Enchanting for anyone, any class (Spellcraft or UMD)

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Flatted Fifth
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Joined: Mon Feb 11, 2019 3:04 am

Enchanting for anyone, any class (Spellcraft or UMD)

Unread post by Flatted Fifth »

I've mentioned this idea before, but I've refined the idea a little since then (and before anyone points out that not all classes have UMD or Spellcraft, there's a feat for getting one as a class skil, isn't there? Please correct me if I'm mistaken).

Enchantment transference. You move a property from one item to another via a device you purchase from the npcs who run the wand recharge stations. Doing so destroys the item you took the property from. You pay gold and roll either SpellCraft or UMD (whichever is higher for you) to move a very limited number of item properties to another item of a similar type. Why not just regular enchanting like on Sigil? Because regular enchanting makes looting epic places for epic loot obsolete if epic items can be made. Most times devs on other servers in the past have just either crippled enchanting or made loot items more powerful than is possible with player enchanting. This does neither and still makes epic dungeon raids necessary while still allowing people to get the items they want. This is especially important for weapons. It really sucks to have great ideas for builds based on specialization with certain specific weapons only to find that all the weapons here of that type are a bit rubbish.

How it works: WARNING: LONG
Hidden: show
You move an enchantment from one item to another item of the same basic category. ( Clothing, Light Armor, Medium Armor, Heavy Armor, Tiny Melee Weapon, Small Melee Weapon, Medium Melee Weapon, Large Melee Weapon, Crossbow, Bow, Sling, Cloak, Helmet, Belt, Ring, Amulet, Boots, Light Shield, Heavy Shield, Tower Shield). The "donor" item is always destroyed in the process, so you can't move more than one property from one donor. Mithril, Leafmail, and Adamantium cannot be enchanted in this way, they are too magical by nature to be further enchanted, but they CAN be DONOR items. IE: You can TAKE a property FROM an item made of mithril, leafmail, or adamantium, (and destroy it in the process) but cannot GIVE a property to an item made of Mithril, Leafmail, or Adamantium.

So to move ac onto boots, you have to have boots with ac as a "donor". To move fire damage onto a dagger, you have to have a tiny weapon (dagger or kukri I think are the only 2 tiny weapons) with fire damage as the "donor". You can move a property from a light crossbow to a heavy crossbow, but not from a light crossbow to a longbow or halberd. And so on.

SUGGESTED RESTRICTIONS:

The item receiving the enchantment can have no more than 2 enchantments of any kind on it at the time the transference begins, resulting in a final cap of 3 properties. This does not include material type properties or alignment/class restrictions.

The receiving item cannot have more than one of the same type of property. Enhancement and Armor bonus properties from the donor over-write existing Enhancement and AC bonus properties on the recipient item. Moving a +4 enhancement onto a sword with +2 enhancement over-writes the +2 enhancement. Moving +4 AC from a half-plate onto a full plate that has +3 ac over-writes the +3 ac. Overwritten properties DO count towards the property limits, though. For example, if you have a short sword with +3 enhancement, +3 move silent, and +3 hide, you CANNOT simply overwrite the +3 enhancement with a +4 from a plain +4 small weapon. It already has more than 2 properties. If you want a +4 version of that sword, you would have to get two of them and transfer the hide and ms properties from them to a plain +4 sword, destroying both of your +3 versions in the process. Likewise if you have full plate with AC +2, spell resistance 28, and bonus feat: Dash you cannot simply overwrite the +2 ac with +4 from a donor.

Enhancement or AC bonus vs specific races and or/alignments do not overwrite existing enhancement of AC bonuses of the general variety, but still count towards the limit on recipient items.


All damage properties of non-physical, non-elemental types (magic, divine, positive, negative, etc) greater than 2 versus everything on the donor are reduced to 2 on the recipient. (when comparing damage numbers, use averages for comparing flat numbers to dice roll numbers, so a damage bonus of 2 is slightly less than a damage bonus of 1d4 {(1 + 4) / 2 = 2.5}.

All damage properties of non-physical, non-elemental types versus specific alignments or races are reduced to a maximum of 1d4 on the donor.

All damage properties of physical or elemental types (slashing, piercing, fire, acid, etc) greater than 1d4 on the donor are reduced to 1d4 on the recipient.

All damage properties of physical or elemental types versus specific alignments or races are reduced to a maximum of 1d6 on the recipient.

All vampiric regeneration properties greater than +2 on the donor are reduced to +2 on the recipient.

You cannot put more than one general damage bonus on a weapon and you cannot put more than one specific enemy damage bonus on a weapon. No making a greatsword with +1d4 sonic, +1d4 fire, and +2 negative so that you can cast Greater Magic Weapon on it when you use it. However, you CAN make a weapon that has +2 divine damage, +1d6 fire damage versus undead, and +2 vampiric regeneration and then cast Greater Magic Weapon on it when you're using it.

No attack bonus or enhancement property on a weapon can ever exceed +4. If the donor has greater than +4, it's reduced to +4 on the recipient. (There used to be a +6 crossbow in Greenest store, I don't know if it's still there. Its existence makes me annoyed so for my peace of mind I haven't looked).

A recipient item that has any kind of damage resistance or immunity on it cannot receive any kind of damage resistance or immunity. Things such as Damage Resistance 3/-, or Damage Immunity: Fire 10%, et cetera. No more than one of any of these on an item.



So while you could make an alchemical silver longsword +4 with +1d4 acid damage and bonus feat cleave by destroying one +4 medium weapon, one medium weapon with 1d4 or more acid damage, and one medium weapon with bonus feat cleave, you cannot make a longsword +4 with 1d6 acid damage, or a sword with 1d4 divine damage, or a sword with divine, fire, and bashing damage all at once.

HOW IT WORKS IN GAME: Use an inventory item you purchase from the NPCs at the wand recharging stations in Baldur's Gate, Soubar, and S'Shamath

Inventory item has unique power, self only, unlimited uses per day. You use it while standing next to the wand recharge station. A dialog pops up.
"Hello, welcome to the Magical Transference Utility brought to you by (either the Temple of Mystra if the device was purchased on the surface or The School of Mages if the device was purchased in the Underdark). By using this device you acknowledge that the (dialog says either Temple of Mystra or S'Shamath School of Mages, depending on where it was purchased) is not liable for any loss of property, sanity, limbs, or life that may or may not result from the use of this device. Please place the donor item in your first inventory slot and the item to receive enchantment in your second inventory slot. Do not move, drop, or rename either item or you will die.

Dialog options:
1: The item I am taking an enchantment FROM is in my 1st inventory slot, and the item the enchantment is going TO is in my second slot. Proceed.
2: Die? What? Cancel! CANCEL!"
If option 1, script immediately stores a reference to the item in the 1st inventory slot and a reference to the item in the 2nd inventory slot (prevent cheating the restrictions by changing items around or renaming them after dialog begins). It checks to make sure those items are of the same basic type category. IE, they could both be amulets, or both medium armors, or both small weapons, etc, but they don't have to be the same -exact- kind. So a half plate and a full plate works, or a short sword and a handaxe, but not a chainmail and a fullplate and not a dagger and a greataxe and not a ring and an amulet, etc. And also checks to make sure that the second item is not mithril or leafmail or adamantium and has no more than 2 properties other than material type or usage restrictions. Also if item in 2nd slot has more than one type of damage on it, or more than one type of damage resistance or immunity, it cannot be further enchanted.
If there is a problem, dialog tells user what the problem is. Otherwise,
"You plan to move a property from (says name of item that was in 1st inventory slot at start) to (says name of item that was in 2nd inventory slot at start), and (name of item that was in 1st inventory slot at start) will be destroyed. Is this correct?

Dialog options:
1: Yes, proceed.
2: Cancel"
If option 1,
"Choose which enchantment to bestow upon your (says name of item in 2nd inventory slot):

(list all properties on item in 1st inventory slot EXCEPT alignment usage restrictions, class usage restrictions, or material types.
if a property is of a non-physical and non-elemental damage type such as divine or negative or magic and the donor item has it in a value above 2, it
will be listed as 2. If physical or elemental above 1d4, it will be listed as 1d4. If the recipient item has any damage bonus properties (other than those inherent in enhancement bonus) then donor damage properties will not be listed. If the donor item has any damage resistance or immunity values and the recipient item does also, the damage resistance and immunity properties will not appear in this list. et cetera. In other words, all restrictions will be applied in the list, we're not going to give people the option to do things too over-powering and then afterwards tell them that they can't)
Include "cancel" option at end of list.
User clicks one of the properties, we get to confirmation dialog:
You want to enchant your (says name of item that was in 2nd inventory slot at the start) with (property chosen), and this will destroy your (name of item that was in 1st inventory slot at start). Correct?

Dialog options:
1: Yes, proceed
2: Cancel
if option 1:
This will require some magical knowledge from you and will require (X**) gold. If the process fails you will lose half the gold but keep both items. If the process succeeds, you will lose your (says name of item that was in the 1st inventory slot at start) and the entire amount, and your (says name of item that was in the 2nd inventory slot at start) will gain the enchantment (says chosen property). If you drop, misplace, or rename EITHER ITEM, there will be a mildly fatal magical backlash for which the (says either Temple of Mystra or Wizard School of S'Shamath, depending upon where the device was purchased from) offers its sincere apologies while accepting zero responsibility.

Dialog options:
1: Yes, proceed
2: Costs how much? Fatal backlash? No thanks!
If option 1, then if either of the two items chosen near the beginning is missing from the character's inventory, or if either item now has a different name than it did at the beginning, that character immediately loses all the gold the transfer was going to cost and takes 600d6 magical damage. Preferably with a nice explosion VFX. People trying to cheat must die. HAHAHAHA!

Otherwise, then the script checks to make sure they have enough gold. If not, dialog tells them to come back when they can afford it. If they can afford it, then they roll either their Spellcraft or Use Magic Device skill, whicherver is higher, against a DC of X** for a recipient item with no qualifying properties at start, a higher DC for a recipient with one property, and even higher for the final transfer. If they succeed, then the character loses all the gold they were told they would lose, the donor item is destroyed, and the recipient item gets the chosen property. If they fail, they lose half the gold and keep both items.


** actual, specific numbers not suggested because for now I want people to focus on the general concept and not argue with each other or me about those numbers, so all definite gold amounts and skill DCs are strictly TBA by someone other than me.
ETA: If you guys ever have a system to craft items, a condition could be that the item receiving the property donation must be a crafted item. Could also be that there are two quality categories of crafted items: a regular quality that can receive up to +3 properties and a masterwork requiring a higher skill rating and rarer materials that can take +4 properties.
Last edited by Flatted Fifth on Wed May 25, 2022 3:02 am, edited 3 times in total.
Flatted Fifth
Recognized Donor
Posts: 331
Joined: Mon Feb 11, 2019 3:04 am

Re: Enchanting for anyone, any class (Spellcraft or UMD)

Unread post by Flatted Fifth »

Btw, I am aware that with careful picking through lesser items and items from the loot table you could end up with something just perfect for you that is as good as the stuff in the epic store. That's kinda the point. It should also cost you as much as, or more than, the 400,000 gold average for your personalized item with 3 top tier properties and there would be limits on the details of the properties that are lower than some of the items in the stores. You wouldnt be able to re-create the bastard sword with +1d6 fire, for example. You'd have to settle for 1d4. And forget the daggers with 1d6 negative. 2 negative is all you'd get.
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