1. Normal spell casting rules don’t apply well to creating magic items.
2. “Alchemy” spells aren’t really Essence realm.
3. Depending on your setting and views, channeling magic items should really be keyed to, and only used by followers of the particular Diety.
4. To me, based on how it works, it doesn’t make sense that mentalism spells can be imbedded into items.
5. Many RM magic items are “perpetual motion” machines. A finite investment of spellcasting can produce a magic item that will then generate magical effects in PERPETUITY.
Hello and thank you for your thought out Sacred Cows. I appreciate that you took the time to qualify your statements rather than just throwing out a gripe but not offering any suggestions. And finally, someone who writes longer posts than I do!
I read your first Sacred Cow post and I am still on the fence about what you offer even though several people have offered good supporting arguments for it. I am going to go back to read through it again before I post anything to that thread.
There are a few points in this thread though, that I'd like to offer a counterpoint to thus far.
1) Yes, you are absolutely correct. Thank the gods for the Alchemy Companion. I love that book and the cover art work!
2) I can agree with this as well. Items can be imbued by a deity, or through a medium like a high level priest or an archangel thus making them "of Channeling." Essence items, obviously made from the essence of an item.
3) I do like this idea of only followers of a certain deity or religion able to use that item. It would be akin to a Roman Catholic trying to read the Torah in Latin for his own use. It doesn't really work. In my own world setting though, there are countless deities, as anyone can believe in whomever or whatever god they want, create a simple shrine or a full blown religion for that deity. (Read
Small Gods - Terry Pratchett for a great example of why I chose this mechanic for my world.) The god of blacksmiths, the god of fire, the god of baked goods, the god of animal husbandry... to those ends, I think I may adopt the practice of only Channelers can attune themselves to an "of Channeling" item to use it. If they happen to follow that deity, then I'll give them a +# bonus to attunement skill.
4) I think Mentalism can absolutely be used for imbuing Mentalist items/spells. That magical effect is being produced then sent to a temporary "holding area" or stasis until it is finally released. We do have batteries that store electricity in a safe medium until we need to call upon the magical powers of electricity. The "of Mentalism" item would simply be A) a battery that holds the spell until it's ready to be released, or B) Just suspended in stasis until the spell is finally released... similar to holding a drawn bow or a spell caster holding a Directed Spell prior to releasing it.
5) I didn't have too much of a problem with this as a player or a GM. Most of the spell items we ever encountered were low level spells anyway, so much so that they could be almost considered cantrips... almost. I did prefer the "x# of uses" items or items that needed to be recharged over the ones that worked forever, but in my experience, those lower level items were hardly used at higher player levels. As the players leveled up, those items did not... and again, they were usually low level spells trapped in low level items. To me, in my own mind, that makes sense.
As for magical bonuses on weapons, etc, I don't see an issue with a static +5, +10, +## lasting forever as it is a static bonus that can be considered part of the material, part of the properties, part of crafting, part of the mere nature of "magic" being "magical". As long as that sword doesn't change then the effect should still be present. i.e.: it gets hammered into a club, it gets melted down and poured into arrowhead molds.
If the player makes a good argument for a magical sword broken into two pieces, I would seriously consider letting a good smith turn it into +5 short sword and a +5 dagger. The concept of the sword (cutting, slashing, stabbing) is still there. Or the "tip" is broken off and is no longer magical, but the part with the hilt can be used as a +5 Short Sword a la Lord of the Rings.
Heck, we have magical swords that have no +# at all, they are simply magical and do magical damage those creatures susceptible to magic. If it were a sword that released an A-Heat crit on contact... hmmm... OK. The idea of needing to recharge the item or having a finite amount of charges works. We worked around that by saying "Once per day, your attack releases an additional A-Heat crit." That gives it a finite amount and *IF* the players wanted to know WHY it only works once per day, they could go on a quest to find the crafter to ask him/her why that is so. I can think of any number of reasonable explanations to give my players if they ever decided to find the crafter.