Embracing the Unknown: Unleashing Restricted Magic and Achieving Greatness

By admin

Throughout history, there have been various occurrences when the magical potential of individuals has been restricted, often due to external circumstances or personal factors. This phenomenon, known as the "time of restricted magical potential," has been the subject of much debate and speculation among magical scholars and practitioners. One common example of such a time is during periods of extreme emotional distress or trauma. It is believed that intense negative emotions can serve as a barrier to magical abilities, preventing individuals from accessing or harnessing their inherent powers. This could be due to the overwhelming nature of their emotions, which may cloud their focus and prevent them from tapping into their magical potential effectively. Another cause of restricted magical potential is the presence of certain magical artifacts or objects.


cost of the least expensive magic item + 1.5 times the cost of every other additional magic item upgrade added.

Talent and Study It may be that anyone can just use magic or pick up tech gadgets, but only a few have the dexterity, strength, or mental focus necessary to pull off impressive feats. This benefit can be used to activate any magic itemdaily power that you have not already used this day even if you ve already used a different daily power from that magic item.

Time of restricted magical potential

Another cause of restricted magical potential is the presence of certain magical artifacts or objects. There have been instances where individuals have found themselves unable to cast spells or perform magical acts when in close proximity to these objects. It is theorized that these items may possess a suppressive effect on magic, either actively or passively, preventing those nearby from fully utilizing their magical abilities.

Adding Magical Abilities to Existing Magic Items

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item.

If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%."

In this I don't understand two things:

a) If the item "is one that occupies a specific place on a character’s body", the value of the original item is *no longer* subtracted or it is still subtracted by the value of the added ability is 150% of the original??

b) If it is subtracted, how one calculate the price modifier of an added property that would lead to a 150% cost that is *lower* than the original item?

For example, adding the properties of Muleback Cords should be 1.500 gp of extra price, but if I add it to Cloak of Elvenkind (2.500 gp), what would be the cost of adding the ability?

Or it would be +1.500 "clean"?

And also. would be possible to do this also with Magical Tattoos?
But these wouldn't count as occupying "a specific place on a character's body", right?
Skarm

A + B) The value of the original non-magical item is still subtracted. In some cases, this value may be zero. For example, a cloak has a nominal price of 0 - Cloak of Elvenkind is 2500, not 2501. But if you made it out of some expensive material - gold thread or something - that cost 500 gp, then that cloak of elvenkind would be 3000. Where this really starts to come up are weapons and armor - masterwork +material costs.
So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total. If it was a gold thread cloak (or whatever) then it would be 4500.

Yes you can do this with magical tattoos, which are already twice the market price of an equivalent wondrous item for not being item. Note that tattoos DO have item slots, and do count as a specific place. Note the Benefit Paragraph

River of Sticks wrote:

Hi Skarm,

A + B) The value of the original non-magical item is still subtracted. In some cases, this value may be zero. For example, a cloak has a nominal price of 0 - Cloak of Elvenkind is 2500, not 2501. But if you made it out of some expensive material - gold thread or something - that cost 500 gp, then that cloak of elvenkind would be 3000. Where this really starts to come up are weapons and armor - masterwork +material costs.
So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total. If it was a gold thread cloak (or whatever) then it would be 4500.

Yes you can do this with magical tattoos, which are already twice the market price of an equivalent wondrous item for not being item. Note that tattoos DO have item slots, and do count as a specific place. Note the Benefit Paragraph

Thank you. now it is clearer!

But so. in the example. the +2 vorpal longsword has the +1 longsword subtracted because the +1 is part of the +2 vorpal longsword value just like the (physical, mundane, masterwork) weapon?

P.S.: I have already set my eyes on the *lovely* magic tattooes, but take a special build to have them (may be like a cohort). and I am afraid my DM will not like them. :(

Take cost of new item.
Subtract cost of old item.
Done.

River of Sticks wrote:

So yes, the Muleback cords + Cloak of Elvenkind would be 4000 total.

I cannot find the proper section right now, but adding other abilities to wondrous items, rings and tattoos is calculated like this:

cost of the least expensive magic item + 1.5 times the cost of every other additional magic item upgrade added.

So muleback cords + cloak of elvenkind should be priced:

1000 + (1.5 x 2500) = 1000 + 3750 = 4750.

No matter which is the base magic item.

I could have sworn it was the opposite. 100% the most expensive item, and then 150% of each secondary set of abilities. But I cannot find rules text for EITHER interpretation. Can you link the FAQ or rules text saying it's cost of least +1.5 everything else?

Skarm, go and read Items that can save you in 2018 as that will have a lot of simple standard items to look at.

Magical tattoos are not very efficient from a cost perspective, nor are riffle scrolls. Save your cash and use a wand. Weaponwand spell may be of interest.

OK, so. Having made MANY magical items via the rules, here's how it works:

FIRST, any item that uses an enhancement bonus (Weapons, shields, armor, Amulets of Mighty Fists) basically work out as (Total Enhancement Value) - (Current Enhancement Value). So, if you're adding Flaming to a +1 Holy sword, you're creating a +4 equivalent (32,000g) from a +3 equivalent (18,000g). The VALUE of this upgrade is 14,000g. Cut that in half for COST, if you have Craft Magical Arms and Armor, and then deduct any other bonuses.

This also holds true if you make an existing item STRONGER, such as upgrade a +2 Charisma item to a +4, or a +2 Cloak of Resistance to a +3.

If you are ADDING a function to an item that goes in a slot (Adding, for example, a +5 stealth bonus to +1 Cloak of Resistance), you compare the base value of everything on it and being added. The most expensive base value is at 100%. The next most expensive is at 150%. Per the rules purely as written (they're funky), if you had a THIRD item, it would be at 225% (150% of 150%), and so on. It gets REALLY weird after two functions.

The value actually comes in on NON-slotted items being upgraded. The value the secondary+ enchantments is at 200% for unrelated things. Like if you wanted to add a +10 fire resistance to an unslotted item that already gives a skill bonus to smithing. But it's at 75% (again, technically each stage past first) if it's RELATED, such as adding a +5 Perform bonus to a +4 Charisma item.

Now, I did see the part where one can get extra Daily uses, per Milestones reached. But that still seems 'crippled' in comparison to almost all other magic item usage, in D&D previously, and even in all other Fantasy Genre RPGs.
Time of restricted magical potential

Furthermore, certain celestial events or astrological configurations have been linked to restricted magical potential. For example, during a lunar eclipse or when specific planets are in retrograde, some individuals may experience a temporary decrease in their magical abilities. This is believed to be due to the alignment of celestial energies, which can disrupt the flow and balance of magical forces. Moreover, societal or cultural factors can also play a role in restricting magical potential. In some communities or societies, the practice of magic may be stigmatized or suppressed, leading individuals to repress their magical abilities or deny themselves access to them. This can result in a diminished expression of their magical potential or even a complete loss of it over time. In conclusion, the time of restricted magical potential is a complex and multifaceted phenomenon that can be influenced by a variety of factors. Whether it is caused by personal trauma, the presence of magical artifacts, celestial events, or societal influences, it is important to recognize and understand these limitations in order to effectively navigate and harness one's own magical abilities..

Reviews for "The Art of Navigating Restrictions: Unlocking Hidden Magical Potential"

1. Susan - 2 stars - I found "Time of Restricted Magical Potential" to be incredibly slow and boring. The pacing was too drawn out and the plot seemed to meander with no clear direction. The characters lacked depth and I couldn't connect with any of them. Overall, I was disappointed with this book and wouldn't recommend it to others.
2. John - 1 star - I couldn't get past the first few chapters of "Time of Restricted Magical Potential." The writing felt stiff and awkward, and I couldn't engage with the story at all. The world-building was confusing, and there was too much unnecessary description that slowed down the plot. I had high hopes for this book, but unfortunately, it fell flat for me.
3. Emily - 2 stars - I was expecting a thrilling magical adventure from "Time of Restricted Magical Potential," but I was sorely disappointed. The main character was unlikable and lacked any growth throughout the story. The dialogue felt forced and unnatural, making it difficult to immerse myself in the narrative. The plot also felt predictable and lacked any real surprises. Overall, I found this book to be underwhelming and wouldn't recommend it to fans of the genre.
4. David - 2 stars - "Time of Restricted Magical Potential" had an interesting premise, but it failed to deliver on its potential. The pacing was inconsistent, with long stretches of boredom followed by rushed and confusing action scenes. The writing style was overly descriptive, and the dialogue felt stilted. I had a hard time connecting with the characters, as they lacked depth and relatability. Overall, this book left me wanting more and I wouldn't recommend it to others.
5. Megan - 1 star - I struggled to finish "Time of Restricted Magical Potential." The plot was convoluted and difficult to follow, with too many unnecessary subplots and characters. The writing was repetitive and lacked originality, making the story feel like a generic fantasy trope. The main character's motivations were unclear and their actions often felt forced. I was disappointed with this book and would not read another from this author.

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