I imagine an artificer could assist you, or perhaps there's a quest nugget in there to find their preferred tailor a magical needle said to be locked in a chest somewhere dangerous.
I'd think so, regardless of skill involved. Magic is magic, so while mundane damage can't destroy a cloak I'd think a needle could still pierce it. It's just the sort of deal where the item repairs itself. However a cheap conversion job of adding a pocket would probably look really tacky and not be as resilient as the actual item. Sort of like taking a high class car and putting a plastic spoiler on it. An NPC specialized in crafting magic items or magic in general as well as the related skill (tailoring, smithing, etc) could possibly add material and extend the existing enchantment to the new stuff.
I head considered as well, if you do damage a magical item enough, it's possible to destroy it. So if you're unskilled and make a big enough mistake, could that affect the item's properties or diminish them?
A simple rule could be: some skill in magic and implements that are magical (or rare) are needed. If you want to add risk, perhaps add a skill check and a critical fail damages the item. Either removing an effect or perhaps being unreliable (for example that actions that use the item have a misfire effect when the user does a critical fail). I would say the latter is more fun (its still a +1 cloak but any combat roll of 1 ahead can trigger a roll on wild magic table - use at own risk!).
On the other hand, wanting to alter something for just appearance sake is hardly game breaking. Adding the risk of making a hard earned item useless (or weak) just because the character would looker cooler in a poncho is quite harsh. In that case, perhaps just set a requirement of a hard to find crafter.
As said above, it’s a great adventure hook that you can use for twisting the campaign or setting them off on a side adventure.
“A gnome tailor with some magical talents can do it, but the local gang is putting pressure on him to use what rare material he has for their illegal activities. Tough adventurers can easily scare them off and the PCs think that’s it. But the boss of the local crime syndicate - and in turn serving a cruel cult - cannot have an affiliated group beaten up. All of a sudden the PCs are fighting a much more dangerous foe and any success there is pushing them head to head with the cult. Then it turns out that the cults target is to strike against the gnomes home warren in the mountains nearby, and the tailor is thrown in again as an ally while they all rush to stop the cult from infesting the underground tinkertown with a demonic plague.” That’s a number of gaming sessions set up, all because of a poncho fashion statement ;p
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I had a player ask a question I'd never considered:
Can I get my cloak of protection tailored/altered to be a poncho instead?
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As DM I let it fly due to thematic reasons, but it got me thinking.
If mundane damage does not affect a magical cloak, could one actually do alterations such as adding a pocket, or turning it into a poncho?
I imagine an artificer could assist you, or perhaps there's a quest nugget in there to find their preferred tailor a magical needle said to be locked in a chest somewhere dangerous.
So much like needing a specific machine to sew leather, one would need a magical shear and needle to do this kind of work?
I'd think so, regardless of skill involved. Magic is magic, so while mundane damage can't destroy a cloak I'd think a needle could still pierce it. It's just the sort of deal where the item repairs itself. However a cheap conversion job of adding a pocket would probably look really tacky and not be as resilient as the actual item. Sort of like taking a high class car and putting a plastic spoiler on it. An NPC specialized in crafting magic items or magic in general as well as the related skill (tailoring, smithing, etc) could possibly add material and extend the existing enchantment to the new stuff.
At least that's how I look at it.
I kinda like that take on it as well.
I head considered as well, if you do damage a magical item enough, it's possible to destroy it. So if you're unskilled and make a big enough mistake, could that affect the item's properties or diminish them?
A simple rule could be: some skill in magic and implements that are magical (or rare) are needed. If you want to add risk, perhaps add a skill check and a critical fail damages the item. Either removing an effect or perhaps being unreliable (for example that actions that use the item have a misfire effect when the user does a critical fail). I would say the latter is more fun (its still a +1 cloak but any combat roll of 1 ahead can trigger a roll on wild magic table - use at own risk!).
On the other hand, wanting to alter something for just appearance sake is hardly game breaking. Adding the risk of making a hard earned item useless (or weak) just because the character would looker cooler in a poncho is quite harsh. In that case, perhaps just set a requirement of a hard to find crafter.
As said above, it’s a great adventure hook that you can use for twisting the campaign or setting them off on a side adventure.
“A gnome tailor with some magical talents can do it, but the local gang is putting pressure on him to use what rare material he has for their illegal activities. Tough adventurers can easily scare them off and the PCs think that’s it. But the boss of the local crime syndicate - and in turn serving a cruel cult - cannot have an affiliated group beaten up. All of a sudden the PCs are fighting a much more dangerous foe and any success there is pushing them head to head with the cult. Then it turns out that the cults target is to strike against the gnomes home warren in the mountains nearby, and the tailor is thrown in again as an ally while they all rush to stop the cult from infesting the underground tinkertown with a demonic plague.” That’s a number of gaming sessions set up, all because of a poncho fashion statement ;p