| Post/Author/DateTime | Post |
|---|---|
| Egads09-24-07, 04:29 PM | As far as magic weapons go, the whole list of special weapon abilities lays out what enchantment level it raises the overall weapon enchantment level by. That way, you know how much you can add to a specific weapon. IE: a +3 sword with Bane - Undead basically is a +4 sword for the purposes of cost and total enchantment capability. However, I cant seem to find anything about limitations or costs for adding spells to weapons. Such as this: +1 Dagger with Invisibility 3 times a day. or +4 Sword with CL5 Stoneskin 50 charges. Is there a limit to how many spells can be on a weapon? Does each effect raise the enchantment level of the weapon by +1? Is it possible to have 10 different spell effects on a weapon? Is the only factor the cost? |
| jaelis09-24-07, 05:01 PM | It depends entirely on the spell. Spells which don't particularly depend on your combat effectiveness should probably be priced at a flat rate. For instance, a dagger of invisibility, which functioned like the ring of invisibility, should cost an extra 40,000 gp or so: like a ring of invisibility, but doubled since you're essentially making it unslotted. Spell effects that directly impact combat abilit should be priced as "+X" bonus. For instance, adding a permanent divine favour would cost a bonus equal to the bonus you're getting on your rolls. In general, it's not an easy call. For the items you suggest, I'd go with: +1 dagger with 3/day invisibility: 2000 gp (+1 dagger) plus 24000 gp (3/5 times 40000 gp) +4 sword with stoneskin (50 charges): 32000 gp (+4 sword) plus 67000 gp (wand of stone skin, doubled for not requiring you to be a spell caster.) Stoneskin can't be CL 5, of course. |
| tarkin09-24-07, 05:13 PM | Jaelis gave some good advice. I would add to it that ANY effect that you want to "activate" on a succesfull attack clearly counts as 'directly impact combat abilitity'. Remember that you can get multiple attacks off every round, so a dagger that cures you every time you hit someone is worth more than a wand that cures you only if you use a standard action to activate it. As a general rule I find it is not worth it to do the kind of thing you are discussing. Daggers that can make you invisible 3/day simply do not make as much sense as a ring of invisibility 3/day. |
| Egads09-24-07, 05:53 PM | Im just trying to think of ways to put weapon enhancing spells on a weapon, with limited uses per day. Things like "Align Weapon, dispruting weapon, etc". Our DM is always putting us in situations where we need specialy fitted equipment to handle situations. I can either tote around 4-5 different weapons with enchantments on them, or try to make one "army knife" like weapon that has limited per day spells on it that grant bonuses depending on which spell is activated. |
| PhaedrusXY09-24-07, 05:58 PM | There are spells that grant some of the things you want (Align Weapon, etc). Most of them can be made into oils (a form of potion). It would be alot cheaper just to load up on a few of those. |
| concerro09-24-07, 07:28 PM | As far as magic weapons go, the whole list of special weapon abilities lays out what enchantment level it raises the overall weapon enchantment level by. That way, you know how much you can add to a specific weapon. IE: a +3 sword with Bane - Undead basically is a +4 sword for the purposes of cost and total enchantment capability. However, I cant seem to find anything about limitations or costs for adding spells to weapons. Such as this: +1 Dagger with Invisibility 3 times a day. or +4 Sword with CL5 Stoneskin 50 charges. Is there a limit to how many spells can be on a weapon? Does each effect raise the enchantment level of the weapon by +1? Is it possible to have 10 different spell effects on a weapon? Is the only factor the cost? That is because weapons were not meant to have spells. There is a spell storing enchantment(+1), but the limit is 3rd level spells. If a spell is above 3rd level your DM would have to decide the cost and enchantment bonus for the individual spell since spells above 3rd level are not accounted for. |
| Sneak_Attack09-25-07, 06:23 AM | I'll think I will add a question of my own in this thread: The spell Critical Strike (Complete Adventurer, or Minatures Handbook; I'm not sure) is a first level spell. And it requires only a swift action. Woudn't it be wery nice to have a sword that can cast Critical Strike 3/day? And it's only a first level spell... |
| tarkin09-25-07, 10:42 AM | Yeah, but it clearly and obviously directly affects combat, so guess what, no set pricing. As an always on thing, Critical Strike is probably worth +3 or +4. I would probably let you have it for x5 a day for +2 or twice a day for +1. |
| JordMornit09-25-07, 01:10 PM | Armor and Weapons can only be upgraded to 200,000 gp, anything over this is considered an Epic weapon. As for things with DR I find the Transmuting property very helpful, on the first hit against something with multiple DR's it resolves damage normaly but on rounds after that it takes on all aspects to overcome ALL of that creatures DR until it hits another creature with a different DR then the prosess starts all over again, only down fall it's a +2 ability and only lasts 10 rounds but most battles don't go past that, at least not a battle I've been in at least. |
| deathbane09-25-07, 02:12 PM | wraithstrike is another low level spell that I would have a high price. It would be better than brilliant energy because it does not have the limitations that brilliant energy has. It is in the spell compendium. |
| Egads09-26-07, 02:09 PM | Other examples: A weapon that attempts to silence the target it hits (using the silence spell) A weapon that casts Dispell Magic with each hit. |