Creating magical items and upgrading them.


Rules Questions


Hey,

I can't figure out the process involved with item value in creating magical items / enchanting already existing magical items.

The factors such as +1, +2 in the reference table with value confuse me. Also, if I have a +1 longsword, and I want to enchant it with flaming, I understand that the weapon will be treated as +2 flaming longsword, both for item value and +2 enchantments (to hit, to damage)??

Also, what is the way to calculate the cost of item with all of its added enchantments. If I could have some very clear examples, like "enchanting value factor for dummies". And an answer to that if +1 item gets further enchanted, will it be treated as +2, or +3 (to hit and damage)?

For example, the overall + enchantment and value of this weapon:

Scimitar with 'Bane' and 'Flaming'.

Thanks!


SRD wrote:

Sometimes, lack of funds or time make it impossible for a magic item crafter to create the desired item from scratch. Fortunately, it is possible to enhance or build upon an existing magic item. Only time, gold, and the various prerequisites required of the new ability to be added to the magic item restrict the type of additional powers one can place.

The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword.

If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection 2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

You can disregard the third paragraph, being that you are going to be following the rules for magic weapons. I just kept that in case you wanted it for future reference.

As for making the flaming longsword:

You have a +1 longsword to start with. If you just add flaming, you calculate the cost as though you were making it a +2 longsword. This is because flaming is worth a +1 enhancement bonus, which adds on top of the existing +1 to make it a +2 for the purpose of determining the cost. This does not mean it is a +2 longsword; it is still just +1 to hit and damage.

The price for a +2 weapon is (2)^2 x 2000 gp = 8000 gp. Subtract the value of the existing +1 longsword (worth 2000 gp) to see what the INCREASE in base price is: 8000 - 2000 = 6000 gp. The cost for crafting that is 3000 gp, and would take 6 days (unless you do the accelerated crafting, which could reduce the time to 3 days).

If you wanted to make it a +2 flaming weapon, the total base price would be 18000 gp (the value of a +3 weapon). The increase from the +1 longsword is 16000 gp, the crafting cost would be 8000 gp, and it would take 16 days (8 accelerated).

A +1 flaming bane weapon would be the equivalent of a +3 weapon. Bane is worth a +1, and flaming is also worth a +1. A weapon has to have a +1 enhancement bonus before adding other abilities, which is why I made it a +1 flaming bane weapon. So, the overall enhancement bonus for determining cost is +3, but it is a +1 weapon for to hit and damage bonuses. The base price is 18000 gp, which would require 18 days and 9000 gp to craft.

You would also add the cost of a masterwork weapon into these figures if you didn't already have one to work with. I assume you would just buy one, though.

Clear as mud?


SRD wrote:

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Magic Weapons

Magic Items

In case you want to see where I got my information.

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