[PnP] Creating magic items

Scott Adams longshotgm at comcast.net
Sun Sep 18 04:07:38 CEST 2016

This is why Richard made it so adaptable.  No one 
rule will fit every skill for this purpose. One 
cna try generics like wout did but it would not 
fit in every case.  Why must be case by case.

As GM since Armroer is or 80 and more or less a % 
skill I'd wan tto create items to improve % not by X number.
One can factor in NELs and how each is harder 
than the rest.  But in the end it is the 
Enchantment EL that is the factor not th eSkill  itself.

So the basic (EL+1)x5% is fine or x3%
So EL10 which for enchantment is high would be
+55% or +33% bonus to Armorer.
Typically most Pmagics are at max el15.  I've seen some like that.
So using EL15 as the 'top'
One could back engineer it by 100%.  100/15=6.6 so could do
(EL+1)x6 (or 7)%
Is EL15=96% which is a nice boost.

This is how I did most of my spells when I worked with Richard on v2 spells.

But Rules of Magic in creation is important.
As well as Use per day Rule.
For a hammer use basic use per day.
But for a Assassin Scabbard that improves 
backstabs (ie assassin skill) I'd reduce that by half or 2/3 so not abused.

One must figure out typical EL min/average/maxes 
and factor in other things like above when making 
items where a formulae is unclear.

At 12:27 PM 9/17/2016, you wrote:
>I'm going to disagree a bit with the (EL+1)x5 
>for "or 80" skills. As a rule, the skills tend 
>to be cheap to increase, and, hence, quick to 
>learn. They also start fairly high. Plus: 
>Failure is safe, and fairly rare. After all, at 
>75+ the worst result you have is a Partial 
>Success. As to cost to increase: Compare an 
>extreme example of Armorer (one of the most 
>costly "or 80" in the book). it costs 9 per 
>level. Bow costs NELx9 per level. Assuming a 
>start of about 12 in Armorer, a level of 75% 
>takes about 567 points. Enough to raise Bow from 
>0 to 10, almost 11.  the rate is 1 point per 
>day, minimum, for long term uses, plus a 1d10 
>roll for successful use to achieve more than a 
>paycheck. Yes, EL+1 does more for weapons, but 
>it doesn't really need to do much at all for "or 
>80" skills. A plus 30, rather than a plus 6 may 
>be a bit over powered given the nature of the 
>skills, and the relative price of failure. 
>Again, that's just an opinion. Besides, if you 
>need more bonus, you can just make more tools. 
>Why settle for a magic anvil when you can have a 
>magic hammer AND a magic anvil? And double the 
>expertise gain on your Permanent magic for 
>enchanting both items. The ability to use 
>multiple tools is another reason not to house 
>rule higher bonuses, come to think of it. 
>-----Original Message----- >From: Wout Broere 
><broere at powersandperils.org> >Sent: Sep 17, 2016 
>3:29 AM >To: 
>pnp at list.powersandperils.org >Subject: Re: [PnP] 
>Creating magic 
>items > >http://powersandperils.org/LawsMagic.htm 
>  >does not really cover the level of detail 
>that you are looking for. > >There is not really 
>a rule in the books as far as I can tell. Within 
>the >rules you could use ensorcellment and luck 
>to create an item that grants >EL+1 on skill 
>use. That would be fine for other skills. For 
>or80 skills >it is a bit limited. > >But IMO 
>keeping within the spirit of the rules, you 
>could allow >   EL+1 for other 
>skills >   (EL+1)x5 for or 80 skills >and use 
>enchantment as the permanent magic skill to 
>cast. > >(My reasoning for the times 5: it is a 
>percentage chance increase for or >80 skills. 
>The percdntage mdoifier for weight is the one I 
>go by, it >uses 5% steps. If this gives to much 
>improvement for you, go for times 2 >or 
>3.) > >You might want to allow specific uses 
>only, depending on the item and >skill in 
>question. > >EXAMPLE - An enchanted rope grants 
>an EL+1 bonus on climbing skill >attempts. An 
>enchanted anvil grants (EL+1)x5 bonus on 
>Blacksmithing work. > >Wout > >On 12-09-16 
>18:02,  Thomas O. Magann Jr. wrote: >> Is there 
>an magazine article or rules reference for this? 
>Because the >> spell description limits it to a 
>bit of expertise that can result in no >> more 
>than a single percentage point in skill. >> >> 
>Mind you, a GM can rule however they want, I'm 
>just wondering if there >> is a rule somewhere 
>I've missed or forgotten that allows for more 
>than >> the spell description 
>does. >> >>     -----Original 
>Message----- >>     From: Alex 
>Koponen >>     Sent: Sep 12, 2016 2:00 
>AM >>     To: The Powers and Perils Mailing 
>List >>     Subject: Re: [PnP] Creating magic 
>items >> >>     re: Creating magic items that 
>grant or improve a skill. >>     The Knowledge 
>spell can be used by ensorceling it into the 
>item to >>     provide a skill or skill 
>improvement. >> >>     On Sun, Sep 11, 2016 at 
>5:35 PM, David 
>Sanders >>     <dasandersx at comcast.net 
><mailto:dasandersx at comcast.net>> 
>wrote: >> >>         Ok...say a character wants 
>to create a magic item that 
>improves >>         a skill...some enchantment, 
>I would think.  Now, we have 
>two >>         kinds of skills..."or 80” 
>skills and weapon or 'other' 
>skills. >> >>         So...what formula for EL 
>increase should be used?  Doe the 
>Mage >>         have to know the skill to 
>enchant the item? >> >>         For "or 80" 
>skills, I was thinking an increase of EL cast 
>or >>         random between EL of Enchantment 
>spell up to 2x spell EL, >>         depending on 
>preparations made...quality of item enchanted, 
>or >>         rarity of the materials, etc.  For 
>the non-80 skills, maybe >>         (EL+1)/2 
>roundup? >> >>         Thots? >> >> 
>Dave >> >>         Sent from my 
>iPad >> >> 
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