Adding Bonuses/Special Abilities to Specific Magic Weapons

Lasher Dragon

First Post
A player of mine wants to know if he can add bonuses and/or special abilities to a specific magic item. In this case, it's a dagger of venom. Is there anything in the RAW on this? How would you rule?
 

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After a quick scan of the SRD I do not see it specifically mentioned, but I think that the DMG says that you can further enchant any magic item by paying normal cost by using the existing cost of the item as a base.

For Example our Dagger of Venom:
Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.

To increase the enhancement bonus you would pay the difference from +1 to a +2 in 6,000 gold and 240 XP (assuming, of course, the PC is enchanting it himself).



In an epic campaign we ran we assumed the enchantments on all magic items that we found were closed, simialr to closing a CD Burning Session. If you wanted to keep the enchantment session open to further enchant we had to pay, I think, 10% of the cost to keep the encantment open.
 
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Lasher Dragon said:
A player of mine wants to know if he can add bonuses and/or special abilities to a specific magic item. In this case, it's a dagger of venom. Is there anything in the RAW on this? How would you rule?

I would rule: Absolutely.

You'll need to do a bit of legwork for it, of course (calculating prices), but otherwise its just another magic weapon.

For the particular dagger in question:

SRD said:
Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.

So, what we've got here is a Dagger +1 (and funky stuff).

The price of a MW dagger is 302 gp, which makes the +1 (and funky stuff) worth 8,000gp.

A normal +1 is worth 2,000 gp. Therefore, (and funky stuff) is worth 6,000gp.

A normal +2 is worth 8,000 gp. Therefore, +2 (and funky stuff) is worth 14,000gp.

Compare, then a Dagger +1 (and funky stuff) at 8,302gp with a Dagger +2 (and funky stuff) at 14,302gp.

The difference, then, is 6,000gp worth of extra magic stuff. Going by this:

SRD said:
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. 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 sword.

the player needs to spend 6 days, 240 XP, and 3,000gp working on his dagger. At the end, he's got a Dagger of Venom +2.
 




FreeXenon said:
Duh, I think my SRD scan was a ittle to quick... I missed that whole section!! :o

On this day, you shall count yourself forgiven, my child.

Attempt in earnest that it should never happen again, however, for my wrath is terrible and may not be long stayed.
 

Patryn of Elvenshae said:
On this day, you shall count yourself forgiven, my child.

Attempt in earnest that it should never happen again, however, for my wrath is terrible and may not be long stayed.

*wimper, wimper, cowers in a corner*

"Yes, mi'lord. Thank you, oh, thank you!! Your mercifulness, oh, thankyou!"

*Quietly walks away fearing His Mercifulness will change his mind*
 
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While I agree that it should be possible to further enchant the dagger, I'm not sure it should only be 6000 (+1 to +2). Perhaps the reason it currently is 8000 is that the venom part was treated as a +1 ability. Thus +1 dagger, +1 ability makes it cost as a +2 weapon (8000) + mw dagger (302). So if wanted a +2 dagger with venom it would cost as a +3 weapon (18000), Thus 10000gp more (and 400 xp)
 

thompgc said:
While I agree that it should be possible to further enchant the dagger, I'm not sure it should only be 6000 (+1 to +2). Perhaps the reason it currently is 8000 is that the venom part was treated as a +1 ability. Thus +1 dagger, +1 ability makes it cost as a +2 weapon (8000) + mw dagger (302). So if wanted a +2 dagger with venom it would cost as a +3 weapon (18000), Thus 10000gp more (and 400 xp)

Also a viable interpretation of the specific case.
 

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