Vampress77
|
Our group has always used I guess a form of House rules.. if its not Plate, Half Plate or Full Plate you can magicaly fit into it, but since the others are custom fit for the player and magical, they can not be altered without losing the bonus.
You can keep the material weather its rare like Mithril, or Andomidite or whatever its called etc.. but the bonus is gone.
I guess it would be up to your DMG. :)
| Dragonchess Player |
A lot of it depends on how the item changes shape. If the item is magically transformed into a new shape of similar function (melee weapon to melee weapon, missile fire device to missile fire device, etc.) using limited wish or a custom spell/ritual, then the enchantment would remain (except abilities that no longer apply are lost, like a +1 keen battleaxe transformed into a warhammer). If the item is "reforged" (essentially broken and remade), then the enchantment is lost completely, although any special material properties remain.
Montalve
|
i agree i like the idea of reforging magic weapons and armor... why? a cleric of a lawful good god would want to change the weapon of the cleric of an evil good if its not an evil weapon itself... why?
an a sword with the features of evil is like marketing... that way you not only change the full purpouse of the weapon, you deny the evil good of such marketing...
| KaeYoss |
I could see a process (spell, ritual, part of item creation) that allows you to "vampirise" magic.
In order to work, you need the following:
You perform the necessary ritual (or however you want to explain it) over a course of, say, a full day. After that, the "victim" item's abilities are transferred to the target item, replacing all existing magical powers (if the target is +1 frost speed vorpal and the source is +2, the target will become +2!) and the source item will crumble to dust.
Sentient items get a save against this, and artifacts cannot be vampirised.
You can mix and match items and materials, but not across type. You could transfer the powers of a +3 holy dagger into a +1 adamantine greatsword, but you couldn't transfer it into a shield.
Abilities that cannot work (like a club getting a keen scimitar's power) are lost in the process, as are any abilities you don't want to transfer.
Curses always transfer.
| Steven Tindall |
I like discussions like this, anything magic I'm all about.
We have a house rule that lets the spellcaster with the appropraite feats I.E. craft arms&armor,wondrous items(boots,rings and such) and whatever else take some time and basically reforge a set of armor to fit the new user. It wasn't that expensive it just took time and effort on the PC's part.
The type of caster didn't matter and it made adventures where it was dwarf,drow or whatever race heavy alot more fun for the players. We didnt have to sell usless crap because no one could wear it. If anyones intrested I can post the spell on this board if you want to playtest. It's 1st lvl dosn't take exp and takes a full day of uninteruppted casting( think the wizard in conan)
Herald
|
I could see a process (spell, ritual, part of item creation) that allows you to "vampirise" magic.
In order to work, you need the following:
A magic item whose abilities you want
An item of the same general type (i.e. a weapon, or armour, or a shield, etc) that is magical itself (+1 bonus should suffice) You perform the necessary ritual (or however you want to explain it) over a course of, say, a full day. After that, the "victim" item's abilities are transferred to the target item, replacing all existing magical powers (if the target is +1 frost speed vorpal and the source is +2, the target will become +2!) and the source item will crumble to dust.
Sentient items get a save against this, and artifacts cannot be vampirised.
You can mix and match items and materials, but not across type. You could transfer the powers of a +3 holy dagger into a +1 adamantine greatsword, but you couldn't transfer it into a shield.
Abilities that cannot work (like a club getting a keen scimitar's power) are lost in the process, as are any abilities you don't want to transfer.
Curses always transfer.
I had the same idea.
I called it Boccob's Centerfuge. It was a device so big it took up a rooma and involved a windmill. After a day or so, the magic was trasfered from the base magic item to another suitable masterwork item. All of the enchantments had to be appropriate to the new item. No transfering shield or bludgeoning enhancements on swords.
One exception I had considered was intelligent items could transfer thier sentience from one item to the next.
| Kurgon |
I could see a process (spell, ritual, part of item creation) that allows you to "vampirise" magic.
In order to work, you need the following:
A magic item whose abilities you want
An item of the same general type (i.e. a weapon, or armour, or a shield, etc) that is magical itself (+1 bonus should suffice) You perform the necessary ritual (or however you want to explain it) over a course of, say, a full day. After that, the "victim" item's abilities are transferred to the target item, replacing all existing magical powers (if the target is +1 frost speed vorpal and the source is +2, the target will become +2!) and the source item will crumble to dust.
Sentient items get a save against this, and artifacts cannot be vampirised.
You can mix and match items and materials, but not across type. You could transfer the powers of a +3 holy dagger into a +1 adamantine greatsword, but you couldn't transfer it into a shield.
Abilities that cannot work (like a club getting a keen scimitar's power) are lost in the process, as are any abilities you don't want to transfer.
Curses always transfer.
wasn't there some type of 3.5 prestige class that did somthing like that (i'm remembering a picture of a dwarf), like a reforger or something... i'll have to check my books tonight
| Dorje Sylas |
As a DM ruling you could always use the chainmail as part of the cost requirement for making the shield. There are no rules on what you must use as components, therefor it is up to the DM and can be done in a very reasonable way. Since pathfinder does away with the EXP component this kind of slight of hand with components becomes even more attractive.
All the crafting formulas are just raw GP values, very bland. In this case you have a stock of mithral in the form of a crafted suit. Provided the raw materials are equal to or greater then that need for the shield there's part of the cost there. The 'moving' of the enchantment more or less covered by the existing enchantment.
I would use up to 1/2 item value in credit where appropriate. That's basically the same as 'selling' the existing item and 'buying' new components. That cuts out the mess of trying to find such items in a small village, or having to make an excuse as to why such value materials are available there in the first place.
What's the cost to you? Time and maybe a bit of extra money for new oils and other minor magical reagents.
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
|
You might want to check out the RPG Superstar 2008 wondrous item from the winner, Christine Schneider, the Arcane Anvil. This does what you're looking for.
Vampress77
|
I could see a process (spell, ritual, part of item creation) that allows you to "vampirise" magic.
In order to work, you need the following:
A magic item whose abilities you want
An item of the same general type (i.e. a weapon, or armour, or a shield, etc) that is magical itself (+1 bonus should suffice) You perform the necessary ritual (or however you want to explain it) over a course of, say, a full day. After that, the "victim" item's abilities are transferred to the target item, replacing all existing magical powers (if the target is +1 frost speed vorpal and the source is +2, the target will become +2!) and the source item will crumble to dust.
Sentient items get a save against this, and artifacts cannot be vampirised.
You can mix and match items and materials, but not across type. You could transfer the powers of a +3 holy dagger into a +1 adamantine greatsword, but you couldn't transfer it into a shield.
Abilities that cannot work (like a club getting a keen scimitar's power) are lost in the process, as are any abilities you don't want to transfer.
Curses always transfer.
I like that idea... Looks like a new spell for me.. Yipee!