On enchanting magic weapons


Advice


This is the first time I've had a game go as long as it has, and lately people have been using the local mage's guild to enchant their weapons and armor. One player decided he wanted a +1 frost/shock/flaming/acidic longbow.

Now, I can't find anywhere in the rules where it says this can't happen...In fact, I feel like I found the opposite where the rules say an item can't have more than +10 worth of enchantments.

However, his bow is killing things in single turns meant for the entire party to fight, and it's ruining things. Is that a legal way to enchant things? It just doesn't seem right to me, because I've never seen a cannon item that wasn't just a +x weapon of y, and well, obviously nothing in the AP we are doing can do that.

Am I missing something, or is there something I need to start doing? I figured if nothing else, I either house rule something, or I start equipping enemies with epic magic items to explode PC's in a single turn... Not to be mean mind you, but if they can do it... shouldn't the enemies?

Players were complaining after the last game, so that's why I decided to ask. Thanks!


you might be missing the pricing of the weapon...

a +1 frost/shock/flaming/acidic longbow is a +5 weapon, and so costs 50k gold plus the cost of the bow.... and so most characters need to be at level 13+ to afford that comfortably. At that level, so many things have resistances that this would be a terrible item to purchase.

Liberty's Edge

If I remember correctly, 3.5 had the same system of magic items not being able to go over a total +10 enhancement. I had quite a few weapons of bad@$$ery myself like that, but only around level twenty or so.

What I do when I GM to keep your problem from happening (in addition to the already obscene price such a weapon would cost), is to make such items legendary, so that required in their forging are magical items/ingredients/rare scrolls that to attain, are quests in themselves.

I have a question myself about such items: When someone has a +1 lance, and they want to improve it to shocking, do the pathfinder rules make them pay the total cost for a +2 weapon minus the cost of the original +1, or just the cost of the shocking enchantment?


Steven_Evil wrote:
I have a question myself about such items: When someone has a +1 lance, and they want to improve it to shocking, do the pathfinder rules make them pay the total cost for a +2 weapon, or just the cost of the shocking enchantment?

You pay the difference between a +1 lance and a +1 shocking lance (6k, IIRC)

Liberty's Edge

Bearded Ben wrote:
Steven_Evil wrote:
I have a question myself about such items: When someone has a +1 lance, and they want to improve it to shocking, do the pathfinder rules make them pay the total cost for a +2 weapon, or just the cost of the shocking enchantment?
You pay the difference between a +1 lance and a +1 shocking lance (6k, IIRC)

Ok, that's what I've been doing. I just couldn't find it anywhere in the book. Thanks!


Okay, well that makes a lot more sense. We've just been paying the cost of a +1 for each enchantment because I couldn't find anything to steer me in a better direction. I guess I'll give the players a refund and say they can have whaever they can afford with what they've spent and have the rest back.


Steven_Evil wrote:
Bearded Ben wrote:
Steven_Evil wrote:
I have a question myself about such items: When someone has a +1 lance, and they want to improve it to shocking, do the pathfinder rules make them pay the total cost for a +2 weapon, or just the cost of the shocking enchantment?
You pay the difference between a +1 lance and a +1 shocking lance (6k, IIRC)
Ok, that's what I've been doing. I just couldn't find it anywhere in the book. Thanks!

What you are looking for is in the book under the Magic Item Creation section at the end. There is section call "Adding New Abilities". The Text you are looking for is as follows:

"The cost to add additional abilities to an item is the same as if the item was not magical, less the value of the original item. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 longsword."

Liberty's Edge

Aaahhh, there it is, dunno how I missed that! I am, however, glad that my GM call was the same as the rules.


Just say the local lord won't authorise the enchantment of the item, especially for a group of mercenaries (the pcs).
If the pc wants it that bad he must jump through whatever hoops the lord (i.e. the GM) sets.

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