Cyg |
Greetings! I'm hoping to clarify some stuff for creating magic weapons.
Let's say a PC is entering a city where a skilled weapon crafter lives. The PC hopes to get some better equipment.
1. Can the PC turn a regular weapon they've had for a long time (let's say a Heavy Mace) into a magical weapon?
2. Am I required to always create the magical weapon from the ground up, with no options for transforming a regular one into a magical one?
3. After a magical weapon is created, can I then stack other enchantments on top of it after the fact? e.g. Could my +1 Heavy Mace of Grounding be given the Furyborn trait months later?
4. When creating weapons, does every single bonus (whether it's an ability or just a +1, +2, etc.) stack the cost? e.g., to give my Heavy Mace a +1 bonus (which already has 3 enhancements on it) would it cost 1,000gp (base cost) or 16,000gp (the cost of the 4th bonus)?
Thank you in advance!
Maezer |
1. It needs to be a masterwork weapon before being able to be enchanted. This can be done with the spell Masterwork Transform which a material component of 300gp for weapons. (150 for armor/shields)
2. No. (above)
3. Yes.
4. Yes the costs stack. Going from a +3 equivalent bonus to a +4 equivalent bonus is 14,000 gp. (32,000gp - 18,000gp)
Cyg |
1. It needs to be a masterwork weapon before being able to be enchanted. This can be done with the spell Masterwork Transform which a material component of 300gp for weapons. (150 for armor/shields)
2. No. (above)
3. Yes.
4. Yes the costs stack. Going from a +3 equivalent bonus to a +4 equivalent bonus is 14,000 gp. (32,000gp - 18,000gp)
Awesome, thank you kindly!
Qaianna |
Another option, of course, is to see if a masterwork weapon is just for sale. Little more traditional, especially if your GM has a habit of outlawing Masterwork Transformation based on the 'I hate too many splatbooks' or other reasoning. Especially useful if your prior weapon is broken, stolen, missing, or lame.