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Arcane Anvil: This deep black anvil was forged in magical fire and carved with hundreds of arcane runes that still glow brightly.
Employed by the armies of Hell or other forces that often rely on magical weaponry, this anvil can consume the power of a magic weapon or armor and bestow it upon the next item that is placed on it.
Any magic weapon or armor positioned on the anvil and then struck by a hammer repeatedly for one hour is utterly destroyed as its magic charges the anvil, overwriting any previously consumed enhancements.
The next nonmagical masterwork weapon or armor touching anvil instantly gains all enhancements of the consumed item and discharges the anvil. Enhancements that are not compatible with the newly created item are lost forever. (For example, if the last consumed item was a keen rapier +3 and the touching item a masterwork mace, the item created is a mace +3. If the touching item is an armor of any kind instead, it does not gain any magical properties because weapon and armor enhancements aren’t compatible.)
Moderate transmutation; CL 10th; Craft Wondrous Item, [i]fabricate; Price 20,000 gp; Weight 150 lb.

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I like this. I wish I could transcribe the discussion about it I just had with Jason Bulmahn, but basically it comes down to there not really being a good way to transfer enchantments from one weapon to another in D&D, and how the GP value of a piece of treasure doesn't shift depening on whether or not the weapon can be used by any member of the party.
Were I publishing this I'd add a restriction (or perhaps just more guidelines) about dealing with special materials, because the best way to get use out of this would be to apply the enchantment to a new masterwork cold iron or adamantine or mithril item. That said, the price is still relatively beefy and you're only going to really exploit this when you find a weapon that is better than the one you already have, which doesn't actually happen that often in my experience.

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I pretty much hate this item; it makes enchantments portable, sure, but that's a Bad Thing. It's not heroic; it's a tool for min-maxers to abuse, moving the enchantments on their best items around or turning a +3 buckler into a +3 tower shield. Total cheeseball stuff.
But if you all want it in your game, keep it around. I say it's well-designed poison.

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I hate to be a stickler, Wolf, but in fact an item like this is _good_ for the game, since player characters are expected to get items that go up in value as they progress through the levels. A +3 glaive is seldom of use to anyone, but its gp value remains the same. Essentially, by putting an item like this into an encounter you're 99% of the time penalizing the characters with something that is (in trade) worth half its value. I don't think there's an elegant solution to this, since counting weapons like this at half value for treasure from the get-go will backfire when someone _can_ use the weapon. The rules are inelegant on this point no matter which way you go, and an item like this gives players a little leverage in this area. I agree that it opens room for abuse, but it's better than putting Ye Olde Magic Shoppe on every corner of every settlement in the land.

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Man, it's tough to say Reject to something that's well crafted, but I still hold that this will be a magnet for abuse.
For example, +1 daggers will turn into +1 halbreds. +1 bucklers will turn into +1 tower shields. And +3 daggers of venom will turn into +3 heavy bolts of venom. Not in my game, thank you.
So reluctantly, I'll say Reject.

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I suspect it's not "a little leverage" but "ripe for abuse." But I agree it's an interesting item on its own, and well done. I just don't want it in my campaign.
If we don't have better items, I'd be curious to see what the voters make of this sort of meta-magic-item.
Munchkin-y and ripe for abuse...yup.
Great for NPCs though. :)

Midrealm DM |

I hate to be a stickler, Wolf, but in fact an item like this is _good_ for the game, since player characters are expected to get items that go up in value as they progress through the levels. A +3 glaive is seldom of use to anyone, but its gp value remains the same. Essentially, by putting an item like this into an encounter you're 99% of the time penalizing the characters with something that is (in trade) worth half its value.
But if players get to keep 100% of the expected GP value per encounter (as listed in the DM's Guide) they will quickly exceede their expected standard character wealth per level.
It is built into the game that they will get only about 50% of the gp value of the swag they take.At least it should require some sort of craft to use it,
Or the new item must be masterwork and forged on the anvil, not just touch it.
Just IMHO-

Dungeon Grrrl |
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This thing is totally going into my game, right now, but with changes.
1: whoever uses the anvil must be of high enough level to make an item in order to destroy it or charge the anvil with it. they don't have to have the feats or pother prerequisites, just be high enough level
2: it takes a craft weaponsmith check to successfully imbue (but not destroy and charge). check DC is euqla to cost of items powers / 1,000. Thus a +4 weapon bonus (32,000 gp) takes a DC 32 craft weaponsmith check to imbue. If the check is failed, the magic is lost
3: If you change the size or category od weapon, you lose 1/2 the gp value of the charged enchantments (randomly losing powers and bonuses until you hit that level). thus a light weapon's powers taken into a two-handed weapon, or a large weapons powers being taken into a medium weapon, loses one-half of the value.
4: Thinking weapons get a Dc 10 will save to resist being destoryed.
This is because I think both erik and Wulf are right. This is cool and flavroful, but will wreck my game without these changes.

David Jones |

This thing is totally going into my game, right now, but with changes.
1: whoever uses the anvil must be of high enough level to make an item in order to destroy it or charge the anvil with it. they don't have to have the feats or pother prerequisites, just be high enough level
2: it takes a craft weaponsmith check to successfully imbue (but not destroy and charge). check DC is euqla to cost of items powers / 1,000. Thus a +4 weapon bonus (32,000 gp) takes a DC 32 craft weaponsmith check to imbue. If the check is failed, the magic is lost
3: If you change the size or category od weapon, you lose 1/2 the gp value of the charged enchantments (randomly losing powers and bonuses until you hit that level). thus a light weapon's powers taken into a two-handed weapon, or a large weapons powers being taken into a medium weapon, loses one-half of the value.
4: Thinking weapons get a Dc 10 will save to resist being destoryed.
This is because I think both erik and Wulf are right. This is cool and flavroful, but will wreck my game without these changes.
Not saying I will ever let the players see this but we had the same idea with a few additional notes:
4: DC 10 + the ability bonus of the item for a save DC
5: Cannot be used on intelligent items.

CNB |

3: If you change the size or category od weapon, you lose 1/2 the gp value of the charged enchantments (randomly losing powers and bonuses until you hit that level). thus a light weapon's powers taken into a two-handed weapon, or a large weapons powers being taken into a medium weapon, loses one-half of the value.
That seems awfully complicated. The price difference between a +2 dagger and a +2 dwarven waraxe is only 28gp, after all. It's easier to just say "There's a guy in town willing to sell you a +2 dwarven waraxe, and he'll buy that +2 dagger off you for half-price". Or, if you must, require a sacrifice of half the value of the enchantments in precious oils and gems to get the magic to work. The only gaping hole that really needs plugging is the "transfer an enchantment onto an adamantine weapon" loophole, where you can avoid paying for the additional enchantment cost of the materials.
The Anvil really exists to plug the d20 problem where you'll have a great idea for a Frost Barbarian wielding a Snowball Shooter(tm), but you have to resign yourself to the fact you'll never see one in an enemy's treasure trove. That's of especial value to a company that makes ready-to-run adventures, since it precludes the need for a DM to go through every treasure stash in the module and replace the "+2 longsword" with a "+2 spiked chain".
If I have any problem with the item, it's that it removes one of the ways a DM can control the flow of magical power in a campaign. Usually, if the rogue is falling behind in power compared to the fighter, I could just drop a "+2 shocking burst rapier" into the treasure. If the players have this item in the campaign, the fighter could turn that into a "+2 shocking burst greatsword" and you're in a worse position than before.

Joe Outzen RPG Superstar 2008 Top 6 aka adanedhel9 |
Interesting item... not quite sure what I think about it yet.
On one hand, being able to move enhancements from one item to another is, in my mind, a good thing.
On the other hand, as I read it, there's no reason you can't use this to take a +1 holy scimitar and a +1 keen rapier, and make a +2 holy keen scimitar for half the cost.
On the third hand, I think my second hand is probably not the intention of the item.
On the forth hand, if it isn't, then the only use left for this item is moving an entire weapon's worth of enhancements to a new weapon. This, while useful, doesn't seem heroic at all - every other adventure, a new blade? Something's wrong with that.

CNB |

On the other hand, as I read it, there's no reason you can't use this to take a +1 holy scimitar and a +1 keen rapier, and make a +2 holy keen scimitar for half the cost.
As the writeup specifies, "The next nonmagical masterwork weapon or armor..." -- it was the first abuse I thought of, too. I was glad to see it was covered.

Joe Outzen RPG Superstar 2008 Top 6 aka adanedhel9 |
adanedhel9 wrote:On the other hand, as I read it, there's no reason you can't use this to take a +1 holy scimitar and a +1 keen rapier, and make a +2 holy keen scimitar for half the cost.As the writeup specifies, "The next nonmagical masterwork weapon or armor..." -- it was the first abuse I thought of, too. I was glad to see it was covered.
Whoops, missed the "nonmagical".
Okay, I offically don't like this item.

William McNulty RPG Superstar 2008 Top 16 |

4: Thinking weapons get a Dc 10 will save to resist being destoryed.This is because I think both erik and Wulf are right. This is cool and flavroful, but will wreck my game without these changes.
Dungeon Grrrl is right about the changes. I would use this in my games with the changes mentioned. But I would allow a character to attempt use diplomency to convince a Intelagent weapon to which to a new weapon without making a will save. "I know you are a beautiful +2 returning dagger, but you could be so much more as a greatsword. Don't limit yourself like that."

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For example, +1 daggers will turn into +1 halbreds. +1 bucklers will turn into +1 tower shields. And +3 daggers of venom will turn into +3 heavy bolts of venom. ...
Weird. I could see my players doing the exact opposite. I don't think anyone's ever used a tower shield, maybe once a halberd and very rarely crossbows. Daggers and bucklers? Everybody can use those.
I like this. Not perfect, but I'd definitely be inclined to include it in my game with a tweak or two. Maybe just say that transferring to a cold iron weapon (the only material that's cost changes when magicked) sucks a +1 out of it -- the cold iron isn't as receptive, and part of the enchantment is lost in the transfer.

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I like the wondrous location idea. Climb a mountain, answer a riddle, make a sacrifice equal to half the gold cost of the abilities you are _gaining_, and work out your new item in like eight hours.
And of course, then I think you'd have to let it work on magic items, too. And it would have to cost a bit more.
Some items strike me as a player wish list item - and that's not always a good thing. You want an item players will covet, but not an answer to 'if only my character choices hadn't cost me x'.
That's my impression of the anvil.

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Hi there!
Thank you for picking my item and for the discussion about it.
I guess I rephrased the mechanics about a dozen times until I submitted and it was really difficult to squeeze everything into the word count (partly because I couldn't bring myself to drop the example *blushes*).
So, maybe I should talk about the good/bad decisions I made and that have been commented upon:
Craft Skill Requirement:
It was in a long time, but I finally dropped it because I didn't like the thought of my PC's running all around the world to find the smith that "could do it" in case they had no Craft Skills of their own.
It just feels better for the players and the "story" if they do fancy things like that themselves.
Saves for items:
I dropped them because if an item is in the hands of the Players for at least an hour, they can destroy it anyway (maybe even by just trying again).
A "save or item is immune to the effect forever" would be a possibility I guess and a "save or item is destroyed but doesn't charge the anvil" could make it too risky to use in my opinion.
I definitely should have taken artifacts out of it...:-S
Making an item that wracks adventure economy:
This issue was the part "Why" this item was designed in the first place. In my adventures, I lately noticed that my players seldom kept much of the looted weapons and armor they found, preferring to sell most (if not all) of it to have gold to improve their existing arms (note: we use the Magic Item Compendium)...even the rare stuff that had higher enhancements/nicer abilities (which also took up large portions of the overall treasure).
Of course this resulted in the "not enough wealth per level" phenomenon already mentioned, but it also made me feel like I was placing only lame items. Players rarely were happy when looting the boss :-(...
On top of that, I always disliked the philosophy to be penalized by choosing "pick, heavy", instead of "longsword" for your chars Weaponfocus, by a lack of cool "picks" that are placed in adventures (not that I'd want to have more "picks"....or replace the already mentioned bosses spiked chain with a pick :p).
The anvil solved these troubles for me. Now they actually choose to use at least "a part" of a cool Weapon/Armor.
The "problem" of making it impossible for me as a DM to "place" items that can't or won't be used by the party is not an issue in my case because I rarely know who will play the adventure when I write it...so the Players might actually be gloatingly happy about items I really didn't want them to use, which keeps me from using this tactic.
The "special material" abuse is acknowledged, but since these are usually comparatively cheap (with a non-scaling price) and have a limited game effect or just escalate the "choosen weapon" problem (I just know too many rogues,rangers that wear the mithral breastplate and would settle for nothing else) it doesn't have that much impact on my campaigns yet.
I hope this kind of comments is within the framework of the competition and I'd love to discuss the wonky aspect of item placement and pricing in a different thread if there is interest.
I'd certainly could use more suggestions how to solve that ;-)
@Dungeon Grrrl:
I just noticed. Lovely avatar :-)

R D Ramsey Marathon Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Star Voter Season 9 aka Clouds Without Water |

CastleMike |

Congratulations and good luck in future rounds.
It is an interesting item but seems more on the par with a Minor Artifact since the item has no comparable game mechanic equivalents to my knowledge so it should Wow in game compared to regular Wondrous Items because it really isn't one it's a disguised Minor Artifact IMO and it only costs 20,000 GP. This would be cheap at 200,000 GP for what it does in game particularly in the magic store campaigns because this is an INFINITE WEALTH Magic Item Machine as currently designed and written right now to knowledgeable players.
The transfer mechanics seem to ignore existing standard magical item creation and enhancement rules generally rated at 1,000 GP a day as per the SRD I am confident this would be extremely abuseable in a real game, this clearly appears to be an artifact effect to me.
Even if they weren't ignored and followed the standard 1,000 GP a day item crafting rules it would be broken because this item is providing free slightly limited access to all crafting Creation feats to group of PCs at next to no cost.
This is a classic example of an A class munchkin item. Way worse than the Lyre of Building because it applies to magic items.
It certainly appears that if I had a couple (3) enchanted +1 Swords with a +2 enchantment swords like Flaming Burst 18,000 gp and a +1 Sword with a +2 effect like Shocking Burst 18,000 gp and destroyed each of them taking an hour before adding them to a +1 Sword with a +2 Holy special effect Sword 18,000 gp, so far the 3 swords are valued at 54,000 GP.
After slightly over 2 hours I could end up with a:
+1 Flaming Burst,Shocking Burst, Holy Sword normally a +7 weapon costing 98,000 gp and taking 98 days to craft but only costing me 54,000 GP or if the +1 enchantments transferred:.
Then I would have a +3 Flaming Burst,Shocking Burst, Holy Sword normally a +10 weapon costing 200,000 GP
(This is Infinite Wealth Cheese for 20,000 GP)
I can sell the 200,000 GP item for 50% or 100,000 GP and pocket 46,000 GP not bad for a few hours work.
IMO the anvil is clearly broken it is a Minor Artifact which can be used to cross item crafting feat and magic item creation boundaries for almost no cost in game and I thought we weren't taking Artifacts for the contest while other contestents are being disqualified for being a few words over and not adhering to the contest rules.

The Earl of Sandwich |

I love the basic idea....As a DM, I would find it hard to deal with this item if it was in the hands of PCs, but this just seems like it HAS to exist in my campaign. I think a very powerful, commerce-minded NPC would "rent out" time on this item to whomever could pay for it's use, hero OR villain....I think there could be some VERY interesting sequences where PCs and their rivals or enemies show up at the site that houses this wonderful item at the same time....*steepling his fingers together in his best Montgomery Burns imitation*....Exxxx-cellent....

Dungeon Grrrl |

It certainly appears that if I had a couple (3) enchanted +1 Swords with a +2 enchantment swords like Flaming Burst 18,000 gp and a +1 Sword with a +2 effect like Shocking Burst 18,000 gp and destroyed each of them taking an hour before adding them to a +1 Sword with a +2 Holy special effect Sword 18,000 gp, so far the 3 swords are valued at 54,000 GP.
After slightly over 2 hours I could end up with a:
+1 Flaming Burst,Shocking Burst, Holy Sword normally a +7 weapon costing 98,000 gp and taking 98 days to craft but only costing me 54,000 GP or if the +1 enchantments transferred:.
No you can't. You are totally wrong on two accounts. First, "Any magic weapon or armor positioned on the anvil and then struck by a hammer repeatedly for one hour is utterly destroyed as its magic charges the anvil, **overwriting any previously consumed enhancements.**"
So you can only add the magic of one weapon. If you destroy a second weapon, the earlier enchatments go away. Then
"The next **nonmagical** masterwork weapon or armor touching anvil"
So you can only add them to nonmagical, masterwork weapons. You can't layer them on existing magic weapons.
As I mentioned there are things I need to change to add this to my game (though I still think it's a good item, and love the creativity and color description), but none of the problems you mention are real problems. there is no good way to build wealth, and you can't end up with an item with a greater bonus. Which has already been discussed in posts in this very thread.

Dungeon Grrrl |

Hi there!
Thank you for picking my item and for the discussion about it.
And thanks for chiming in! For all I think there are changes I must make (I hate the idea of an anvil, which is a skill based item, being useable by anyway to move even epic magic enchantments. Apparently you don't hate it. I love the idea of seeking a master blacksmith. Apparently you don't. My players would take ranks of blacksmith so they -could- use the anvil, and feel much more heroic than if anyone could use it. Those are color questions, and I know what I need in my campaigns, but not yours.)
And yeah, nice avatar! There are three of us now, apparently. :D

CastleMike |

Thanks for the clarification. I went a little overboard believing the other 2 contestants shouldn't have been disqualified. I apologize.
Munchkin gamer thought flash: Based on the item description I can cast dispel magic on a magic sword making it temporarily a master work weapon to receive the enchantment.
Since it's normal effects would be temporarily negated it would only be a Masterwork item but when the dispel magic faded now the sword would have 2 enchantments. Probably not what you intended.

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Thanks for the clarification. I went a little overboard believing the other 2 contestants shouldn't have been disqualified. I apologize.
Munchkin gamer thought flash: Based on the item description I can cast dispel magic on a magic sword making it temporarily a master work weapon to receive the enchantment.
Since it's normal effects would be temporarily negated it would only be a Masterwork item but when the dispel magic faded now the sword would have 2 enchantments. Probably not what you intended.
Hmm, i wondered about the same thing, but i figure that once the Dispel fades, the old enchantment returns, with the better one winning out. After all, there is no such thing as a +2 +1 sword ;)
It could be stated explicitly, but then again, its not explicitly stated you die when disintegrate reduces you to -1 hit point, and thus to fine dust, but few would argue the point

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Thanks Dungeon Grrl for the clarification. It is in no way a money machine and that was never the intention of the item.
The "dispel magic" interaction definitely should be adressed since it is unclear of what would happen in the scenario CastleMike describes. Overwriting each other, with the stronger one winning, seems logic somehow but nothing in the rules states that (if I am not mistaken)...so I should've at least mentioned it.

Skaven13 |

LeandraChristine wrote:Hi there!
Thank you for picking my item and for the discussion about it.And thanks for chiming in! For all I think there are changes I must make (I hate the idea of an anvil, which is a skill based item, being useable by anyway to move even epic magic enchantments. Apparently you don't hate it. I love the idea of seeking a master blacksmith. Apparently you don't. My players would take ranks of blacksmith so they -could- use the anvil, and feel much more heroic than if anyone could use it. Those are color questions, and I know what I need in my campaigns, but not yours.)
My players are the same way, especially since I put in a system to gain/teach skills, so they would take the time out to find a master blacksmith to teach them the trade. Usually, though, if they find magical items that they know the party won't use, they use their guild to find if another adventuring party might have something for trade. It works out since I still have some control over what is currently available.
I think the reason I would change it to a magical location is simply because this feels like the character redesign rules from the phb2 (or is that the dmg2...always get those confused), just applied to magic items. To me, that shouldn't be something simple to do.

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To be honest, when I FIRST thought about the problem (what seems to be ages ago), I imagined a spell.
A wondrous location seems very flavorful for me (usually I think their boni are a little dull) and yes, its the PHBII that introduced retraining...didn't DMGII introduce the magic locations as treasue?

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What a great Item. I just think that some of the mechanics need to be worked out a bit. Such as what happens when I use a +1 magic arrow and transfer this to a master crafted Longsword..... I think more flavor for this item too such as it being heavy (it is an anvil) and hard to move. that it requires maybe 10% of the items cost in special herbs and lotions to actually empower the anvil and that if the hour long "ritual" is interupted that the item is lost.

armnaxis |

I love it! With slight modifications, I will incorporate it into my AoW campaign (Tenser has one, and allows the PCs to use it). Thank you!
Arcane Anvil:
This deep black anvil was forged in magical fire and carved with hundreds of arcane runes that still glow brightly.
Employed by the armies of Hell or other forces that often rely on magical weaponry, this anvil can consume the power of a magic weapon or armor and bestow it upon the next item that is placed on it.
Any magic weapon or armor positioned on the anvil and then hammered repeatedly for 1 hour is utterly destroyed. Its magic charges the anvil, overwriting any previously consumed enhancements, and the masterwork item is simply smashed.
The next nonmagical masterwork weapon or armor placed on the anvil gains all enhancements of the consumed item and discharges the anvil. This process takes 8 hours to complete, and requires a succesful Craft Weaponsmithing / Armorsmithing check respectively (DC 15+CL). If the check fails, or the enhancements are not compatible with the newly created item, the charge is lost forever.
Ammunition can be discharged as well, but the charge can only be used to enhance a like amount of ammunition. This item does not work on artifacts and intelligent items.
Moderate transmutation; CL 10th; Craft Wondrous Item, fabricate; Price 20,000 gp; Weight 150 lb.
Design Notes:
1) The loss of the masterwork item is a small cost to be paid (or a larger one if it was, say, an adamantine full plate).
2) That the process of charging now takes 8 hours to complete discourages day-to-day swapping ("Hey Gark, wanna have fun with my +2 holy enchantment on your greataxe today?" - "Linn is not here tonight, why not borrow her +2 vorpal enhancement?").
3) The Craft DC encourages to invest in underused skills (which I like), and prevents the possibility of every commoner starting an enchanter's bazaar. Still, with taking 10, it is not overtly hazardous to use.
4) Disallowing it to work for artifacts and intelligent items is a must. Greatsword of the Magi anyone? How about Kornut the elf-hating former dwarven-waraxe now longbow? No thanks.
5) Ammunition is now adressed. (Small loophole not explicitely adressed: shurikens!)
6) I'm still not sure about the ramifications if a party actually had two of these... Keep one charge handy, use the other today.

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I like the concept, however I have issues with portability. Is this something you'd want characters to have in their portable hole to be whipped out when needed?
While the item stands on its on merit, I think to "solve" the problem of "unwanted" magic weapons and armor, I think a Weapon/Armor Special Ability, like flaming or glamered, could just as easily be created to the same thing. Call it "Many-Formed" with a +2 cost, or perhaps a +3 cost.

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I think this is a great item. It does something that isn't anywhere else in the rules, and aside from enchanting cold iron, I don't see the issues that others have raised about abuses. So what if the +2 dagger becomes a +2 greatsword? I can think of much bigger money abuses in the game (summon monster to get something that can cast continual flame - then have it enchant a bunch of everburning torches and sell them - repeat as needed.) The anvil might not fit the rarity of magic in some campaigns, but there's lots of items that don't fit particular campaign worlds for one reason or another.
I actually don't see this as an item my players would ever spent money on, but I do see it as an item an NPC could own and charge a fee of say 1000 gp to allow you to use their item. They'll make a killing and be rich, but so could a NPC renting the services of lots of items. The NPC in question just becomes a future plot hook with lots of money to hire the PCs for an adventure later on.

Tallghost |

A +3 glaive is seldom of use to anyone, but its gp value remains the same. Essentially, by putting an item like this into an encounter you're 99% of the time penalizing the characters with something that is (in trade) worth half its value.
Yes!!!! This is why Erik is the Best A**-Kicking Judge of all of the judges. (my apologies to the other judges, but the conversations with myself as to why they weren't chosen for "Best A**-Kicking Judge" are going to have to remain confidential.)
I had the same thoughts when I read this, only backwards. I like to play characters with that use someting a little bit different, like a glave or pike, or something, and all our party comes across are swords and bows. The other fighter has to cary around a friggin' golf bag to hold all of her magical longswords ("hrrrm, zombies, I think I'll need my #9 cold iron for that.") and I'm lucky the DM was nice enough to throw me a bone by substituting in a +1 four levels ago.
This is awesome. I maihgt make some small tweaks,(use should be limited. macigal location is a great idea, since I have no doubt that new bands of monsters would be camped next door to this thing any time you wanted to visit it.) but I will definatly steal it for my campagin, and reccomend others use it as well.

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This is a great item which addresses a large and on-going problem in many people's games - which I think is a decent as any criteria for making the cut.
I would probably go with the suggestions of others on this thread and make it a minor artifact or a wondrous location ... particularly a locaiton, like that idea a lot.