As I'm in the process of setting up a GLOG game, I've been working on some of the classes to make them more to my liking. My current project is making rules for crafting magic items, which will only be usable by wizards.
Why?
1. It provides another money sink for all the players to loot.
2. I think it'll be fun to use.
3. Making this is fun.
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I was heavily inspired by the magic crafting rules found in Dungeon Crawl Classics, I like the idea of rolling on a table to make the magic items. I have some ideas on that exactly, but for right now I have the actual enchantments.
There are 3 types of enchantments, which are rolled randomly on to determine the magical properties of a weapon.
I haven't finished working out the details for each one, but I have enough for now. Beside each entry is some type of component. I think it will be possible to choose the enchantments as long as you can afford a higher cost and have the component.
But regardless here's what I have:
Type I Power Table
1. Wielder gains darkvision, 30ft for 6 turn, 1 charge, recharge at night. (eyes of a nocturnal animal)
2. Soaks up blood of victims, can hold up to 3 peoples worth of blood. ( the heart of a victim of murder)
3. Each day, on a 1 in 6, the wielder doesn’t need to consume a ration. (A creature killed while hibernating.
4. Until you attempt to attack, the weapon is invisible. (A jar of someone's last breath)
5. Weapons turns into 30 ft of rope, can change on verbal command/bonus action. (A fine made rope)
6. Telepathically communicate with an ally who speaks your language that you can see. (a pickled brain and tongue.
7. The weapon rattles when a lie is told nearby. (bones of a priest)
8. Expand critical hit range by 1 point. (2 eyes)
9.The weapon takes no encumbrance slots. (Lungs of a bird)
10. Increase fatal wound endurance by 1 (scalp of a dwarf)
11. Can crawl through narrow spaces (tail of a rat)
12. Freeze a foot of water as an action ( some ocean water)
13. The weapon can be used to pick locks. (Fingers of a thief)
14. The weapon can return on command. (Heart of a dog)
15.The weapon can deal non-lethal damage without penalty (bruised skin)
16. Roll initiative like normal when surprised. (ears of deaf man)
17. Can fall up to 100 ft without taking fall damage. (paws of a cat)
18. If the weapon is placed in a river, it will swim upstream, even up a waterfall. Can carry up to 2 characters with it. (a live fish)
19. Characters in contact with the weapon can not make sounds (the left eye of an elf)
20. The weapon can open a small pocket dimension which can hold 1 encumbrance. (a pouch with 100 sp)
Type II Power Table
1. When you deal max damage , you heal 1d4 hp ( 3 live people)
2. Deal 1d4 shock damage extra shock damage on a successful hit, deal 2d4 if the target is soaking wet or wearing metal armor. (a trapped lighting bolt)
3. Create a 30ft cloud of darkness that only you can see through. Charged (a trapped cloud)
4. Cause a creature to hear a sound centered from anywhere within 60ft. The sound won't cause any damage. Creatures can make a saving throw to realize the effect is simply in their head. But only if they actually attempt to disbelieve. Charged. ( The brain of a drugged person)
5. Travel at 2x speed for 1 turn. Charged (Legs of a creature running as fast as it could when it died)
6. After a successful melee attack, you can choose to leave your weapon in the enemy to freeze them in place. Only works on enemies that have hit dice lower or equal to your level. (cup of water from an ice elemental)
7. For 1 turn, the wielder of the weapon can sprout wings and fly 30 ft per round. (The spell levitate)
8. The weapon can turn into a horse and requires no food. The horse is effective at traversing long distances, and can travel 36 miles per day when not bearing a heavy load. If the horse dies, then the weapon loses its magic until it is recharged(The hide of a magical or a great horse)
9. The wielder of the weapon always goes befores the enemies in initiative except when surprised. (The brain of a very intelligent creature)
10. Become invisible, except while wearing any apparel or equipment other than the weapon. (right eye of a druid)
Table III Power Table
1. Invisibility (right eye of an archdruid)
2. Hold still, the object remains perfectly in place relative to its surroundings. (the brain of a powerful wizard placed in the skull of a devout priest)
3. Creatures must make a saving throw to attack the wielder. (A powerful disease spirit)
4. Teleport (teardrops of the moon, mixed with teardrops of the sun)
5. Suspend time for 1d4 rounds, charged (a live person who is at least 100 year old).
6. The weapon turns into a pegasus, allowing 2 creatures to travel 48 miles a day while not bearing a heavy load. Otherwise, it can carry far more than a normal horse and is more durable. If the pegasus dies, the weapon loses its magic, requiring another enchantment. (Horn of a unicorn)
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You may notice the need for the eyes of druids and archdruids, that comes from here.
I also eventually will expand the charge mechanic on the weapons. I think some of the items will not only be limited by their amount of charges, but also how to recharge them. More powerful items probably require some process to recharge whereas weaker items may just recharge at dawn.