Post by captaincrumbcake on Feb 16, 2017 16:11:11 GMT -5
(phew) The question begs for a thesis response, Darci... but let me see if I can start the ball rolling.
1. The construct of magical items should be of such effort, requiring so much of the "enchantress/er" that, for a humble human Magic-user of (ridiculously) high level to attempt such, would thus render the fool weak, if not incapacitated, for many weeks or months. 2. The above does not include the concoction of potions or the writing of scrolls--things that would and should be...difficult...but not nearly as seriously threatening to the character. 3. Permanent items (such as magic swords, armor, rings, etc.) should require the inclusion of powerful enchantment. The power required would likely come from the Great Primal Plane, and need to be "channeled" by the character into the item. Thus, the spell, Channel, is required. This is without question a 10th level spell--not meaning it requires a 10th level caster, but is rarer than 9th level spells as described in Greyhawk. Ergo, when a Wizard reaches the ability to cast 9 spells of 1st through 9th spell-levels, s/he may petition (if Lawful) the Dragon King, or (if Chaotic) the Dragon Queen, to journey to their location and there be imbued mentally with the knowledge of this spell. The character must have a natural 17 or 18 INT or this spell cannot be gained. If successful, the character can now continue his or her quest for greater magic in the form of 10th level spells that are located only in the hardest and most secret locations, guarded by the most fiercest of creatures. In addition to Channel, the character must find, and learn, the spell, Infinite (also a 10th level spell). For once the proper channeling of power is established, the character must cast the Infinite spell, in order for the item to become permanently enchanted. 4. A simple 9th level Enchant spell can be used by those able to cast such (17 INT, etc.) in order to enchant an item temporarily. The duration of the enchantment is based on the level of the wizard, lasting for a number of Turns equal to such level. Such enchanting can never bestow benefits above +2 to any weapon or armor. Staves, wands and rods will always have no more than 1/2 the maximum number of charges as described in the lists. 5. Rings will only contain abilities of spells that the character actually has command over. Minor miscellaneous items (boots, belts, etc.,) can be either temporary or permanent.
(Note: I'll have to reread this after a bit and see if it makes sense. I kinda just dashed it off.)
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