(this is a collection of questions and thoughts l have had about makeing magic items. the questions give examples of what l want to know of being possible)
Can only wizards make magic items or can any magic user (divine/druidic or arcane) make them?
Can you,say,make a necklace of haste that would make you permanently hasted as long as you are wearing it? (or any other concentration spell effect)
Could you make bullets that when hitting enemys explode with a fireball (and if so, could you make bullets of fireball with different spell slots to boost the power?) (kinda like a glyph of warding,but moveable)
l am guessing making magic items would cost a good bit of gold,and l bet the better the magic item,the more it will cost,and the books would help with pricing stuff.
Can you stack enchantments on items(ie enchant it with a smaller effect and then later make the enchant stronger/add a second effect),or can a item only be enchanted once with one magic effect? Can you disenchant items/move the enchantment to something else?
l read somewhere about some magic effects that when cast over many days can become permanent,(ie teleportation circles) so is making a magic item different then just casting "light" on the pommel of a sword for a few weeks to make a "sword of light" (l think it is,but l want clarification)
is there a minimum level you have to be to be able to enchant a item or is the only limit time/gold/items?
These are questions you would need to ask your DM, especially when it comes to homebrew stuff. XGtE has some rules for magic item creation, but your DM might not use/allow them.
There is a section in the DM Guide that explains how magic item creation works, what is required, the gold cost etc. However, different DM's may choose different options.
In the campaign I play in, we salvaged Adamantine Scales from a suit of Adamantine Scale Mail. I then harvested wood from a slain Tree Blight, and Wisp Essence from some defeated wisps. Using those three magical components, we then had to destroy a rust golem that was blocking the use of a blacksmith, and then my Eldritch Knight and our Artificer - who had spent a good bit of down time together working on the plans - were able to craft an Adamantine Shield. I think we may have to have spent some gold as well. That's how our DM ran it.
One thing to consider: the magic items you've described would be considered Legendary powerful, and the kind of thing available to characters level 16-20. If you're level 1-4 then I doubt you'll be crafting, 6-10 you might think about crafting a Longsword +1 or similar.
A necklace that makes you Hasted as long as you're wearing it? I have four letters for you: OP AF :)
Seriously though, that's game-breaking levels of overpowered. A better version would be one that lets you cast the Haste Spell on yourself once per Long Rest, with maybe a minor effect that lasts longer, like increasing your walking speed by 10ft, letting you use your reaction to impose Disadvantage on someone making an Opportunity Attack against you, that sort of thing. Bullets that trigger a fireball *might* be feasible, but they'd have to be very expensive. At the very least you're talking about imbuing an object with a 3rd-level spell. The suggested rules in Xanathar's Guide say that scribing a 3rd-level Spell Scroll would take a week and cost 500gp. I'd guess that trying to impart the same power into a bullet would be trickier(given that the bullet would be closer in design to a bead from a Necklace Of Fireballs), thereby making the bullet more expensive than the scroll.
As for who can make magic items, the only mention of qualifications I've seen is in Xanathar's Guide where it says the crafter should have proficiency in the relevant tool set(smith's tools for magic weapons, for example), or the Arcana skill. But as a DM I'd probably compare the level of the player with the power level of the item to determine where to set the DC for any relevant ability checks made to craft the item successfully.
I strongly recommend reading the sections in the DMG and Xanathar's Guide about crafting magic items, and then talk to your DM(since the rules given to us still have lots of wiggle room).
I am making a magic item that produces infinite ammunition (bullets). But I'm not sure whether this magic item will have any huge effect on the campaign, because bullets aren't meant to be super common in the area that the campaign takes place. My main concern is that the players will try to mass produce and sell the bullets.
I am making a magic item that produces infinite ammunition (bullets). But I'm not sure whether this magic item will have any huge effect on the campaign, because bullets aren't meant to be super common in the area that the campaign takes place. My main concern is that the players will try to mass produce and sell the bullets.
Say it only makes one bullet at a time. After that one is fired, it can make a second. Or if you mean bullets for a gun ( I was thinking sling bullets) say it can make enough to load a single weapon (like if the gun holds six bullets, that’s how many it can make), but there can never be more than that at once. Either way, no mass production.
(this is a collection of questions and thoughts l have had about makeing magic items. the questions give examples of what l want to know of being possible)
Can only wizards make magic items or can any magic user (divine/druidic or arcane) make them?
Can you,say,make a necklace of haste that would make you permanently hasted as long as you are wearing it? (or any other concentration spell effect)
Could you make bullets that when hitting enemys explode with a fireball (and if so, could you make bullets of fireball with different spell slots to boost the power?) (kinda like a glyph of warding,but moveable)
l am guessing making magic items would cost a good bit of gold,and l bet the better the magic item,the more it will cost,and the books would help with pricing stuff.
Can you stack enchantments on items(ie enchant it with a smaller effect and then later make the enchant stronger/add a second effect),or can a item only be enchanted once with one magic effect? Can you disenchant items/move the enchantment to something else?
l read somewhere about some magic effects that when cast over many days can become permanent,(ie teleportation circles) so is making a magic item different then just casting "light" on the pommel of a sword for a few weeks to make a "sword of light" (l think it is,but l want clarification)
is there a minimum level you have to be to be able to enchant a item or is the only limit time/gold/items?
(l will add more if/when l think of them)
These are questions you would need to ask your DM, especially when it comes to homebrew stuff. XGtE has some rules for magic item creation, but your DM might not use/allow them.
There is a section in the DM Guide that explains how magic item creation works, what is required, the gold cost etc. However, different DM's may choose different options.
In the campaign I play in, we salvaged Adamantine Scales from a suit of Adamantine Scale Mail. I then harvested wood from a slain Tree Blight, and Wisp Essence from some defeated wisps. Using those three magical components, we then had to destroy a rust golem that was blocking the use of a blacksmith, and then my Eldritch Knight and our Artificer - who had spent a good bit of down time together working on the plans - were able to craft an Adamantine Shield. I think we may have to have spent some gold as well. That's how our DM ran it.
One thing to consider: the magic items you've described would be considered Legendary powerful, and the kind of thing available to characters level 16-20. If you're level 1-4 then I doubt you'll be crafting, 6-10 you might think about crafting a Longsword +1 or similar.
A necklace that makes you Hasted as long as you're wearing it? I have four letters for you: OP AF :)
Seriously though, that's game-breaking levels of overpowered. A better version would be one that lets you cast the Haste Spell on yourself once per Long Rest, with maybe a minor effect that lasts longer, like increasing your walking speed by 10ft, letting you use your reaction to impose Disadvantage on someone making an Opportunity Attack against you, that sort of thing. Bullets that trigger a fireball *might* be feasible, but they'd have to be very expensive. At the very least you're talking about imbuing an object with a 3rd-level spell. The suggested rules in Xanathar's Guide say that scribing a 3rd-level Spell Scroll would take a week and cost 500gp. I'd guess that trying to impart the same power into a bullet would be trickier(given that the bullet would be closer in design to a bead from a Necklace Of Fireballs), thereby making the bullet more expensive than the scroll.
As for who can make magic items, the only mention of qualifications I've seen is in Xanathar's Guide where it says the crafter should have proficiency in the relevant tool set(smith's tools for magic weapons, for example), or the Arcana skill. But as a DM I'd probably compare the level of the player with the power level of the item to determine where to set the DC for any relevant ability checks made to craft the item successfully.
I strongly recommend reading the sections in the DMG and Xanathar's Guide about crafting magic items, and then talk to your DM(since the rules given to us still have lots of wiggle room).
I am making a magic item that produces infinite ammunition (bullets). But I'm not sure whether this magic item will have any huge effect on the campaign, because bullets aren't meant to be super common in the area that the campaign takes place. My main concern is that the players will try to mass produce and sell the bullets.
Say it only makes one bullet at a time. After that one is fired, it can make a second.
Or if you mean bullets for a gun ( I was thinking sling bullets) say it can make enough to load a single weapon (like if the gun holds six bullets, that’s how many it can make), but there can never be more than that at once.
Either way, no mass production.
The ammunition is for a gun. Thank you.