Daiyang |
a simple question:
i want a magical rapier for my new swashbuckler. lvl 14.
must be +1 for the following: keen, ghost touch and agile. all cost +1 bonus = +4 total bonus. so 32000 gp, correct?
and at 14lvl +1 bonus att/dmg is low, how about +2, or +3? 50k and 72k gold?
OR its enchancement cost +2000gp.?
a bit confusing to me
MurphysParadox |
Cost of a magic weapon or armor or shield: Sum all the enchantment bonuses (+1 through +5) with the bonus equivalent values of the various qualities. This number is the weapon's total enchantment value.
Take the total enchantment value to the cost table and there you go!
If you're upgrading a weapon, you pay the difference between the value of it currently subtracted from the cost of a weapon with the new enchantment value.
So, for the purpose of costs, a +3 rapier and a +1 ghost touch agile weapon is the same amount of gold.
PaulH |
Hi
If someone has a magical weapon with special properties,and wants to upgrade it. How much does it cost?
Case in question is +2 Weapon with abilities costing total 26 K to a +3 weapon with same abilities.
I think it should increase cost the difference between +2 and +3.
Somneone's telling me it only costs extra 6k, since the other abilities already included in cost.
Thanks
Paul H
Tarantula |
You have to say what abilities. Some, are a flat cost (glamered is +4000gp always). Others count as a +1 or more bonus.
So, +2 weapon is 8,000gp. +3 is 18,000gp. Upgrading a +2 to a +3 is 10,000gp.
That +2 weapon could be just +2, +1 keen, +1 flaming, etc.
Even a +2 and impervious, glamered, transformative, and dueling and it would still cost 10,000 more to upgrade to a +3 impervious, glamered, transformative, dueling weapon.
Protoman |
Is the other person aware it's +2 to +3 and not +1 to +2? That would explain where he got +6k from.
Assuming the other person simply got the starting and final enhancement bonus wrong, you're both correct. Pay the difference between +2 and +3 (+ 10k). As long as those other special abilities don't have pricing equivalent to +1 to +5 (such as flaming or keen = +1) then they're already paid for in the weapon and aren't being improved and don't factor into the enhancement-bonus-to-price calculations.
Jason Wedel |
Going to steal this thread for a question I have been having:
If I have a double weapon (The humble quarterstaff)
Do I need to enchant both sides?
If I do enchant both sides (Either from choice or necessity) do they have to be the same enchantment? I kind of want to do one side with Spell storing, the other with Training:twf...
Protoman |
Going to steal this thread for a question I have been having:
If I have a double weapon (The humble quarterstaff)
Do I need to enchant both sides?
If I do enchant both sides (Either from choice or necessity) do they have to be the same enchantment? I kind of want to do one side with Spell storing, the other with Training:twf...
You don't have to enchant both sides. Could just be a +1/masterwork quarterstaff.
If you do enchant both sides, you can do different abilities on each side, as long as you pay for them.
Tarantula |
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities.
Each head of the weapon is treated as its own magic weapon the same as if they were 2 different weapons.