Creating Magic Weapons and Armor
The residuum cost for magic weapons depend on two factors: the enhancement pluses AND effect pluses. Add these together to get the total plus for cost. You need not have both on an item and each has it's separate maximum based on level, power, and epic boons.
Enhancement pluses are direct pluses TO HIT, such as the common +1 long sword. To be able to do this, you MUST have tool proficiency: enchanting and access to a facility where you are not disturbed for the ritual. You must know, have a scroll of or item, or have someone cast for you the spell Magic Weapon (PHB pg 257). The maximum bonus at 20th level is +3. However, some epic level characters, demipowers and gods can ignore this limitation with the appropriate epic boons or divine abilities.
Effect pluses are added effects to the weapon or armor. The fearsome vorpal blade, the blinding fast haste weapon, and the flaming weapon are all created through Effect Pluses. To apply an effect, you have to have a spell (listed in the description of each Effect Plus), have a scroll or other item, or have someone cast it for you. Effect pluses are limited to your level divided by 2.
Demipowers or those with certain Epic Boons can overcome the plus limitation of both types. See the Demipower and Epic Boons section.
The residuum cost goes up roughly exponentially based on the TOTAL pluses (enhancement pluses and effect pluses combined)
1 – 1,000
2 – 5,000
3 – 10,000 Cap for just enhancement bonus at 20th level.
4 – 20,000
5 – 40,000
6 – 100,000
7 – 200,000
8 – 500,000
9 – 1,000,000
10 – 2,000,000 Cap for total bonus.
11 – 4,000,000
12 – 8,000,000
… and so forth .
The time to enchant is one week per total plus. Enchanter must have access to a ritual room and be undisturbed to make progress for 8 hours. Some rare, special materials may come with free enhancements, cutting down cost and time.
List of Effect Pluses (adapted from 3rd edition Epic Level Handbook by Bruce Cordell)
Bear in mind, this is BY NO MEANS all the effect pluses possible, but some of the more popular. If there is any effect here that you want to add to an armor or weapon, consult the DM and it may
be added.
Effect Description Plus Spell
AC Add 1 AC per. Rings, Amulets, or Cloaks only. Do not stack with each other. 1 per plus Shield of Faith or Shield.
Max 3
Bane Weapon (X) Add +1d6 damage versus certain type of creature. Requires powdered skull of such 1 per die Hunter's Mark (PHB pg 251)
creature for each additional plus.
Deflect Projectiles Can deflect projectiles and energy beams as long as these are not ballistic or 6 Gust of Wind (PHB pg 248)
disintegration as a reaction. DEX save vs attack roll.
Elemental (X) Add +1d6 damage of elemental type. Requires elemental residuum. 1 per die Elemental Weapon (PHB pg 237)
Elemental Immunity Immune to specified element. Requires elemental residuum. 10 Protection from Energy (PHB pg 270) AND an 8th level
spell slot.
Holy/Unholy +2d6 necrotic or radiant. Requires appropriate residuum. +2d6 bane vs 3 Bless (PHB pg 219), must be
evil or good immortal beings. be enchanted under a hallow
or unhallow as appropriate.
Keen/Bashing Increase crit range by 1. Stacks with class features and item properties. 3 3rd level slot.
Repeated enchants of this type DO NOT stack.
Resist Damage Half damage vs Physical Attacks. Must be a heavy material. 7 Stoneskin (PHB pg 278)
Does not stack with Barbarian class feature. or Wish (PHB pg 288)
Resist Element Choose an element, item grants resistance of that type. Requires elemental residuum. 2 Protection from Energy (PHB pg 270)
Saves Add +1 to a saving throw. Stacks. 1 per. Resistance or Guidance
max +3
Slaying Once per day specified type of creature makes con save or dies if hit. 9 Power Word: Kill (PHB pg 266)
Speed Extra attack with weapon. Does not stack. 8 Haste (PHB pg 250)
Spell Reflect Can reflect a targeted spell back as reaction once per day. Base item must 5 per level Counterspell (PHB pg 228)
have reflective gloss.
Spell Storing Store a spell for later use. 3+ level Spell Slot of level.
Vorpal Decapitate on crit, +8d8 damage if immune to vorpal. Requires force residuum. 10 5th level spell slot.
Permanent Spell Effects per Day
For the savvy enchanter, a one shot use of a spell that spell storing items use may be inconvenient. You can duplicate any spell and make the item have that spell PER DAY with this formula.
spell level times number of times a day.
For instance, an amulet that grants invisibility 3 times a day, the cost is 9 effective pluses and would require 500,000 residuum.