Dweomermetals: Difference between revisions

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Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magical enhancement and magical properties costs of the item in question.
Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magical enhancement and magical properties costs of the item in question.
===A Note on Changing Dweomermetals===
Only one dweomermetal may be applied to an item at a time, but that does not mean that it must always be the same dweomermetal. It is possible to reforge a magic item, which is very beneficial for magical armor and shields, and can even be of some utility for magical weapons. There are three types of reforging available, [[Reforging, Brine Quench]], [[Reforging, Blood Quench]], and [[Reforging, Astral Quench]].
Since armor is larger and more complex than weapons, using advanced reforging techniques grant them bonuses to their base armor class.
Weapons are always more finely made than basic armors, and so reforging them grants no additional bonuses, but in all cases, reforging an item allows the old dweomermetal to be removed, and a new one laid in place. In such cases, the effects of the old dweomermetal are lost, and the new one gained, and of course, the full normal price for the new dweomermetal must be paid. Reforging generally takes a day, and is only available in a sufficiently large [[Money_and_Merchants#Settlement_Sizes | settlement]].


=== A Note On Armor Weight and Non-proficiency ===
=== A Note On Armor Weight and Non-proficiency ===

Revision as of 15:59, 30 April 2019