Timeline for Everybody knows how to make magical items. What about magical "places"?
Current License: CC BY-SA 4.0
16 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Nov 6, 2019 at 17:01 | vote | accept | T. Sar | ||
Nov 4, 2019 at 21:06 | history | became hot network question | |||
Nov 4, 2019 at 19:34 | comment | added | T. Sar | My goldilocks answer would be "Check Page XYZ from Paizo's book ABC for rules about building magical places. In summary, they say so and so", but I'm aware that this might not be possible. Your third option seems to be a close candidate to what I'm looking for. | |
Nov 4, 2019 at 19:31 | comment | added | Hey I Can Chan | Hmm. Upon rereading this, I'm not sure what kind of answer would be appropriate: Is an answer to explain how this effect can be justified using existing material? Is an answer to evaluate this location's potential game impact? Is an answer to offer a list of resources for creating magical locations? Or is an answer to create (i.e. market price, prerequisites) this magical location using existing materials? All, I think, can be done (some with greater ease than others), but covering all three in one answer seems like a novella. (If it's just a list of resources, though, this may be shopping!) | |
Nov 4, 2019 at 19:16 | comment | added | Michael Richardson | I think there was a Forgotten Realms 3.5 book that went into Mythals (fields of energy that provided effects within their range). The Magical Strongholds book might have touched on it as well. It's been years since I've read the books, so I don't have the specific details. Hence a comment instead of an answer. | |
Nov 4, 2019 at 19:00 | answer | added | fectin | timeline score: 9 | |
Nov 4, 2019 at 18:00 | answer | added | Jesse | timeline score: 5 | |
Nov 4, 2019 at 17:52 | comment | added | T. Sar | @fectin Places usually have greater effects than items, but are localized to a specific area. This makes eyeballing the costs rather hard. Sure, one could implement the lava servants as items and add a hefty cost reduction because of the limitation of only working on a very specific place, but that feels more like a hack than designing a magical place properly. | |
Nov 4, 2019 at 17:17 | comment | added | fectin | Is there a reason you are distinguishing between items and places? E.g. why do these lava servants need to be part of the place instead of a set of funky items? | |
Nov 4, 2019 at 17:05 | history | edited | T. Sar | CC BY-SA 4.0 |
Added a clarification regarding what the forge would actually save.
|
Nov 4, 2019 at 16:33 | comment | added | T. Sar | @HeyICanChan Yes, that's the plan. The only thing the forge would save would be time. | |
Nov 4, 2019 at 16:09 | comment | added | Hey I Can Chan | RE: The forge servants "would multiply the output of said spellcaster, provided they have enough materials to make the entire batch." To be clear, there'd be no cost reduction? For example, the PC would provide raw materials for 2 crystal balls. Then, when the PC creates 1 crystal ball, the forge servants would simultaneously create another. Is that accurate? | |
Nov 4, 2019 at 15:16 | history | edited | T. Sar | CC BY-SA 4.0 |
added 211 characters in body
|
Nov 4, 2019 at 15:00 | history | tweeted | twitter.com/StackRPG/status/1191369625516363777 | ||
Nov 4, 2019 at 13:32 | comment | added | willuwontu | Not going to be able to get around to doing an answer today, but quintessence mastery (second part) might be a nice idea for those who do have time. | |
Nov 4, 2019 at 12:55 | history | asked | T. Sar | CC BY-SA 4.0 |