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It has always bugged me that in 3.5 you can only enchant masterwork gear, and then (in the case of armor and weapons) it ahs to get a +1 first.
I was wondering what contributions everyone could come up with for a minor magic system.
The basic idea I have is that normal items can only be enchanted up to a certain point (perhaps +3 equivalent) while master work items can be fully enchanted.
The to hit bonus of masterwork would become circumstance instead of enhancement, so a +1 masterwork sword is better than a +1 normal sword.
And then a list of minor effects could be created, that don't need the weapon to be +1 or better first.
Some examples:
Guidance - the weapon reduces the non-proficiency penalty to -2
Skillful - the weapon reduces the non-proficiency penalty to 0
Honing - the weapon/armor repairs 1 point of damage to itself per 24 hours
Orienting - the weapon on command will draw in the direction of north, +2 on survival checks to navigate
Cleansing - the enchanted armor prevents the accumulation of normal vermin and cleanses the flesh - no fleas and no circumstance penalties for stinking like death
Thoughts?

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I've always liked the idea of a weapon that could cast "Magic Weapon" on itself 3x per day...
I bought a couple of pdfs from Budget Books called "Loot4Less" that have several weaker magic items. One is non-enhancement enchantment... it basically allows you to add weapon special abilities but does not give a +1. I forget the exact details, but it's cheaper than a +1 enhancement,but it does cost something.
I recommend the Loot4Less product if you like this kind of thing.

Jonathan Drain |

I like that weapons must be masterwork and +1. By the time you're buying a +2 weapon, the masterwork component is pocket change. It also keeps you from doing munchkin things like getting a Vicious weapon for 2,000gp.
I've actually run some of the things you've said as weapons though, without requiring the weapon to be +1. Minor enhancements, I think I referred to them as.
For example, the Sword of Catharsus in my game was a paladin's standard-issue weapon of a masterwork longsword or bastard sword which never requires cleaning or sharpening, repairs one point of damage to itself per day, and grants a +1 bonus to saves versus fire effects when drawn. 915gp.
Anything that doesn't enhance combat effectiveness in a weapon can be paid for by a flat gold price rather than an equivalent plus bonus. I priced a weapon granting automatic proficiency as a +1 enhancement, because it makes you better at using it, while self-maintaining is only a convenience thing and thus costs only 500gp.
Dungeon also once ran an adventure where weapons had limited charges, after which they became masterwork.

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So far some nifty ideas, will have to see if i can find a copy of that book.
A similar thought is mechanical contrivencase. Not rules, but how it is built. For example a longsword with a hollow hilt that allows it to store one oil, that could be used as a free action. Magic weapon, keen, align weapon, even silversheen... several good ones.

TWARIE |
You could also create mundane weapons that get minor bonuses based on design. Like a katzebulger that gives you +2 to resist disarms, reach weapons that can attack at 5ft at a -2 penalty, or weapons that cost more but count as lower weapon categories (simple, martial, exotic) for the purpose of proficiency.