Post by arjen on Aug 27, 2021 21:54:20 GMT -5
More ideas!
Daggers or other weapons that are prepared with a limited number of "conduits" (base cost of 100gp per conduit, 10gp for charging each conduit to be active). These weapons can be be charged by the MU to be a +1 magical weapon for an equivalent amount of round per conduit per level of spell expended to charge the weapon. For example there is an elven made bow with 3 gems embedded in it, this bow costs 300gp on top of the normal cost for the bow. The elf MU can charge the gems on the bow for 10gp of materials each. Each active gem can transfer a level of spell energy to give the user of the bow a +1/+1 bonus for each spell level expended for the next attack. So an elf MU/Fighter, that spent 30gp to charge the gems on this bow can spend a Knock spell to charge 2 of the gems and then use these charges to make a +1/+1 attack in 2 separate ranged attacks or 1 ranged attack at +2/+2. Totally not economical at higher level at low level when confronting creatures needing magic items to hit.
Allow other characters to use the imbued item; the minor effect works but it can't be expended for the spell effect. A MU can imbue a special mallet (costing 200gp for the item and 20gp and the prepared Knock spell each time imbued) to be used by another character in the party; that character can use the item with the +1 bonus to open doors checks(with the added noise and wandering monster checks) but won't be able to "expend' the enchantment to cast the knock spell (that can only be done when the MU imbued the item for themselves). Of course any character can ask and pay a NPC character to imbue that item (suggested price of 100gp/level on top of the imbuing material cost).
Or a ring of invisibility with 5 gems (base cost 500gp), the ring can be imbued with max 5 charges of invisibility by 1 charge/caster level. A 3rd level caster can cast invisibility to charge 3 of the 5 gems, a second casting could fill the remaining 2 gems; a 5th level caster can fill all 5 gems with 1 casting/imbuing of invisibility. The ring itself only holds 1 spell of invisibility with the duration of the highest level caster that imbued the ring. The main advantage of the ring is that the single ring can be spread over several uses (1 per charge) up to the magical duration of the spell (determined by the highest level caster that imbued the ring). So the wearer of the ring can use and end the effect for as many times as there are charged gems. Any effect that would end the spell (attacking for instance or 24 hours after imbuing the ring) will deplete all the gems' charges.
Compared to magical items found, or created, these methods are very uneconomical. But at low level or low magic campaign (especially when treasure is abundant) these might be the difference between success and failure.
Daggers or other weapons that are prepared with a limited number of "conduits" (base cost of 100gp per conduit, 10gp for charging each conduit to be active). These weapons can be be charged by the MU to be a +1 magical weapon for an equivalent amount of round per conduit per level of spell expended to charge the weapon. For example there is an elven made bow with 3 gems embedded in it, this bow costs 300gp on top of the normal cost for the bow. The elf MU can charge the gems on the bow for 10gp of materials each. Each active gem can transfer a level of spell energy to give the user of the bow a +1/+1 bonus for each spell level expended for the next attack. So an elf MU/Fighter, that spent 30gp to charge the gems on this bow can spend a Knock spell to charge 2 of the gems and then use these charges to make a +1/+1 attack in 2 separate ranged attacks or 1 ranged attack at +2/+2. Totally not economical at higher level at low level when confronting creatures needing magic items to hit.
Allow other characters to use the imbued item; the minor effect works but it can't be expended for the spell effect. A MU can imbue a special mallet (costing 200gp for the item and 20gp and the prepared Knock spell each time imbued) to be used by another character in the party; that character can use the item with the +1 bonus to open doors checks(with the added noise and wandering monster checks) but won't be able to "expend' the enchantment to cast the knock spell (that can only be done when the MU imbued the item for themselves). Of course any character can ask and pay a NPC character to imbue that item (suggested price of 100gp/level on top of the imbuing material cost).
Or a ring of invisibility with 5 gems (base cost 500gp), the ring can be imbued with max 5 charges of invisibility by 1 charge/caster level. A 3rd level caster can cast invisibility to charge 3 of the 5 gems, a second casting could fill the remaining 2 gems; a 5th level caster can fill all 5 gems with 1 casting/imbuing of invisibility. The ring itself only holds 1 spell of invisibility with the duration of the highest level caster that imbued the ring. The main advantage of the ring is that the single ring can be spread over several uses (1 per charge) up to the magical duration of the spell (determined by the highest level caster that imbued the ring). So the wearer of the ring can use and end the effect for as many times as there are charged gems. Any effect that would end the spell (attacking for instance or 24 hours after imbuing the ring) will deplete all the gems' charges.
Compared to magical items found, or created, these methods are very uneconomical. But at low level or low magic campaign (especially when treasure is abundant) these might be the difference between success and failure.