Can you put weird magic onto weapons or armor?


Homebrew and House Rules


1) Is it possible to put +2 strength onto a sword, armor or shield?
2) If so, how would it be priced?
3) ...and would it affect the effective "plus" of the item regarding cost and value?


since there are no rules for this, you'd have to ask your GM.

I probably wouldn't allow it. (there are some exceptions to this - specific armor may have an enhancement like this, a quest for a crafting recipe etc.)


If was me I would say yes...
Stat items are (square the modifer)times 1000gp equals the cost in it normal spot.
To put some thing item slot that is not normal is +50% for it ablity.

So STR+2 in Weapon/ armor would be +6,000GP to it normal cost of the item.

So STR+4 in Weapon/ armor would be +24,000 GP to it normal cost of the item.

So STR+6 in Weapon/ armor would be +54,000 GP to it normal cost of the item.

I would not have it efffect the pluss of the item only it total cost.

So +1 Magic Sword that is +2 to STR would cost 8,000 gp.


Item slot affinities are not part of the standard pathfinder rules though, they got rid of those somewhere between beta and release.

Moreover here we are in a territory that uses a typical wondrous item enhancement on an item that is created via a different feat (craft magic arms and armor).


GM prerogative. I would be wary of potential exploits though.


You'll probably want to look at the magic item creation rules to confirm what you read here.

Per the rules as written, you can add any magical ability to any item, although you'll pay a bit extra for stacking multiple abilities on a single item. As mentioned above, custom magic items are always subject to GM approval.


Amusingly, I logged on the forum to ask the same question: what's be the cost of of a shortsword that'd give a +2 bonus to strength.

8310; I believe, was my calculation. 9510 for one made of reinforced viridium...

I was also thinking about one that let you cast "enlarge person" on yourself; I guess it would cost 10 (base)+300 (masterwork)+200(viridium)+1000(reinforcement)+2000(+1 magic)+1800*1*1*1.5 = 6210 gp.
Is that correct?

Now, I might make the activation a free action, but raise as if it was "use activated" instead and, in this case; the cost would be:
10+200+300+1000+2000+2000*1*1*1.5 = 6510gp.

Or is there something I got wrong?

As far as funky weapons, I recently gave a masterwork heavy crossbow to one of my player and, in a spur of inspiration, described it as shaped like a skeletal dragon, with the bow like the wing bones of a dragon. He really liked it and made it into his weapon of choice, even taking a proficiency feat he was not planning on so that he could actually use it.
Now, I am starting regretting now making it magic so I was thinking about them finding some sort of magic scope that'd fuse to the crossbow and turn it into a magic weapon.
Next thing you know, I was wondering about also giving the scope some divination magic to go with it because; he; scope...
The most evident suspect would be true strike, although, there is no way I'd accept a permanent version of it, way too powerful.
So, it would only work twice a day and, by my calculation, it would cost:
2000*1*1*1/5*2/5 = 1200gp
I'd round that up to 1500gp, just 'cause on top of the 2000gp of the +1 magic, that'd come up to 3500gp total, right?

Or am I wrong?
Do you think it's still overpowered? It's only two attacks a day, right?

Or maybe have it work as a "see invisibility":
2000*2*3*1.5 = 9000gp.
A bit outside my budget, but maybe I could just have it work once a day... for 1800...

Anyway, thanks for your patience and advices. I love tailoring magic items for my players, but I am new and not very good at it and I am always worried about "breaking the game"...


I would limit it to thing that were at least somewhat appropriate. A magic sword could, when held, make the character stronger, but could a pair of goggles? If the player os obviously trying to get a +20 modifier to his strength by having it fill out every slot I'm going to shut that down.

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