Last evening I sat down with the GM and we talked a litte about how to handle the creation of magic weapons. A rough sketch on creation rules so to speak.
My intentions are to write a small something and submit it to ICE for publication in one of the EA's (if it's good enough).
You people are a great source for both inspiration and facts.
The goal is to handle
- Material/Composition (materials with inherent magical abilities)
- Worksmanship (bonuses to magical weapons due to craftsmanship)
- Magical enchantments (how to add magical bonuses to already magical materials)
I realise that some people will like my ideas and some will not, anyway here are some thoughts that I'd like your input on.
I'll try to work as much as possible within the RMC rules.
Alchemists will form the baseline for people responsible for the creation of magical items.
Core spells for magic weapons (RMC Sell Law, p165), Alchemst Base.
- Lv4, Weapon I
- Lv8, Wepon II
- Lv13, Weapon III
- Lv20, Weapon IV
There is no spell available for magical bonuses above +20.
I aim to make it possible to enchant Mithril, Laen and Eog giving them higher bonuses than what is currently possible.
Working within the core rules they have inherent magical abilities but there is no way to further enchant them for higher bonuses.
What would you have me do?
- Allow the current spells to work? Weapon I will make a Mithril sword +25 magical?
- Demand a higher level spell? i.e. Demand a weapon V to make a Mithril +25 magical sword? This would mean creating new high level spells not currently available
Let's start with this and see where it takes us...