Ducaster wrote:
The problem is that I have is with the idea that a Wizard would "waste" his or her (or its) time making quite minor mundane Plus items. I mean a +1 dagger? Nice to have but given the implied investment in terms of spellburn time and effort it seems out of place somehow??
Given the mechanics for making magic items in D&D 3.5... I totally agree with you. As a player, I have a reputation for abusing DM's with the item creation rules.

Three of my favorite rules being the "30% reduction in base price of item if it is made Race & Class specific,DMG 1, p.282; the Exceptional Artisan Feat (*) [-25% on base price for a type of item creation; wands, potions, etc],Ebberon source book, p.52; & -10% base cost from item requiring skill use to function,DMG 1, p.282." And never ever pass up an opportunity to create items that boost skill checks!
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But how about if a spell was devised to grant minor enhancments fairly easily. I am thinking by way of example how the
Bless spell in the Beta works on items here as inspiration
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1-12 A minor temporary charge is place in the item, It will add a +1 (-1 if reversed) to one action that is associated with it. This modifier lasts 2d6 rounds after it is first activated.
Would something like this work as a justification for "minor Magic items" Naturally the spells casting level can go up or down or extra factors (like costly ingredients) can be swapped in or out. But is the principle sound or overpowered or under powered?
I think it's a great idea. I've been working on something similar to "Magic Weapon" as a 1st level spell for Clerics... so 2nd level for Wizards seems good to me. No need for EXP costs, spellburn, or additional costly materials, as all of these rules would likely re-instate the problems you were trying to avoid in the first place. The added chances of corruption & the fact that Dispel Magic could negate the weapons abilities are a good enough balance. IMO
On a technical note: the DCC mechanics say a 2nd level spell has a DC of 14 for success so you might want to change things a bit... Here's how I'd do it:
1: Critical failure! item functions similar to your design, but caries baleful and malevolent curses... starting w/ the inability to let go of the Item.
2-4: Spell fails and materials lost... Wizard must start over from scratch.
5-13: Spell fails.
... then start in with the base level benefits.
To abk108---> Nice spin on things! I think I might have to give that a try...
Forgot to add---> In my campaign the characters have been thrown by Fate into something much larger than they ever wanted to be; so the Gods then have a Duty to provide some way to help them out on occasion, like the in the story of Perseus. So, one of the treasures I added to the 0-level adventure is basically an ever-lasting rations box from the magic item compendium, but changed a bit to the following:
"Blessedly Bountiful Bento Box" = This plain looking hardwood box is a gift from Olidryra the Goddess of Halflings. It is slightly bigger than a loaf of bread and anytime a hungry person reaches into the box they can pull out (1) meal of rations equivalent to "granola bars & a flagon of fresh spring water." Any attempt to sell or profit from the item immediately breaks the item forever. It turns the box into an old, dry rotted box suitable only for kindling.