Magic Weapons: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(79 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Magic Item Creation]]
[[Category:Magic Item Creation]]
* ''Go back to the [[Epic Path]] page.''
[[Image:Magic_Sword_1.jpg|500px|right|Malfrost]]
* ''Go back to the [[Magic Item Crafting Rules]] page.''
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>


A huge variety of magic weapons are possible, and most of them are either available for purchase at a magic item shop, or can be custom-made with enough time and a good craftsman.  Characters with [[Creator (Feat)]] can even make such weapons themselves, if they are so inclined.


== Creating Magic Weapons ==
==Calculating Cost==
To create a magic weapon, a character needs a good workshop. There must be a powerful heat source such as a blown forge or magical fire. There must be a strong anvil and high-quality tools of many, many kinds. There must be adequate room to work, with benches and tables. Finally, there should be a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. A good forge can be a cozy affair, or a massive workshop that sprawls and rambles through many rooms of a castle. In no case is any workspace ever portable.
To determine the cost of a magic weapon, you must add up the following:
* The cost of the non-magical base weapon
* The cost of any dweomermetal used in the weapon's construction
* The cost of the enhancement bonus from the table below
* The cost of the '''''sum''''' of all magic properties, also from the table below


Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. If a character has the appropriate Craft:Skill, they can create their own masterwork weapons but it is usually faster to simply buy a masterwork weapon from an NPC.  Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price of the item based upon the item's total effective bonus.
==Example Magic Weapons==


Creating a magic weapon has a special prerequisite: The creator's caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. A magic weapon must have at least a +1 enhancement bonus to have any melee or ranged special weapon abilities.
*Example 1: A [[Longsword]] (15 gp) made of plain steel, with no enchantment bonus or properties, costs 15 gold pieces.
*Example 2: A [[Longsword]] (15 gp) infused with [[Dweomermetals#Cuprium-Infused_Weapons | Cuprium]] (500 gp), with no enhancement bonus or properties, costs 515 gold pieces.
*Example 3: A [[Longsword]] (15 gp) made of [[Dweomermetals#Bladesilver_Weapons | Bladesilver]] (7,500 gp), with no enhancement bonus or properties, costs 7,515 gold pieces.
*Example 4: A [[Longsword]] (15 gp) made of [[Dweomermetals#Bladesilver_Weapons | Bladesilver]] (7,500 gp), with a +1 enhancement bonus (2,300 gp) and no properties, costs 9,815 gold pieces.
*Example 5: A [[Longsword]] (15 gp) made of plain steel, with a +1 enhancement bonus (2300 gp) and no properties, costs 2,315 gold pieces.
*Example 6: A [[Longsword]] (15 gp) made of [[Dweomermetals#Bladesilver_Weapons | Bladesilver]] (7,500 gp), with a +1 enhancement bonus (2,300 gp) and the +1 [[Keen_(Melee_Weapon_Magic_Property) | Keen]] magical property (2,300 gp), costs 12,115 gold pieces.
*Example 7: A [[Longsword]] (15 gp)  made of plain steel, with no enhancement bonus, and the +1 [[Keen_(Melee_Weapon_Magic_Property) | Keen]] magical property (2,300 gp), costs 2,315 gold pieces.
*Example 8: A [[Longsword]] (15 gp) made of plain steel, with no enhancement bonus, the +1 [[Keen_(Melee_Weapon_Magic_Property) | Keen]] magical property, the +1 [[Throwing_(Melee_Weapon_Magic_Property) | Throwing]] property, and the +0 [[Returning_(Melee_Weapon_Magic_Property) | Returning]] property (50 gp), costs 10,065 gold pieces (because the two +1 magic properties and the +0 magic property are added together to a total of +2, which costs 10,000 gp).


If spells are involved in the prerequisites for making the weapon, the creator must have either 1) Prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), 2) Purchased scrolls of the spells, 3) Have the spells otherwise available such as in a wand, or 4) Have worked out with the GM in advance any allowed substitutions (a jug of red dragon blood from a dragon of the proper challenge rating to substitute for a meteor swarm spell, for example) and must provide any material components or focuses the spells require. The act of working on the weapon triggers the prepared spells, or integrates any allowed substitutes.  The spells are not available to cast, and the substitutes are consumed in making the item. (Those spell slots are expended from the caster's currently prepared spells, just as if they had been cast.)


At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.  Note that many properties emit light as well, and you cannot choose to NOT emit light if you take that property.
As can be seen, the variety of weapons that can be built is very, very large, and players are encouraged to explore the vast range of possibilitiesHave fun!  Try new things!
 
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.
 
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
 
 
:* '''Time Required:''' Crafting magic weapons requires one day for each CL of the item, minimum of 7 days.
:* '''Feat(s) Required:''' Creator.
:* '''Skill(s) Required:''' Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warcraft


::{| class="ep-default" style="text-align:center"
! width="110" | Enhancement Bonus or Magic Properties || width="110" | Cost
|-
| +1 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=2-50 }}}}}}
|-
| +2 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=6-50 }}}}}}
|-
| +3 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=10-50 }}}}}}
|-
| +4 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=14-50 }}}}}}
|-
| +5 || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=18-50 }}}}}}
|-
| +6 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=23-50 }}}}}}
|-
| +7 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=27-50 }}}}}}
|-
| +8 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=31-50 }}}}}}
|-
| +9 (epic) || align="right" | {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=35-50 }}}}}}
|}


==Allowed Enchantments==
==Allowed Enchantments==
A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them:
A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them:


===Weapon Enhancement Bonus===
A weapon's enhancement bonus is a direct bonus to the weapon's to-hit and damage, equal to the plus-value of the enhancement bonus.  That is, a weapon with a +2 enhancement bonus grants its wielder a +2 bonus to all to-hit rolls with that weapon, and +2 bonus damage to all damage rolls made for that weapon.  This bonus damage is multiplied on a hit, but it is not [[base weapon damage]] that increases with level.


===Weapon Enhancement Bonus===
Enhancement bonuses are usually listed as part of the weapon's name, such as "+2 longsword".
* [[Magic Item Enchant - Weapon Enhancement Bonus|Weapon Enhancement Bonus]]


Magical enhancements range from +1 to +9.  As a firm rule, the maximum enhancement a weapon may have is equal to one quarter of the campaign level, round up.  This maximum Enhancement Bonus cap must not be exceeded at normal play levels to maintain balanceAny attempt to wield a weapon more magically enchanted than this results in the character taking a non-proficiency penalty with the weapon, with the possibility of even more dire consequences (such as insanity, or being controlled by the weapon). At level 36 and higher all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.
A weapon may never have more than a +9 enhancement bonusFurthermore, characters must be at least level 21 before they can apply an enhancement bonus greater than +5 to a weaponWeapons with an enhancement bonus of +6, +7, +8, or +9, are considered epic weapons.


While a weapon's enhancement bonus is nearly always used to increase the weapon's to-hit and damage, some weapons contain innate properties from special materials, which may also be increased via the enhancement bonus. An example of this is an adamantine weapon's ability to ignore hardness. Players may dedicate enhancement bonuses to increasing these innate properties instead of the weapon's to-hit and damage. However, the weapon's total enhancement bonus is always the sum of any of these, and no weapon may ever have an enhancement bonus greater than +9. For details on special material innate properties, and the effects of using enhancement bonuses to increase them, see the [[Dweomermetals And Other Special Materials]] page.  Enhancement bonuses may never be used to apply a property that the weapon does not already have innately from its special materials.
Any attempt to wield an epic weapon prior to 21st level results in the character taking a non-proficiency penalty with the weapon (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the weapon).


At level 36 and higher (apotheosis) all limits on enhancement bonuses and the magic properties are lifted. Apotheotic weapons can be enchanted in any way the character can afford.


===Magic Weapon Properties===
===Magic Weapon Properties===
* [[Magic Properties - Melee Weapons]]
* [[Melee Magic Properties]]
* [[Magic Properties - Ranged Weapons]]
* [[Ranged Magic Properties]]
* [[Magic Properties - Epic Weapons]]


Magic Weapon Properties are additional traits, bonuses or effects the magic weapon grants or performs on top of the normal functionality of that weapon.  Magic weapon properties each have a cost associated with them that is measured in pluses similar to the weapon's enhancement bonus. The cost of a magic weapon is determined by adding the pluses listed for each magic weapon property to its base magic enhancement bonus. This is called the weapon's Absolute Bonus (see below for details)The Absolute Bonus is used to determine the cost of the weapon.
Magic properties are additional traits, bonuses or effects the weapon grants or performs on top of the normal functionality of that weapon.  Magic properties each have a cost associated with them that is measured in pluses similar to the weapon's enhancement bonus. The cost of a magic weapon's properties is determined by '''''adding the pluses listed''''' for each magic property and looking up the price on the table above.   


A weapon must have an enhancement bonus greater than or equal to the magic weapon property's plus cost before that property may be added to it. For example, a +2 longsword could be enchanted to also have up to two +1 magic weapon properties, or a single +2 magic weapon property, but it could not have properties exceeding a plus value of 2.  A weapon may have multiple magic properties, but it may never have the same property twice.  A weapon's enhancement bonus plus its magic properties are limited by the character levels of the campaign, to maintain balance.  At level 36 and higher (Apotheosis) all restrictions are lifted, and a weapon may be enchanted in any way the characters can afford.   
For example, a weapon with both "Flaming (+1)" and "Keen (+1)" has two pluses worth of properties, which costs {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=6-50 }}}}}} gp.   


You cannot price each property separately, even if you add them to the weapon at different times. That is, you can't pay the {{#number_format: {{#expr: {{Magic-Item-Adjusted-Price|transcludesection=2-50 }}}}}} gp cost for each +1 property; you can only pay that for the first +1 property.  When you add a second +1 property, you pay as though a total of +2-worth of properties was on the weapon (paying only the difference, since you already paid for the first +1).  A weapon with two +1 properties always costs the same as a weapon with a single +2 property.  Similarly, a weapon with four +1 properties costs the same as a weapon with a single +4 property.


In order to add any '''''epic''''' magic properties, the wielder must be at least 21st level.  Prior to 21st level, a weapon may have up to a maximum of +5 worth of magic properties enchanted onto it.  At level 21 or higher, a weapon may have up to a maximum of +9 worth of magic properties enchanted onto it.


===Dweomermetals and Special Materials===
: <h3> Upgrading and Changing Enchantments </h3>
* [[Dweomermetals And Other Special Materials]]
: Enhancement bonuses cannot be removed from a magic weapon once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new one.


Mundane weapons are assumed to be made of forged ironFragile weapons are usually made of crude iron, bronze, or bone. Masterwork weapons are assumed to be made of good quality steel, similar to historical Damascus or Wootz (forging good steel was often a happy accident before the chemistry was fully understood).  Weapons made from fantastic materials are possible as well, such as the classic mithril and adamantine.  
: Magic weapon properties can be removed from a magic weapon, replaced with altogether new properties, or upgraded to a higher version of the existing magic weapon property (when applicable).  The cost to do so is the difference in cost between the total pluses worth of properties on the old weapon and the total pluses of properties being applied to the new weaponHowever, if the total plus-value of the weapon goes down, there is no refund of money unless you can convince the craftsman performing the alterations why they should actually pay you for the privilege of doing that work.  Performing magic property swaps and upgrades takes one full day of work per change in the plus-cost of the weapon, with a minimum of 1 full day. Even if this work isn't performed by a player-character, the character must wait for the alterations to be performed, and they cannot make use of the weapon while the craftsman is working on it.  Some craftsmen might offer to lend or rent out a weapon while their customers wait, though they would expect the loaner weapon to be returned to them in good condition.


In all cases, only ONE material may be used in the construction of a single weapon, even after the Apotheosis at level 36.  Unless the referee allows it, of course.
: A magic weapon that is upgraded with epic properties before its wielder is at least level 21 will inflict a [[Non-Proficiency|non-proficiency]] penalty on the wielder, or worse.


=== Special Materials ===
* [[Dweomermetals]]


====Special Rule: Absolute Bonus====
Mundane weapons are assumed to be made of forged iron.  Fragile weapons are usually made of crude iron, bronze, or bone. Weapons made from fantastic materials are possible as well, such as the classic mithril and adamantineThese fantastic materials are collectively called "dweomermetals".  
By adding together the plus values of the Enhancement Bonus and Magical Properties of a weapon, you determine the weapon's Absolute Bonus. For example, a +2 Keen Longsword has a +3 Absolute Bonus, since the Keen property has a +1 cost associated with it. Dweomermetals do not alter the Absolute Bonus of a weapon, though they do alter the costThe Absolute Bonus plus the special material costs (if any) determine the total magic item cost of the item.  The maximum possible Absolute Bonus of any magic weapon, armor or shield is +18, though the maximum allowed in a given campaign varies by the campaign's current player level (See the tables below for details). At level 36, all restrictions are lifted, and weapons, armors and shields may be enchanted in any way the characters can afford.


Dweomermetals can be added to a weapon at the time it is purchased (or created), increasing the price depending on the dweomermetal chosen, and the handiness of weapon it is applied to (light weapons, one-handed weapons, and two-handed weapons).  Note that ranged weapons, such as bows, also have a handiness (bows require two hands to fire), and use the same prices.


== Restricted Enchantments ==
Note that special materials cannot be normally be added to an existing weapon, though some advanced armor smithies offer a [[Dweomermetals#Reforging_a_Dweomermetal | reforging]] process that makes this possible.  
Weapons cannot have any other magical enchantments placed on them besides the three listed above: weapon enhancement bonus, magic weapon properties and dweomermetals/special materials.  For the sake of heading off questions, a list of what is NOT allowed is provided below.  Note that there are magic weapon properties and dweomermetals which can provide some of the effects below.  However, except for using those properties or materials, these effects cannot be directly enchanted onto a weapon.


* Ability Damage
Only ONE special material may be used in the construction of a single weapon, even after the Apotheosis at level 36. A weapon cannot be made of both ambergold and paramount alloy. The Double weapons, such as the 2-bladed sword, are the exception to this rule, as each end can be made of a different dweomermetal, if desired.
* [[Magic Item Enchant - Ability Scores|Ability Scores]]
* [[Magic Item Enchant - Alternate Movement Types|Alternate Movement Types]]
* [[Magic Item Enchant - Alternate Senses|Alternate Senses]]
* [[Magic Item Enchant - Armor Enhancement Bonus|Armor Enhancement Bonus]]
* Base Attack Bonus (BAB)
* Caster Level Checks
* Circumstance Bonuses
* Class-Specific Abilities (e.g. Combat Edge, Quarry, Formation, Ki, Rogue Talents, etc.)
* [[Magic Item Enchant - Combat Maneuver Bonus|Combat Maneuver Bonus (CMB)]]
* [[Magic Item Enchant - Combat Maneuver Defense|Combat Maneuver Defense (CMD)]]
* [[Magic Item Enchant - Damage Resistance|Damage Resistance (DR)]]
* [[Magic Item Enchant - Deflection AC|Deflection AC]]
* Dodge AC
* Elemental Damage
* [[Magic Item Enchant - Energy Resistance|Energy Resistance (ER)]]
* Feats
* Hit Points
* [[Magic Item Enchant - Increased Movement|Increased Movement]]
* Initiative
* [[Magic Item Properties|Magic Armor Properties]]
* [[Magic Item Properties|Magic Shield Properties]]
* [[Magic Item Enchant - Natural AC|Natural AC]]
* Other Classes’ Class Features
* Racial Abilities (neither improving your own, or getting abilities from other races)
* Ranged Damage
* Reach
* [[Magic Item Enchant - Saving Throws|Saving Throws]]
* [[Magic Item Enchant - Shield Enhancement Bonus|Shield Enhancement Bonus]]
* [[Magic Item Enchant - Skill Bonuses|Skill Bonuses]]
* Skill Ranks
* [[Magic Item Enchant - Spell Effects|Spell Effects]]
* [[Magic Item Enchant - Spell Resistance|Spell Resistance]]
* Spell Save DC
* Status Conditions
* Temporary Hit Points
* Touch Attacks
* Traits


==Other Magic Weapon Considerations==


===Creation Level of Magic Weapons===
The creation level required to craft a weapon is calculated as follows:


==Other Magic Weapon Considerations==
:: Magic Weapon Creation Level = 3x enhancement bonus + 1 per plus of magic properties


===Caster Level Required To Make Weapons===
Thus, a +9 Halberd of Annihilation (a +9 enhancement bonus with a +9 property) has a creation level of 36 (3 x 9 (enhancement bonus) + 9 (magic property pluses))A +2 longsword of Speed (a +3 property) has a creation level of 9 (3 x 2 (enhancement bonus) + 3 (magic property pluses)).
The caster level required to make a weapon with a weapon property is given in the description of the property.  If a weapon has more than one weapon property, the caster level required to place the weapon properties is the highest of all the properties plus 2.  For a weapon with only an enhancement bonus and no other abilities, the caster level or effective caster level required to make the weapon is three times the enhancement bonus.  Thus, it requires a third level creator to make a +1 weapon, sixth level to make a +2, etc.  If a weapon has both an enhancement bonus and a special ability, the higher of the caster level requirements must be met.  As always, caster level can either be a character's 'native' caster level if they actually cast spells, or their Effective Caster Level they gain from having the Creator feat and ranks in either Divinity, Naturalism, Reason, Spellcraft, Spycraft or Warcraft. Note that even spell casters have to have the Creator feat to make magic items.


A character wishing to craft the weapon must have [[Creator (Feat)]], and a minimum character level equal to, or greater than, the weapon's creation level.


===Additional Bonus Damage Dice===  
===Additional Bonus Damage Dice===  
Some magic weapons deal additional bonus dice of damage. Unlike other modifiers to damage, additional dice of damage are considered bonuses and are not multiplied when the attacker scores a critical hit.  In all cases, refer to the description of the weapon to see if there are specific rules for handling the bonus damage.  If there are no rules in the weapon description, then these rules apply.
Some magic properties add bonus dice of damage to the weapon's damage. These bonus dice of damage are considered bonus damage and are not multiplied on a critical hit.  In all cases, refer to the description of the magic property to see if there are specific rules for handling the bonus damage.  If there are no rules in the magic property's description, then these rules apply.
 


===Additional Base Damage Dice===
===Additional Base Damage Dice===
Some magic weapons gain improved or additional base damage diceThese dice DO improve with level as normal base damage dice do, and ARE multiplied when the attacker scores a critical hit.  Increases to base weapon damage can be found in the form of additional dice, and as adders. In all cases, additions to the base weapon damage are multiplied by high level effects and are multiplied on critsAs a result, these effects are powerful and rare.
Some magic properties grant a bonus to the weapon's [[base weapon damage]]Increases to base weapon damage improve with level (at 6th, 11th, 16th, 21st, 26th, and 31st levels) and are multiplied when the wielder scores a critical hit.  Increases to base weapon damage can be found in the form of additional dice (e.g. +1d6), and as adders (e.g. +2)These effects are powerful and rare, and will always clearly state that they apply to ''base'' weapon damage.
 
 
===Ranged Weapons and Ammunition===
The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon. Weapon properties of a ranged weapon do not stack with weapon properties of ammunition.  If a character is using a ranged weapon with properties and has ammunition with properties, they may choose which properties to use with each shot as a free action.  As always, no weapon may ever have the same property twice.  If ammunition and a ranged weapon have the same weapon properties, only count the property once.


=== Magic Ammunition ===
There is no magical ammunition. While melee and ranged weapons can be enchanted with enhancement bonuses, magic properties, and dweomermetals, ammunition (which always has the [[Expendable (Quality)|expendable]] weapon quality) cannot typically be enchanted or made of special materials.  Instead, ammunition always inherits the enchantment (the enhancement bonuses, magic properties, and dweomermetal benefits) of the weapon from which they are fired.


===Magic Thrown Weapons===
===Magic Thrown Weapons===
Weapons designed for throwing, such as the throwing axe or the careen (but not weapons with the ammunition property, such as skiprocks), gain the [[Magic Item Properties#Returning, Lesser|Lesser Returning]] property for free if they have an enhancement bonus or magic property worth an enhancement bonus of at least +1. If they have an enhancement bonus of +2 or greater (or magic properties equivalent to +2 enhancement or greater), thrown weapons gain the [[Magic Item Properties#Returning, Greater|Greater Returning]] magic property for free. These properties cost nothing extra, and never increase the overall cost of additional upgrades, but they do count against the maximum possible enchantments the weapon can have.
Weapons designed for throwing, such as the throwing axe or the careen (but not ammunition), may gain the [[Returning_(Melee_Weapon_Magic_Property)|Returning]] property for only 50 gold if the player desires it.
 
 
===Magic Ammunition and Breakage===
Magical ammunition follows the standard rules for recovering expended ammunition. If the attack hits, the arrow, bolt or bullet is expended and not recoverable. If the attack misses, there is a 50% chance that the piece of ammunition is recoverable.


These Returning properties cost very little, they do not alter the cost of additional magic properties, and they do not count against the maximum possible enchantments the weapon can have.


===Light Generation===  
===Light Generation===  
30% of randomly generated magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can their light be shut off, and they usually make Stealth rolls more difficult by imposing a penalty to stealth rolls.  If a weapon is specially crafted by a player or as a commission from an NPC, whether or not it gives off light is chosen by the playerSome magic weapon properties cause the weapons to always or never glow, as defined in their descriptions, and this cannot by changed by the player's desire at item creation.  
If a weapon is created by a player-character, or purchased from an [[NPC]], the player can choose whether or not it gives off light.  If the weapon is found as treasure, there is a 30% chance it gives off light when drawn.


Some magic weapon properties cause the weapons to always or never glow, as defined in their descriptions, and this cannot by changed by the player's desire at item creation.


===Hardness and Hit Points===
Characters cannot initiate a [[stealth]] stance if they are carrying a visible source of lightIn addition, a stealth stance is immediately broken if the stealthed character reveals a light sourceIf the magic weapon generates light, it can be left sheathed in order to mask its light, permitting stealth, but as soon as such a weapon is drawn, any ongoing stealth ends.
Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Weapon, Armor, and Shield Hardness and Hit PointsWeapon properties usually have no effect on hardness or hit points, but some do, so refer to these specific rules for the effects of each property.  Special materials almost always have an effect on a weapon's hardness and hit pointsSee the tables below and on the Dweomermetals page for details.
 
 
==== Table: Weapon, Armor and Shield Hardness and Hit Points ====
{| border="1" cellpadding="5" style="text-align:center"
! Weapon or Shield || Hardness <sup>1</sup> <sup>4</sup> || Hit Points <sup>2</sup> <sup>3</sup>
|-
| align="left" | Light blade || 10 || 2
|-
| align="left" | One-handed blade || 10 || 5
|-
| align="left" | Two-handed blade || 10 || 10
|-
| align="left" | Light metal-hafted weapon || 10 || 10
|-
| align="left" | One-handed metal-hafted weapon || 10 || 20
|-
| align="left" | Light hafted weapon || 5 || 2
|-
| align="left" | One-handed hafted weapon || 5 || 5
|-
| align="left" |  Two-handed hafted weapon || 5 || 10
|-
| align="left" | Projectile weapon || 5 || 5
|-
| align="left" |  Armor || special<sup>4</sup> || armor bonus × 5
|-
| align="left" | Buckler || 10 || 5
|-
| align="left" | Light wooden shield || 5 || 7
|-
| align="left" | Heavy wooden shield || 5 || 15
|-
| align="left" | Light steel shield || 10 || 10
|-
| align="left" | Heavy steel shield || 10 || 20
|-
| align="left" | Tower shield || 5 || 20
|}
* <sup>1</sup> Add +2 for each +1 enhancement bonus of magic items.
* <sup>2</sup> Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
* <sup>3</sup> Add 10 hp for each +1 enhancement bonus of magic items
* <sup>4</sup> Varies by material.  See below and Dweomermetals for details.


===Durability===
Weapons do not have hardness or hit points.  A weapon can be [[Broken]] if a sunder attempt successfully equals or exceeds the wielder's [[Maneuver Defense]].  Most weapons (and indeed, most items of any type) have a Durability of one, so a single Sunder Breaks them. If a weapon or other item has a Durability greater than one for whatever reasons, it is unaffected by successful Sunders until its Durability reaches zero, when it gains the Broken condition as normal.


 
Magical enhancement bonuses on weapons do not increase the wielder's Maneuver Defense versus sunder attempts, though some [[Dweomermetals]] do.
==== Table: Substance Hardness and Hit Points ====
{| border="1" cellpadding="5" style="text-align:center"
! Substance || Hardness || Hit Points
|-
| align="left" | Glass || 1 || 1/in. of thickness
|-
| align="left" | Paper or cloth || 0 || 2/in. of thickness
|-
| align="left" | Rope || 0 || 2/in. of thickness
|-
| align="left" | Ice || 0 || 3/in. of thickness
|-
| align="left" | Leather or hide || 2 || 5/in. of thickness
|-
| align="left" | Wood || 5 || 10/in. of thickness
|-
| align="left" | Stone || 8 || 15/in. of thickness
|-
| align="left" | Iron or steel || 10 || 30/in. of thickness
|-
| align="left" | Argent || 15 || 40/in. of thickness
|-
| align="left" | Ambergold || 18 || 30/in. of thickness
|-
| align="left" | Bloodgold || 5 || 25/in. of thickness
|-
| align="left" | Bloodsilver || 20 || 40/in. of thickness
|-
| align="left" | Cuprium || adds +3 to base || adds +9 to base
|-
| align="left" | Mithral || 15 || 30/in. of thickness
|-
| align="left" | Peacemetal || 15 || 35/in. of thickness
|-
| align="left" | Puremetal || 12 || 30/in. of thickness
|-
| align="left" | Adamantine || 20 || 40/in. of thickness
|-
| align="left" | Dolemetal || 25 || 50/in. of thickness
|-
| align="left" | Truemetal || 30 || 50/in. of thickness
|-
| align="left" | Paramount || 40 || 60/in. of thickness
|-
| align="left" | Glassteel || 10 || 30/in. of thickness
|}
 


===Activation===  
===Activation===  
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a weapon property that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of up to 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon &mdash; by wielding (attacking with) it. Magic properties and bonuses to-hit and damage are only gained from a weapon if the weapon is being wielded.  Sheathed or stowed weapons provide no benefit, even if the property states the provided effects are always on.


If a weapon has a weapon property that the user needs to activate, then the user usually needs to utter a command word (a standard action).  Refer to the magic property description for details.


===Magic Weapons and Critical Hits===  
===Magic Weapons and Critical Hits===  
Some weapon properties and some specific weapons have an extra effect on a critical hit. This special effect overcomes immunity to critical bits. Critical hits rolled with these weapons function against creatures not normally subject to critical hits, but only for the weapon property's effect. In such instances, on a successful critical roll, apply the magic weapon's special effect, but otherwise resolve damage as though it were a normal hit.
Some magic properties and some specific weapons have an extra effect on a critical hit. This special effect overcomes immunity to critical hits. Critical hits rolled with these weapons function against creatures not normally subject to critical hits, but only for the weapon property's effect. In such instances, on a successful critical roll, apply the magic weapon's special effect, but otherwise resolve damage as though it were a normal hit.
 


===Weapons for Unusually Sized Creatures===  
===Weapons for Unusually Sized Creatures===  
The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality is also affected to the same degree.  IE, if a weapon costs four times as much because it is size large, it costs 4 times as much to make it masterwork.  The cost to enchant a size large weapon is unchanged, however, nor does the weapon's size increase the time required for enchantment.
The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost to enchant a size large weapon is unchanged, however, nor does the weapon's size increase the time required for enchantment.

Latest revision as of 15:22, 2 August 2023

Malfrost

A huge variety of magic weapons are possible, and most of them are either available for purchase at a magic item shop, or can be custom-made with enough time and a good craftsman. Characters with Creator (Feat) can even make such weapons themselves, if they are so inclined.

Calculating Cost

To determine the cost of a magic weapon, you must add up the following:

  • The cost of the non-magical base weapon
  • The cost of any dweomermetal used in the weapon's construction
  • The cost of the enhancement bonus from the table below
  • The cost of the sum of all magic properties, also from the table below

Example Magic Weapons

  • Example 1: A Longsword (15 gp) made of plain steel, with no enchantment bonus or properties, costs 15 gold pieces.
  • Example 2: A Longsword (15 gp) infused with Cuprium (500 gp), with no enhancement bonus or properties, costs 515 gold pieces.
  • Example 3: A Longsword (15 gp) made of Bladesilver (7,500 gp), with no enhancement bonus or properties, costs 7,515 gold pieces.
  • Example 4: A Longsword (15 gp) made of Bladesilver (7,500 gp), with a +1 enhancement bonus (2,300 gp) and no properties, costs 9,815 gold pieces.
  • Example 5: A Longsword (15 gp) made of plain steel, with a +1 enhancement bonus (2300 gp) and no properties, costs 2,315 gold pieces.
  • Example 6: A Longsword (15 gp) made of Bladesilver (7,500 gp), with a +1 enhancement bonus (2,300 gp) and the +1 Keen magical property (2,300 gp), costs 12,115 gold pieces.
  • Example 7: A Longsword (15 gp) made of plain steel, with no enhancement bonus, and the +1 Keen magical property (2,300 gp), costs 2,315 gold pieces.
  • Example 8: A Longsword (15 gp) made of plain steel, with no enhancement bonus, the +1 Keen magical property, the +1 Throwing property, and the +0 Returning property (50 gp), costs 10,065 gold pieces (because the two +1 magic properties and the +0 magic property are added together to a total of +2, which costs 10,000 gp).


As can be seen, the variety of weapons that can be built is very, very large, and players are encouraged to explore the vast range of possibilities. Have fun! Try new things!

Enhancement Bonus or Magic Properties Cost
+1 2,300
+2 10,000
+3 25,000
+4 56,000
+5 180,000
+6 (epic) 755,000
+7 (epic) 2,300,000
+8 (epic) 7,200,000
+9 (epic) 22,050,000

Allowed Enchantments

A magic weapon is enhanced to strike more accurately and deliver more damage. Magic weapons have three types of improvements that may be applied to them:

Weapon Enhancement Bonus

A weapon's enhancement bonus is a direct bonus to the weapon's to-hit and damage, equal to the plus-value of the enhancement bonus. That is, a weapon with a +2 enhancement bonus grants its wielder a +2 bonus to all to-hit rolls with that weapon, and +2 bonus damage to all damage rolls made for that weapon. This bonus damage is multiplied on a hit, but it is not base weapon damage that increases with level.

Enhancement bonuses are usually listed as part of the weapon's name, such as "+2 longsword".

A weapon may never have more than a +9 enhancement bonus. Furthermore, characters must be at least level 21 before they can apply an enhancement bonus greater than +5 to a weapon. Weapons with an enhancement bonus of +6, +7, +8, or +9, are considered epic weapons.

Any attempt to wield an epic weapon prior to 21st level results in the character taking a non-proficiency penalty with the weapon (-4 to attack rolls), and the possibility of even more dire consequences (such as insanity, or being controlled by the weapon).

At level 36 and higher (apotheosis) all limits on enhancement bonuses and the magic properties are lifted. Apotheotic weapons can be enchanted in any way the character can afford.

Magic Weapon Properties

Magic properties are additional traits, bonuses or effects the weapon grants or performs on top of the normal functionality of that weapon. Magic properties each have a cost associated with them that is measured in pluses similar to the weapon's enhancement bonus. The cost of a magic weapon's properties is determined by adding the pluses listed for each magic property and looking up the price on the table above.

For example, a weapon with both "Flaming (+1)" and "Keen (+1)" has two pluses worth of properties, which costs 10,000 gp.

You cannot price each property separately, even if you add them to the weapon at different times. That is, you can't pay the 2,300 gp cost for each +1 property; you can only pay that for the first +1 property. When you add a second +1 property, you pay as though a total of +2-worth of properties was on the weapon (paying only the difference, since you already paid for the first +1). A weapon with two +1 properties always costs the same as a weapon with a single +2 property. Similarly, a weapon with four +1 properties costs the same as a weapon with a single +4 property.

In order to add any epic magic properties, the wielder must be at least 21st level. Prior to 21st level, a weapon may have up to a maximum of +5 worth of magic properties enchanted onto it. At level 21 or higher, a weapon may have up to a maximum of +9 worth of magic properties enchanted onto it.

Upgrading and Changing Enchantments

Enhancement bonuses cannot be removed from a magic weapon once applied, but the enhancement bonus can be increased. The cost to do so is the difference in cost between the old bonus and the new one.
Magic weapon properties can be removed from a magic weapon, replaced with altogether new properties, or upgraded to a higher version of the existing magic weapon property (when applicable). The cost to do so is the difference in cost between the total pluses worth of properties on the old weapon and the total pluses of properties being applied to the new weapon. However, if the total plus-value of the weapon goes down, there is no refund of money unless you can convince the craftsman performing the alterations why they should actually pay you for the privilege of doing that work. Performing magic property swaps and upgrades takes one full day of work per change in the plus-cost of the weapon, with a minimum of 1 full day. Even if this work isn't performed by a player-character, the character must wait for the alterations to be performed, and they cannot make use of the weapon while the craftsman is working on it. Some craftsmen might offer to lend or rent out a weapon while their customers wait, though they would expect the loaner weapon to be returned to them in good condition.
A magic weapon that is upgraded with epic properties before its wielder is at least level 21 will inflict a non-proficiency penalty on the wielder, or worse.

Special Materials

Mundane weapons are assumed to be made of forged iron. Fragile weapons are usually made of crude iron, bronze, or bone. Weapons made from fantastic materials are possible as well, such as the classic mithril and adamantine. These fantastic materials are collectively called "dweomermetals".

Dweomermetals can be added to a weapon at the time it is purchased (or created), increasing the price depending on the dweomermetal chosen, and the handiness of weapon it is applied to (light weapons, one-handed weapons, and two-handed weapons). Note that ranged weapons, such as bows, also have a handiness (bows require two hands to fire), and use the same prices.

Note that special materials cannot be normally be added to an existing weapon, though some advanced armor smithies offer a reforging process that makes this possible.

Only ONE special material may be used in the construction of a single weapon, even after the Apotheosis at level 36. A weapon cannot be made of both ambergold and paramount alloy. The Double weapons, such as the 2-bladed sword, are the exception to this rule, as each end can be made of a different dweomermetal, if desired.

Other Magic Weapon Considerations

Creation Level of Magic Weapons

The creation level required to craft a weapon is calculated as follows:

Magic Weapon Creation Level = 3x enhancement bonus + 1 per plus of magic properties

Thus, a +9 Halberd of Annihilation (a +9 enhancement bonus with a +9 property) has a creation level of 36 (3 x 9 (enhancement bonus) + 9 (magic property pluses)). A +2 longsword of Speed (a +3 property) has a creation level of 9 (3 x 2 (enhancement bonus) + 3 (magic property pluses)).

A character wishing to craft the weapon must have Creator (Feat), and a minimum character level equal to, or greater than, the weapon's creation level.

Additional Bonus Damage Dice

Some magic properties add bonus dice of damage to the weapon's damage. These bonus dice of damage are considered bonus damage and are not multiplied on a critical hit. In all cases, refer to the description of the magic property to see if there are specific rules for handling the bonus damage. If there are no rules in the magic property's description, then these rules apply.

Additional Base Damage Dice

Some magic properties grant a bonus to the weapon's base weapon damage. Increases to base weapon damage improve with level (at 6th, 11th, 16th, 21st, 26th, and 31st levels) and are multiplied when the wielder scores a critical hit. Increases to base weapon damage can be found in the form of additional dice (e.g. +1d6), and as adders (e.g. +2). These effects are powerful and rare, and will always clearly state that they apply to base weapon damage.

Magic Ammunition

There is no magical ammunition. While melee and ranged weapons can be enchanted with enhancement bonuses, magic properties, and dweomermetals, ammunition (which always has the expendable weapon quality) cannot typically be enchanted or made of special materials. Instead, ammunition always inherits the enchantment (the enhancement bonuses, magic properties, and dweomermetal benefits) of the weapon from which they are fired.

Magic Thrown Weapons

Weapons designed for throwing, such as the throwing axe or the careen (but not ammunition), may gain the Returning property for only 50 gold if the player desires it.

These Returning properties cost very little, they do not alter the cost of additional magic properties, and they do not count against the maximum possible enchantments the weapon can have.

Light Generation

If a weapon is created by a player-character, or purchased from an NPC, the player can choose whether or not it gives off light. If the weapon is found as treasure, there is a 30% chance it gives off light when drawn.

Some magic weapon properties cause the weapons to always or never glow, as defined in their descriptions, and this cannot by changed by the player's desire at item creation.

Characters cannot initiate a stealth stance if they are carrying a visible source of light. In addition, a stealth stance is immediately broken if the stealthed character reveals a light source. If the magic weapon generates light, it can be left sheathed in order to mask its light, permitting stealth, but as soon as such a weapon is drawn, any ongoing stealth ends.

Durability

Weapons do not have hardness or hit points. A weapon can be Broken if a sunder attempt successfully equals or exceeds the wielder's Maneuver Defense. Most weapons (and indeed, most items of any type) have a Durability of one, so a single Sunder Breaks them. If a weapon or other item has a Durability greater than one for whatever reasons, it is unaffected by successful Sunders until its Durability reaches zero, when it gains the Broken condition as normal.

Magical enhancement bonuses on weapons do not increase the wielder's Maneuver Defense versus sunder attempts, though some Dweomermetals do.

Activation

Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon — by wielding (attacking with) it. Magic properties and bonuses to-hit and damage are only gained from a weapon if the weapon is being wielded. Sheathed or stowed weapons provide no benefit, even if the property states the provided effects are always on.

If a weapon has a weapon property that the user needs to activate, then the user usually needs to utter a command word (a standard action). Refer to the magic property description for details.

Magic Weapons and Critical Hits

Some magic properties and some specific weapons have an extra effect on a critical hit. This special effect overcomes immunity to critical hits. Critical hits rolled with these weapons function against creatures not normally subject to critical hits, but only for the weapon property's effect. In such instances, on a successful critical roll, apply the magic weapon's special effect, but otherwise resolve damage as though it were a normal hit.

Weapons for Unusually Sized Creatures

The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost to enchant a size large weapon is unchanged, however, nor does the weapon's size increase the time required for enchantment.