Item/Spell Creation

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Gravesguardian
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Item/Spell Creation

Post by Gravesguardian » Mon Jan 09, 2017 10:05 pm

How would you go about creating an item like Daern's Instant Fortress since Classic doesn't have spells like: Enlarge/Shrink, Leomund's Secure Shelter, Mordenkainen's Magnificent Mansion nor any of the "pocket dimension"-type spells? A PC is currently "researching" how to make something similiar; but, even the DM is having trouble based strictly on Classic spells. The DM is determined to keep from just pulling things from other editions.

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Re: Item/Spell Creation

Post by Ashtagon » Mon Jan 09, 2017 10:45 pm

The idea that there is a specific "recipe" of spells, feats, gold, XP, and so on to make a magic item is very much a 3rd edition concept, albeit a possible rehash of a series of articles from White Dwarf magazine (around issues 44-55 or so, back in the 1980s). For classic D&D, it's more a case of PC says what they want, GM decides what, for this specific instance of making such a magic item, is needed. This will typically be time, gold, and some kind of quest ingredient ("you need the wing feathers of a phoenix, which must be doused in water drawn from the well of elemental souls"). The next time the PC wants to make such an item, the "recipe" might be different, reflecting the variable nature of the background fundamentals of magical energy in the universe.
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Gravesguardian
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Re: Item/Spell Creation

Post by Gravesguardian » Mon Jan 09, 2017 11:02 pm

I'm not looking for recipes, per se; I'm just wondering how other DM's would handle it. For instance: what would you send the PC after to replacate the Enlarge/Shrink of the building? what would you send the PC after if they wanted to add a "dimensional vault" to the building? For the actual creation of the building it could simply be multiple uses of Stoneform/Ironform/Steelform + Permanence depending on what material the PC wants to make it out of.

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Gravesguardian
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Re: Item/Spell Creation

Post by Gravesguardian » Fri Jan 13, 2017 9:47 pm

=======================================================================================
Enlarge*(Reduce)
Level: 1
Range: 5 yds/level
Duration: 5 rds/level
Area of Effect: 1 creature or object
Saving Throw: negates
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+/- 10% per level of caster to a MAX of +200% or MIN of 1/10 of an inch
======================================================================================
Guardian's Scribe
Level: 1
Range: Special
Duration: Instantaneous
Area of Effect: 1 page or book
Saving Throw: Special
--------------------------------------------------------------------------------------------------------------------------
Makes a perfect copy of a map, letter or other written/drawn document. CAN also copy spells from a new spellbook into the caster's spellbook or from one scroll to an empty parchment while leaving the original intact.
====================================================================================
Guardian's Pockets
Level: 2
Range: Touch
Duration: 12 hrs +1 hr/level
Area of Effect: 1 garment
Saving Throw: none
-------------------------------------------------------------------------------------------------------------
Prepares a finely sewn robe, gown, cloak, girdle or other high-quality garment/container(50 gp minimum) to contain numerous hand-sized pockets. These pockets will hold a MAXIMUM of 15,000 cns (250 cu ft) in 1-100 pockets of 15,000 @ 1 pocket to 150 cns @ 100 pockets (250 cu ft @ 1 pocket to 2.5 cu ft @ 100 pockets). If a backpack, pouch or sack is used as the container it MUST be specially made costing 10 times the normal price.
============================================================================
Guardian's Shadow
Level: 5
Range: special
Duration: 1 day/level
Area of Effect: special
Saving Throw: none
------------------------------------------------------------------------------------------------------------
This spell causes the casters shadow, & the shadows of up to 1 other WILLING person per 2 levels of the caster, to animate & act as a butler for the spells duration. It can carry up to 400 cns or push up to 800 cns across smooth surfaces. Should the caster & his shadow work together, they can carry up to 3,000 cns or push up to 6,000 cns across smooth surfaces. This spell can only be used inside the caster's home &, unless made permanent, must be recast every time the caster needs the Shadow's services. The Shadow can go anywhere inside the caster's home & has access to ALL the caster's General Skills; but, on its own can only cook, clean carry, open doors & tend to its Master in case of sickness: IF the caster knows the General Skills of First Aid/Healing &/or Natural Healing.
============================================================================
Guardian's Tomb
Level: 5
Range: 20 yds.
Duration: 1d4 hrs. +1 hr./level
Area of Effect: 30 sq. ft./level
--------------------------------------------------------------------------------------------------------------
Magically creates a sturdy structure made of stone or wood w/ a number of rooms equal to the casters level: each of which is 30 sq. ft. in size, level, clean & dry. It has a sturdy door, 2 or more shuttered windows per room & a small fireplace in each room. The structure can withstand winds of up to 100 miles per hour &, depending on any other spells used during casting, doesn't include heating, cooling or food/water. The structure w/stands flames & fire as if it were made of stone, regardless of material used & is impervious to normal missiles. The door & shutters all Wizard Locked & the chimney(s) are secured w/ an iron grate & narrow flue. In addition all of these areas are protected by a Watcher Spell. Lastly a special "Butler*" is conjured to wait on the caster. (One extra "butler" appears per guest accompanying the caster.)(* created by the spell: Guardian's Shadow) When cast the interior MUST be visualized by the caster or the structure will be completely empty of furnishing. However, should the caster first create a scale replica of his intended structure, complete w/ furnishing, the spell will summon that instead: enlarging it upon the caster's command. In this case, the replica MUST cost no less than 1,000 gp PER room. If the caster uses the replica AFTER gaining a new level; but, BEFORE upgrading the replica, the spell will update the replica accordingly; but, cost the caster 5 TIMES as much gold as there are new rooms added.
===========================================================================
Looking for constructive feedback on these spells before I pass them over to my DM for his final ruling.
Last edited by Gravesguardian on Tue Apr 17, 2018 6:35 pm, edited 1 time in total.

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Re: Item/Spell Creation

Post by Khedrac » Sat Jan 14, 2017 5:53 pm

You missed Ashtagon's point. You don't need spells that produce the effect the item is trying to replicate, you need a weird and wonderful ritual that the DM determines with wierd and wonderful ingredients.

If anything links to the properties of the item being made, it is the components needed not the spells known by the creator.
Going back to a Daern's Instant Fortress, perhaps you need the canine teeth of 100 Duergar as part of the components (duergar being able to change size at will)...

This way the player cannot set up a magic item production line by simply getting the right spells -item creation doesn't work like that.
"If it looks like a duck and quacks like a duck, it might just be a crow".

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Re: Item/Spell Creation

Post by Ashtagon » Sat Jan 14, 2017 6:53 pm

The spells you wrote up seem balanced enough to a cursory reading (haven't rules-lawyered them for loopholes). But you have kind of missed my point. In classic D&D, making a magic item should be a role-playing exercise, not a formula to plug spells and items into.

As an illustration of how magic items could be made, I refer you to Norse legends. Specifically, the magical chains called gleipnir, which were used to bind Fenrir the wolf. According

to the Icelandic Eddas, the "recipe" for this magic item is:

* The footfall of a cat
* The beard of a woman
* The roots of a mountain
* The sinews of a bear
* The breath of a fish
* The spittle of a bird

Have fun sending your PCs on a q2uest for that lot. Rather than go through the work of coming up with a list yourself, you might want to get your players involved in designing such a "recipe". And in some cases, the exact meaning of a particular ingredient may be open to question.

Shakespear's Macbeth has another recipe scene, which should provide inspiration if you read through it closely.

http://shakespeare.mit.edu/macbeth/macbeth.4.1.html
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Gravesguardian
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Re: Item/Spell Creation

Post by Gravesguardian » Sat Jan 14, 2017 7:47 pm

Actually I got the point....it's my DM who rules otherwise. The DM's going off the RC; but, he also likes it when PC's research new( or variations of existing) spells & items. We're gonna be doing a one-off Level 15+ adventure w/ throw-away PC's. So I'm trying to come up w/ new spells/items that MY throw-away could've created. The DM said if he likes the creations he'll add them to his "permanent" campaign file.
As for the Duergar, they (like Drow) don't exist in the classic setting. Something the whole group is VERY thankful for, seems we all despise Drow as being highly over-rated.

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Re: Item/Spell Creation

Post by Gravesguardian » Tue Apr 17, 2018 6:38 pm

A map of Guardian's Tomb done w/ Dungeon Crafter.

https://drive.google.com/open?id=1F_dB2 ... lD_PHNGfKT

*Subject to change @ Guardian's whim*

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