6 item. This way you do not loss as much of the value of the items.
#3

SteelMirror

Dec 26, 2008 0:12:59
Just a thought, but if I were worried about this I would go about fixing it in a different way. If the PCs wanted to craft a higher level item, I would let them make an Arcana check (or ask a knowledgeable ally, or research in a library) to find out a rare/exotic component that would add 2 or three to their caster level if included in the construction. Works especially well if you tie the item thematically to the item they're trying to construct.

What I really like about this idea is that if it's handled right, the PCs will roll arcana checks every time they defeat a new foe in combat. Arcana says those basilisk eyes can be used in magic amulets to increase their effectiveness? The party gathers them as materials or potential barter.

The whole thing could add to the flavor of your campaign, lead to cooler loot items than "100 gold coins", and reward your players for thinking ahead by letting them craft slightly more powerful items (that they still must pay for).

I admit that it's just an unpolished idea, but I hope it helps!
#4

rikiji

Dec 26, 2008 10:01:25
The easiest way to balance an item that allows characters to create higher level magic items is to make it a single-use item. That way you can mix it into normal treasure tables (probably along with a sum of gold to make the item) but still give the players the flexibility to make the items they want. I'd be very hesitant to allow unrestricted access to higher level equipment as it's something that would be very difficult to reign in if it gets out of control.
#5

dannysarocker

Dec 26, 2008 12:44:35
curtis, what I was thinking was raising the amount of residuum you get from 1/5 to 1/2. Still, I like your idea and will incorporate it.

Steel and Rikiji, I really like both of your ideas. I'm question know is, how much should it cost? The consumable magic items I don't offer a comparison (level 10 potion costs 200 gold) unless I make the item a level 15 or higher consumable (1000 gold). I won't allow them to buy the item (goes back to being overpowered), but I still need to know how much I should subtract from the gold I give out.
#6

ckaga2000

Dec 28, 2008 10:21:19
One of the things I was thinking of was splitting the Disenchant ritual into two rituals.

One that produces residium only the caster can use at 1 for 1.
The secondary ritual re-aligns residium that was created by another ritual caster to you at the 1/5 rate. Yes this means that if Caster A re-aligns Caster B's Residium which is stolen by Caster C, caster C needs to to the re-align again meaning he gets 1/10 the original value.

The reason I'm contemplating that because it's a little weird (to me) to have to customize every treasure to the party, or have to consider the treasure worth 1/5 it's value.

I know, I'm a lazy damn DM.

Also, for flavor, I'm giving clerics a "ritual" to swap compatable abilities between holy symbols. Essentially like a fighter can pick up a Longsword +2 and use it in favor of his longsword +1, but without the mental image of either the cleric Blaspheming for power or the image of rival religions collecting other holy symbols like trading cards.
#7

nonstandard

Dec 28, 2008 15:12:33
The problem with making the disenchant ritual more effective (i.e. produce more residuum) is that the average treasure is expected to produce magic items at a level higher than the players, while the players are only able to enchant items of their level or higher. Therein, too much residuum results in lots of magic items (which is not the kind of balance WotC was going for. If it's what you want, go for it).

I really like the 'exotic components' idea. It has the feel of old-school D&D (which I miss). However, levels are gained so quickly in 4e, that by the time you put out any significant effort, you've likely already gained a level or two, thus negating the need for the item. Note, this does not mean it's a bad plan. It's a theme we're all familiar with. You return with the rare item from the exotic location only to learn that you have obtained a rose (Mountain Dew?). Still, your journey is what made you more powerful and that was the whole point.

As to a permanent bonus, how's this:

Ley Line Attunement

Level 11 Ritual
Category: Creation
Time: 6 hours
Duration: Permanent
Component Cost: Target's level x 1,000GP
Market Price: Not Available
Key Skill: Arcana
Target: You or one willing creature

You tap into a nexus of ley lines to enhance the targets connection to the essence of magic. The target may learn and cast rituals as if they were one level higher, due to this enhanced awareness. However, the connection goes both ways. All damaging spells (attacks with the Arcane, Divine, or Necrotic keywords) cast on the target deal additional damage equal to the caster's level. This ritual requires a location of magical power, as determined by the GM.

(Tweak as desired)
#8

ckaga2000

Dec 28, 2008 16:30:52
The problem with making the disenchant ritual more effective (i.e. produce more residuum) is that the average treasure is expected to produce magic items at a level higher than the players, while the players are only able to enchant items of their level or higher. Therein, too much residuum results in lots of magic items (which is not the kind of balance WotC was going for. If it's what you want, go for it).

Ah! I forgot about that. Okay, I'll just have to deal with it if "Bob the Fighter" decides to pickup a exotic weapon that should be rare, he should still come upon ways to properly upgrade that weapon. Even if it's unlikely to be found in hoards...

That was my easy way out, but it really doesn't solve the problem since he'll still be behind the party weapon wise. To make this work I would still have to customized a bulk of the treasure or come up with ways to get the right items to the party, since they can't properly enchant what they are expected to wield.

Back to the drawing board.
#9

curtis_ownby

Dec 28, 2008 17:02:26
Use the ritual Move Magic form the back of AV.
#10

ckaga2000

Dec 28, 2008 17:13:38
AV? Adventurures Vault? Here I thought it was just a big list of items. Next time I'm out shopping I'll check that out again.
#11

curtis_ownby

Dec 28, 2008 19:33:07
It is the only ritual in the book. It is on page 199.:D