craft magic weapons [Archive] - Wizards Community

Post/Author/DateTimePost
G_Mancer

06-21-07, 03:41 PM
i beleive i've read the seciton thoroughly...

i want to put a Slow effect on my weapon, so that when i hit an opponent they make a save or be slowed. i've calculated it to 30,000gp + weapon cost. 3rd lvl spell x caster lvl 5 x 2000gp.

i was wondering if anyone could aid me in making this item... for it seems that flaming ability, a +1 enhancement, is on par with Slow, but costs 22,000gp less to have...

can anyone help?
tarkin

06-21-07, 04:03 PM
Your pricing is definitely wrong. This is not a Wonderous Item, it can't use the Wonderous Item pricing. Flaming is NOT 20,000 or something like that. It is +1.

You have something that works on a hit, then it needs to use the +1/+2/+3/+4/+5 pricing system, not the +x,000 gp pricing systeem.

I could see the following:

Slowing+1 weapon enchantment.

If you are hit with this weapon, make a save DC 14 or you are considered slowed for one round. This effect does not stack with itself or any other slowing mechanism, it overlaps.

So if I hit you 3 x in the same round and fail all your saves, you are still only slowed for one round.

Moderate Transmutation, Craft Arms and Armor, Slow spell.

Note, this weapon ability can still be used to say slow 3 different opponents in a single round if you have a BAB of 11/6/1


Say you have two weapons, a +1 and a +5. You want to add a magic enchantment to them. If you use +x,000 then it costs the same to either weapon.

But if you use it on the +5 weapon, you have +25% chance of hitting, which means you will hit more often and work more often.

Special abilities are more valuable if they activate more often.

Thus the +x,000 gp will be either too cheap on the +1 or too expensive on the +5

Similarly, doing +1d6 fire is more valuable if they are ALSO taking +1d6 frost.

So instead we use a +1/+2/+3/+4/+5 system. It makes it fairly priced, regardless of whether it is placed on a +1 weapon or +5 weapon.

Now, if you have a weapon power that has NOTHING to do with hitting, then it would be appropriate to price it at +x,000. Say a weapon that let you do Detect Evil as a standard action (not an attack). That should be priced using +x,000 gp.

But you want a Slow effect to activate on every hit. That is a clear +x pricing effect.
Dalthbar

06-21-07, 04:04 PM
Having a magical weapon that confers an effect every time you hit someone is a very powerful item. This says nothing of the fact that you'll slow down combat because every single opponent will have to make a save (imagine that with something like whirlwind attack - ick!).

Something like the spell Slow can basically end an encounter with a failed save.

I'm not sure what I'd price this item at, but comparing it to flaming is not going to offer any information at all. A "slowing" weapon is infinitely more useful.
G_Mancer

06-21-07, 04:19 PM
ok so re re-read again....... and the enhancement bonus is 1/2 the spell lvl.. rounded down. basicall thats all you need to know when trying to purchase the ability.

what about a spell that has difeferent effects where you choos one like bestow curse. cursewpeweing ability from BoVD is a +1 enhancement that does the -2 to attac saves ect. option. could i creat another ability using beswtow curse the does one of the other two remaining options for an addition +1?
risner

06-21-07, 11:26 PM
i've calculated it to 30,000gp + weapon cost. 3rd lvl spell x caster lvl 5 x 2000gp.

First, you calculated it incorrectly.
Slow on a weapon can't be a +X,XXX gp enhancement.

It must be a +X enhancement and a pretty huge one at that.

+2 based on Paralyzing property, allows for a save against it each round and lasts 9 rounds.

or

+3 based on Clouting, allows one save, lasts for 5 rounds.

Which would put a +1 slowing weapon something like:
+1+3 = +4
4*4*2,000 = 32,000 gp

It would go up significantly as you add things to the weapon (like flaming, etc.)

ok so re re-read again....... and the enhancement bonus is 1/2 the spell lvl.. rounded down.

What they hey? No idea what you have there, but there absolutely isn't some mechanic like that going on with these.

Each thing is based on power.

Tarkin gave you a balanced +1 version.
I gave you a shot at a +2 and +3 version.

Other effects like curse, etc, would need to be compared to existing item separately.

Now to answer your other questions, it would not be fair as a +1 if the curse lasted more than 1 round or a very very very short number of rounds.
Mentar

06-22-07, 03:03 AM
I am surprised no-one used the haste like effect to adjust.
the speed weapon quality is a +3 and works similar to hasting the wielder.

It would probably be more effective then the speed quality the effect is on every hit, but the DC (15) may drop the effectiveness by the time you can actually purchase it. (A cost of 32k gp is more then half the expected wealth of a 10th level character.)

If you reduced it so that the slow only acted on critical hits, or just put the spell storing quality on the weapon, and had your caster charge it with slow, it would cost less.

Remember, the spell storing property is a +1 adjustment. Sure it would only work once per charging, but that charge could be held for days or weeks until you really need it.
Amnarii

06-22-07, 04:21 AM
This isn't an official enhancement, but I have seen it made and used in games, and it is rather balanced (though it is as powerful as it sounds).

A +4 'Greater Spell Storing' enhanecment can store one spell per plus of the weapon (max +10). Only one charge can be expended per successful hit.

So a +1 Greater Spell Storing weapon could hold 5 slow spells, which could be used on 5 separate targets with 5 separate hits.
G_Mancer

06-26-07, 04:41 PM
so how would one calculate the enhancement bonus of a spell... say flesh to stone.
Amnarii

06-26-07, 06:10 PM
If that is directed at my last post...

It is just like normal spell storing in what spells can be stored, 3rd level max. It just allows you to store more spells at one time. So you could store up to 10 spells in the weapon (if it is a total enhancement of +10). A +1 Greater Spell Storing weapons has a +5 equivalence, and can store 5 spells - but otherwise it is just like a normal spellstoring weapon.

If you're just asking how to calculate a weapon that always uses Flesh to Stone on a hit...the first method is to find a similar item and use it for comparison.

The 'Rapier of Puncturing' weapon seems a decent base, as it uses a 6th level spell (which Flesh to Stone is). The effect is modified, but they felt it warranted a 6th level spell in construction, so it should be nearly equivalent. As a +2 Wounding Rapier, it would be worth 32,320... however it is not just a +2 wounding rapier. It allows touch attacks to deal 1d6 points of CON, not a normal attack to deal 1 point of CON. And it costs 50,320. Figuring the +2 weapon to be 8,320. They seem to have placed a 6th level spell effect at +42,000 GP.

Another method, and the one I would use if DMing, would be to add the effect as a limited use item on top of the normal weapon's cost; something like a wondrous item pricing for 3/day flesh to stone. 6*11*1800(command word)*3/5 = +71,280. More expensive, but more realistic for the power.