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View Full Version : Magic items (Was:Here`s A Quest



Bearcat
11-30-1997, 12:00 AM
>IMO, the divine essence of a God would greatly over
>power the meager magics created by a mortal wizard; even more so in an
enchanted
>item. Even if that bloodline was watered down, I would still think the 'mortal
>made' amulet would have difficulty getting past the divine aspect inherent
with the
>blooded character. (Maybe a saving throw modifier or something.)

This fact can be countered by the fact that the Wizard who makes
this magical item has to be blooded as well _and_ pretty darn powerful to boot.

Bearcat
lcgm@elogica.com.br
Come visit Bearcat's Birthright Homepage at:
http://www.geocities.com/Area51/Cavern/6204

morgramen
07-29-1998, 06:25 PM
>
>
> ----- End Included Message -----
>
> When in doubt, I go with "Bloodpowers Rule!" This is BR after all. I say
> they're a spark of divinity integral to the setting- not some cheesey secondary
> inherent powers.
>
> Randax

I agree with Randax here. IMO, the divine essence of a God would greatly over
power the meager magics created by a mortal wizard; even more so in an enchanted
item. Even if that bloodline was watered down, I would still think the 'mortal
made' amulet would have difficulty getting past the divine aspect inherent with the
blooded character. (Maybe a saving throw modifier or something.)

IMC I like to keep magic items as unpredictable as possible. I have ruled that the
power of each magic item is dependent upon the wizards skill/ability/effort who
made it. Thus, two amulets of 'detect alignment' would have drastically different
properties. The first might be very reliable & powerful, but limited to range
(touch for example), while the second might be slightly more ubiquitous, (showing
the wearer the targets 'aura color' or something & let the player decide what it
means) but have a better range (within 50' say.)

Save BR man!

Keith


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