Magic Most Minor


3.5/d20/OGL

Liberty's Edge

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?

Liberty's Edge

You could make them charged, as if a non-masterwork weapon doesn't have the ability to hold the magic as well as dwarfworked steel.

Sovereign Court Contributor

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.


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.

Liberty's Edge

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.


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.

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