Enchanting a Spell onto a Weapon


Rules Questions


My DM is wanting a campaign where we start with an enchanted weapon. But instead of looking for an already enchanted weapon or standard enchantment, I wanted to use a spell. The spell is Inflict Serious Wounds.

My questions are these:
What is going to be the enhancement bonus?
How to calculate the cost?

And if possible where did you find the material so that I can look up this material for future reference. I have tried looking up this stuff in Ultimate Equipment, the Core Book and the information is somewhat confusing. Thanks in advance.

P.S. And if it matters the PC class is Cleric

Sczarni

Best bet would be to grab a Spell Storing weapon, but you'd have to find a way to recharge it (not hard as a Cleric).

Another option would be to ask your GM if you could combine Permanency + Wand + Weaponwand.

Just pay for the weapon, pay for the wand, and pay for the spellcasting service.

You'd be good for 50 charges (though this still doesn't allow you to deal weapon damage and wand damage in the same hit).

Barring that, you could ask if it's possible to start with an Unholy weapon, but that's asking a lot.


The first rule on pricing magic items is finding if something equivalent already exists.

In this case inflict serious does 3d8 + level - or 3-24 (+5 min) damage.

Fairly close to that would be a corrosive, flaming, shocking, frost weapon for 4d6 - 4-24 damage. That is a +4 bonus equivalent on a magic weapon. (there are some differences in resistances/immunities and the like between the two, but fairly comparable). The extra +5 on inflict serious easily makes that enchantment alone a +5 in value based on that.

As I GM I would probably lower it simply because I don't think those weapon abilities are worth the +1, but if you want to stay consistent with the rules, that is where I'd place it.

Sczarni

What is the starting level?

If you're level 1, anything even magic is probably a bit overpowered.

If you're level 10, that's a different story.


Nefreet wrote:

What is the starting level?

If you're level 1, anything even magic is probably a bit overpowered.

If you're level 10, that's a different story.

We are starting out at level 5

bbangerter wrote:

The first rule on pricing magic items is finding if something equivalent already exists.

In this case inflict serious does 3d8 + level - or 3-24 (+5 min) damage.

Fairly close to that would be a corrosive, flaming, shocking, frost weapon for 4d6 - 4-24 damage. That is a +4 bonus equivalent on a magic weapon. (there are some differences in resistances/immunities and the like between the two, but fairly comparable). The extra +5 on inflict serious easily makes that enchantment alone a +5 in value based on that.

As I GM I would probably lower it simply because I don't think those weapon abilities are worth the +1, but if you want to stay consistent with the rules, that is where I'd place it.

Thanks that helps a lot

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