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Well, the only way mentioned in BX is through clerics, magic users and elves at name level. Much is left for the GM to decide (how much time, gold and reagents does the item need to be completed) though as a guide, a scroll/potion/item that mimics a spell requires 500 gp and one week per spell level. For other items, there are no instructions: just some examples that can work as guidance:
In my view, I always imagined that +1 swords were the forgotten weapons of heroes, imbued with certain powers depending on the battles that their wielder's fought, and that +1 is an extra strength that the sword gained alongside its wielder, or maybe "from" him, as if a part of the warrior's soul had remained in the blade. I wanted to put this in game terms: not so much to add interesting gameplay, as to explore the naturalism of the game world through its most tangible part (procedures!)
Whenever a PC dies, roll 1d20 equal or under his/her level: on a hit, add a +1, a small effect or a bane (+bonus against a specific monster) to any part of your gear. Keep on rolling until you miss. Caster classes can give the object an effect equivalent to a spell of their appropiate level
There are times, though, in which characters don't die to create a magic item. But the moment in which they imbue their essence into an item (knowingly or not) is a moment in which they forfeit personal action in favor of another hero. For example, a warrior who retires and gives his armor to his son. Or a magic user who, for the sake of saving the kingdom, must expeditiously imbue a sword with powers to arm the parting chosen hero. These imbuements do not require significant time, but they require a scene in which they are gifted to their new wielders, alongside an oath, an advice or a farewell.
In this occassions, the creator of the magic item takes a step back from the action. Magic items are never created this way for oneself, but to invest power into another. I think that level drain works nicely for this purpose: too stupid to use for oneself (the level will always be better than the sword effect) and so costly that nobody will ever use it in practice, but will always be available in the theory to explain how a given item might have been created.
Whenever a PC wants to gift an item charged with power to another, add a +1, a small effect or a bane (+bonus against a specific monster) to it. Caster classes can give the object an effect equivalent to a spell of their appropiate level. Then, you lose a full level: your XP is set to the minimum required for the previous level you have at the moment (If you are at level 8 and have +2000 XP towards level 9, you lose the 2000XP and all the XP needed from level 7 towards level 8)
Other times, magical items are just mundane gifts, with powerful intentions behind, but made by people that have no levels whatsovever. This is the case for the amulets exchanged by lovers. These can work as one-use bonuses: one re-roll, or maybe turning a failed save of any type into a success. These are an equivalent of a person that might be far away, but cares for you. So, how are they done? And how to prevent PCs make gifts amongst themselves all the time? Well, there are some under-used mechanics in OSR that more or less represent bonds to other people. Let's work with that:
Whenever a PC wants to give an amulet to another character, specify when it will trigger. It will grant a re-roll or an automatic success once, or once per level of the user (not sure yet). It will only work in absence of the giver. The giver loses a hireling slot permanently (which in case of an NPC won't matter much, but a PC will think twice before losing any resource permanently, even if its a marginal one. Amulets shared amongst the party will be mostly useless as they dont work if the giver is present)
Of course, all of this variants do not rule out the original path to the creation of magic items. They are just alternative paths. However, the time+money+ingredients way can also cover another case: That one in which a blacksmith or another artisan wants to make a magical version of his usual work. This is how dwarves, despite not having any magical abilities, achieve to make their masterwork or magical items.
All of this rules are probably never to be used. They are irrelevant notes which do not add much to a session. But if something is present and ubiquitous in the world I at least need some mental guidelines to know how a PC can interact with it. These rules main point is to provide a better understanding of the game world logic.
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