WBL - adding spells or spell-like abilities to weapons.


Advice


I'm trying to get an idea of how it would affect a weapon's cost (for WBL purposes) to grant a weapon a spell or spell-like ability.

Let's say a mace that either:

1) automatically casts the spell Blindness on a critical hit.

2) can, as a swift action, cast the spell Blindness after a successful hit 3/day.

This is just one example - we have always run a lower magic campaign but while items are rarer they are also generally more powerful and almost always custom. Figuring out a way to determine level-appropriate gear using WBL would be nice.


It's way too good to actually allow such items to exist, no amount of money should really be allowed to to get around the action economy.

If you really want to do this pick up the crtitical feats that lead all the way to Blinding Critical.

Otherwise, just look up intelligent item to get an idea of how to price it as these things are laid out there.

As a GM, it's really simply a bad idea to let items like this exist.


WARNING!!!! The following statement heads off into house rules territory.

If you are wanting to forge ahead (i personally like the idea) Search the forums for the Kirthfinder thread. Kirth has along list of pricing for adding various things to other things and the cost are fairly spot on with the power level of whats being granted.


Claxon wrote:
As a GM, it's really simply a bad idea to let items like this exist.

That's funny - we've never had the slightest problem with it. Really had some great magic items too that were so much more fun to play than the generics that are bought and sold like bubblegum cards.

The point isn't about action economy - we have a Horned Helm that can cast a double strength fear spell once per day, or an Elven Circlet of Stars that can cast Dancing Lights at will and Ball Lightning once per day. I'm just trying to get a sense of how to price these solely to get a general idea what level they are most appropriate for.

Considering that the trade off for having items like this is the relative lack of the Big 6, there aren't any issues with being over-powered.


Talonhawke wrote:

WARNING!!!! The following statement heads off into house rules territory.

If you are wanting to forge ahead (i personally like the idea) Search the forums for the Kirthfinder thread. Kirth has along list of pricing for adding various things to other things and the cost are fairly spot on with the power level of whats being granted.

Thanks for the point in the right direction. I'll do just that.

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