| Phasics |
Just a little houserule for sunder
normally players will never try and sunder that big bad weapon that taking them apart becuase that sucker is probably going to be worth a hell of a lot when they loot it.
So to make it a little more attractive
"If you sunder a magic weapon and break it, you can collect the broken pieces and use them in item creation. The value of the broken pieces is worth half the original value of the magical weapon which can be used to offset the cost of crafting a new magic item.
would you use sunder more with this rule ?
TriOmegaZero
|
Of course, there is always this...
School transmutation; Level cleric 2, sorcerer/wizard 2
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or one construct creature of any size
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
| Majuba |
And, of course, there's always this:
Craft Magic Arms and Armor:
...
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
So, even if you were going to sell it you get half the sell value. If you were keeping it... no difference in the house rule.
| DM_Blake |
Of course, there is always this...
Make Whole wrote:School transmutation; Level cleric 2, sorcerer/wizard 2
Range close (25 ft. + 5 ft./2 levels)
Target one object of up to 10 cu. ft./level or one construct creature of any size
This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.
That isn't as valuable as it seems.
You have to be 6th level to repair a sundered +1 sword. That's not too bad. You have to be 12th level to repair a sundered +2 sword. Hopefully by 12th level, you're not too concerned about such minor toys. And you have to be 18th level to repair a sundered +3 sword. Might as well just leave that broken junk where it is.
Of course, you have to be EPIC 24th level to repair a puny little +4 sword. Demigods like yourself can find better use of their time, don't you think? No to mention that 30th level godlings wasting their time on repairing a sundered +5 sword.
The most commonly sundered item in all games I have seen/played is Wings of Flying (sunder that and watch them fall to their death). Of course, you have to be 20th level to make them whole.
You have to be 24th level to make whole a Rope of Entanglement Yes, this is a magic item that actually has its hardness and HP right there in the description. It's meant to be damaged/sundered, and yet you have to be Epic level to make it whole.
And you have to be Zeus himself to repair a sundered little level 1 Pearl of Power that is only worth 1,000 gp.