Fine, but it can be interesting to break this rule. Maybe iron weapons sever the soul, which mithril is merely a hard metal bled by a god, as in Holy Selmat. Maybe lightsabers require corundum, and they are red or blue based on whether they are fueled by a sapphire or a ruby. The point is, interesting features should not be restricted to the annex of fictional entities, doled out one-per as needed. Bees are weird! Hickory is weird! There's a reason you come up with interesting monsters when you ask yourself "what if this animal behaved like that animal?" You are defamiliarizing the animal's behavior.
One thing I want to try is a slight tweak on +X magic weapons. Rather than just having the number, I would assign each number to a certain material or technique. Like, a wood staff would be +0 if it were ash and +3 if it were ironwood.
Some implications of this:
- +X weapons are not necessarily magic, but higher numbers probably still are.
- You can cap the highest plus based on the material.
- Certain materials are more abundant in some places and nonexistent in others, creating a natural disparity.
Examples:
- Wood weapons: +0 ash, +1 oak, +2 hickory, +3 ironwood, +4 clipwood*
- Metal weapons: +0 iron, +1 steel, +2 damascus steel/noric steel, +3 starmetal, +4 taseqtis, +5 half-gold*
*Let's say clipwood a species of tree that glitches into itself, so that one branch is actually three identical branches clipped into each other, making the weapon very dense.
*Let's say half-gold is irradiated gold after 5 years of decay. I know some people have written about how gold must be magic (why else is it expended in so many magic rituals,) and when it's radioactive it radiates that magic in a powerful aura. After 5 years it's mostly safe to wield.
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