Recycling magic items sets an interesting problem. If you consider a more mystical or folklore-esque magic system, recycling magic items doesn't usually make too much sense. Items lose power if destroyed, or can't be destroyed to make new items. Things are enchanted just because, melting down a magic cup into a magic sword doesn't have any purpose, as its the cup that's magical. If the magic is based on inhabiting spirits, it also doesn't work very well since the spirits would usually be freed if the item was broken down or 'recycled'. But if the magic in the setting is more based on an energy or enchantment based model, then it works to argue that the magical energy or enchantments can be reused in new physical forms.
In order to do this, we're going to use
the Ars Magica magic system. There are 10 Forms representing the most
primal aspects of reality; Fire, Water, Earth, Air, Plants, Animals,
Images, Minds, Bodies (of intelligent beings) and Prime (magic itself
or metamagic element).
First, take the items being destroyed
or used for recycling and consider the primary aspect of the
enchantment; this is its vis charge that we can use to convert into
an elemental point. For example, a +1 magic sword or an “unbreakable
shield” are both made of metal, and are magically just “better”
then other things of the same material. We could consider both of
these as a Earth (Terram). If it's a fire sword, then it counts as
Fire (Ignem).
The total number of enchantment points
will influence how powerful and of what element the new enchanted
item has and it's strength. If the total is a tie between elements; just pick whichever
makes the most sense or try to combine them. Another idea is to make
elements with mostly one element but some of another have the item
theme'd after the smaller element. So if you create a magic shield
with mostly Earth element but have some Air element in it; you could
make the shield somewhat transparent, made of glass, or maybe release
a puff of gas or a minor thunderclap when struck.
The physical form of the new object
being created determines what “Technique” the “Form” of the
object will take place using the Ars Magica as a baseline. The
techniques in Ars Magica are Creo, Intellego, Muto, Perdo, and Rego-
which we shall call Create, Perceive, Change, Destroy, and Control.
Create:
Tools, Healing tools, Containers, Lanterns, some ranged weapons
Perceive:
Candles, Scrolls, Spectacles, Sight-Stones, Spyglasses, Maps
Change:
Cups, Sheets, Wands, Disguises, Cloaks, Lotions/Potions
Destroy:
Weapons, Torture Devices, Poison
Control:
Armor, Scepters, Staffs, Tiaras, Rings
Using
this ruleset, several magic metal items or earth crystals would grant
an item a Terram charge, and if the item being made was a Shield, we
could see a result of Rego + Terram. This means the item has the
powers to control earth; which fits well with a sheild. Upon being
created, a powerful mage might be able to “bend” the enchantment
to a specific result under this umbrella. Rego + Terram could mean
the shield helps to turn away metal objects, bashing into metal armor
of enemies could damage them/make them not function as well, or the
shield could be thrown as a weapon or even rid like a flying disc.
All of which fits under our Technique + Form. The power of this enchantment would be equal to the charges used to make it; if it was +3 it could act as a +3 improvised flying weapon, or deflect 3 sword blows per combat, or be ridden as fast as a 3 legged horse, etc.
This
is a hypothetical ruleset, maybe it helps you figure out what to do
when recycling magic items if you can't figure out what it should do
on your own.
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