Magic Crafting- Adding Spell Abilities to Weapons / Armor


Rules Questions


So, a character I am hoping to play in the future if I find a game for it is a Dwarf Warpriest (of the Forgepriest archetype) of Torag. Naturally, being a Forgepriest, he is going to be performing some crafting to make the most of his abilities.

Part of the character's journey I had figured would be that one of his goals is to, during the course of his career, craft his own unique hammer that was empowered with certain abilities revolving around his family's leaning toward the powers of air/electricity due to their history.

I've done a bit of looking, but I haven't had too much clarification on how exactly enchanting this item would work. For the sake of his Creator's Bond ability, the bonus does only apply to weapons that are of his own creation. (Not to mention the typical drive of Torag's followers to make a masterpiece)

As far as I understand the rules, adding a spell ability would count as "Multiple different abilities", and the standard formula for say, adding "Call Lightning upon a command" would be 1800xSpell LevelxCaster levelx1.5, and discounts would not be allowed in this, even if I had enchanted the hammer to, for example, only be used by those who are Lawful Good. Am I correct in this or is there another way that it's handled? My assumptions are that the game would not be mythic, so he has to make this object from scratch.

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