Greater Magic Weapon stacking for Magus


Rules Questions


Alright I have some ruling question to ask.
Question 1: I have a masterwork weapon. I cast on it Greater Magic Weapon (lets say CL 12). If I am a magus, can I use the Arcane poll to add special proprieties to the weapon without first add a +1?

Question 2: I have a +10 weapon composed of +1 enchantment and +9 special abilities (let's say speed vorpal keen). If I cast on that weapon Greater Magic Weapon at CL 20 it becomes a +5 speed vorpal keen weapon rigt?

Question 3: I have a +1 bane weapon n wich i cast Greater Magic Weapon CL 20. Againts it' bane enemies become a +7 blade?

Grand Lodge

Question 1...yes.

Question 2... no, because you're beyond both the +10 limit and the +5/+5 limit so actually your weapon wasn't legal to start with.

Question 3. Jury still seems to be out on that.


Dekalinder wrote:
Question 1: I have a masterwork weapon. I cast on it Greater Magic Weapon (lets say CL 12). If I am a magus, can I use the Arcane poll to add special proprieties to the weapon without first add a +1?

I think so. The weapon is magical (and has a +1) so Arcane Pool can add properties. If the GMW expires or is dispelled, I would drop the pool also since the weapon no longer qualifies.

Dekalinder wrote:
Question 2: I have a +10 weapon composed of +1 enchantment and +9 special abilities (let's say speed vorpal keen). If I cast on that weapon Greater Magic Weapon at CL 20 it becomes a +5 speed vorpal keen weapon rigt?

Magic Weapons: "A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

Dekalinder wrote:
Question 3: I have a +1 bane weapon n wich i cast Greater Magic Weapon CL 20. Againts it' bane enemies become a +7 blade?

It becomes a +5 Bane weapon. As to whether the Bane's enhancement part does anything, I don't know. "Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus." If +5 is the hard cap on enhancement bonuses, then it wouldn't really help. It might end up being +5 vs everything, and +5 (+2d6) vs bane creatures. Maybe there's a thread on the boards about this.

-edit-
Aha:

James Jacobs (Creative Director): "It would gain a +7 enhancement bonus against its bane target."


Q1: Yes. The bonus from GMW provides the +1 minimum.

Q2: No. Per the 4th printing errata:

PRD wrote:
A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.

And it's the same for weapons. There is also a difference of opinion on whether a +1/+9 weapon is legal either. Some people say it's a hard limit of +5/+5.

Q3: Kind of. It doesn't become a +7 weapon. It acts as a +7 weapon. The semantics are important because the bane ability is the only way to exceed the +5 cap prior to epic weapons.

Hope this helps.

Edit: Mad ninja'ing!

LazarX: where do you find the rule that says +5/+5? it's not in the book, so I was wondering if there was errata or a Dev statement somewhere?


I should clear some issues.
Question 2 weapon is legal at the start since there is non cap on special abilities as long as you don't surpass the +10 cap when you add the enchantment bonus. Also, the question is relate to the fact that I remember reading a FAQ about the fact that magic weapon can surpass the +10 total bonus when factoring temporaneal bonus and i hoped someone whould find it ^^.
Question 3 is about a possible dual interpretation. You can assume the weapon is +5 and add a +2 for a total of +7. Or you can think of it as a +1 weapon with a +5 Greater Magic Weapon. Then the bane activate making the weapon a +3 with a +5 Greater Magic Weapon. That's make it in the end still a +5 weapon that deal +2d6 damage instead of a +7 +2d6 damage. What's your thought?

Edit:FOUND IT!!! So one less to answer ^_^


Dekalinder wrote:

I should clear some issues.

Question 2 weapon is legal at the start since there is non cap on special abilities as long as you don't surpass the +10 cap when you add the enchantment bonus. Also, the question is relate to the fact that I remember reading a FAQ about the fact that magic weapon can surpass the +10 total bonus when factoring temporaneal bonus and i hoped someone whould find it ^^.
Question 3 is about a possible dual interpretation. You can assume the weapon is +5 and add a +2 for a total of +7. Or you can think of it as a +1 weapon with a +5 Greater Magic Weapon. Then the bane activate making the weapon a +3 with a +5 Greater Magic Weapon. That's make it in the end still a +5 weapon that deal +2d6 damage instead of a +7 +2d6 damage. What's your thought?

On Q2: That FAQ was superseded by an actual rule change. See the prd quotes that both Grick and I posted. Those are 4th printing errata.

On Q3: it's a +5 Bane weapon. Against it's Bane target it gats +7 to hit and damage and +2d6. It does not count as a +7 weapon for purposes of DR, etc.


Oh ok now i see. Thank for the help. I guess GMW was in need of a nerf. But still sems a big hit for the magus. He is supposed to offset the BAB loss with the better weapon. Now instead of an actual class ability feels more like "extra money to spend".


Dekalinder wrote:
But still sems a big hit for the magus. He is supposed to offset the BAB loss with the better weapon.

Nope. Like all the 3/4 BAB classes, the trade off for the reduced BAB is spellcasting ability. (Bard, Inquisitor, Oracle, Cleric, etc)

What the Magus gains is an immensely versatile weapon, as he can pick the special abilities that will help the most vs a given opponent.


Dekalinder wrote:
But still sems a big hit for the magus. He is supposed to offset the BAB loss with the better weapon. Now instead of an actual class ability feels more like "extra money to spend".

It's really pretty nice. A level 20 Magus can pick up a mundane Longsword off a dead orc, cast a 3rd-level spell, then blow one pool point and he's got a +5 Keen Speed Flaming Longsword.

Grand Lodge

Pol Mordreth wrote:

Q1: Yes. The bonus from GMW provides the +1 minimum.

Q2: No. Per the 4th printing errata:

PRD wrote:
A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.

And it's the same for weapons. There is also a difference of opinion on whether a +1/+9 weapon is legal either. Some people say it's a hard limit of +5/+5.

Q3: Kind of. It doesn't become a +7 weapon. It acts as a +7 weapon. The semantics are important because the bane ability is the only way to exceed the +5 cap prior to epic weapons.

Hope this helps.

Edit: Mad ninja'ing!

LazarX: where do you find the rule that says +5/+5? it's not in the book, so I was wondering if there was errata or a Dev statement somewhere?

Mainly because the usages given seem to conform to that +5/+5 standard, it's not in the book by RAW but it definitely seems to come up that way by RAI. If for no other reason that +1/+9 weapons reek at Limburger scale.

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