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General Tabletop Discussion
*Pathfinder & Starfinder
Adding spell effects to magic weapons
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<blockquote data-quote="Capn_Danger" data-source="post: 3271654" data-attributes="member: 43372"><p>A few questions I've been unable to find answers to:</p><p></p><p>Do weapons and shields incur the x2 cost multiplier for not taking up body slots? It makes sense to me that they wouldn't, being that most races only have 2 hands. I noticed that shield special abilites, like energy resistance, follow this convention (it would cost 66k to add Resist Energy at caster level 11 as a continuous spell effect on a slotted item, which is the exact price given in the DMG shield special ability section).</p><p></p><p>Also, a few spells in particular made me hesitate. One of my players wants to make a sword with True Strike added, usable several times per day. The creator would have to be at least 5th level to craft arms and armor, though- could he choose to craft using the spell at caster level 1st, or would it have to be the caster's actual caster level? Either way, the cost seems fairly underpriced given that True Strike usually takes a standard action to cast. Would ruling that instantaneous spell effects only be allowed with command word triggers be a good solution?</p><p></p><p>Also, greater magic weapon just seems ridiculously unbalancing when added as a spell effect to a weapon. 3 (spell level) * 16 (caster level) * 1800 / 5 (1 use per day) = 17280 gold. That gives +5 to a weapon for 16 hours. The only disadvantage I can see is that the effect can be dispelled. Is banning GMW in item creation the only solution?</p><p></p><p>Any help in maintaining my game balance would be appreciated, thanks!</p></blockquote><p></p>
[QUOTE="Capn_Danger, post: 3271654, member: 43372"] A few questions I've been unable to find answers to: Do weapons and shields incur the x2 cost multiplier for not taking up body slots? It makes sense to me that they wouldn't, being that most races only have 2 hands. I noticed that shield special abilites, like energy resistance, follow this convention (it would cost 66k to add Resist Energy at caster level 11 as a continuous spell effect on a slotted item, which is the exact price given in the DMG shield special ability section). Also, a few spells in particular made me hesitate. One of my players wants to make a sword with True Strike added, usable several times per day. The creator would have to be at least 5th level to craft arms and armor, though- could he choose to craft using the spell at caster level 1st, or would it have to be the caster's actual caster level? Either way, the cost seems fairly underpriced given that True Strike usually takes a standard action to cast. Would ruling that instantaneous spell effects only be allowed with command word triggers be a good solution? Also, greater magic weapon just seems ridiculously unbalancing when added as a spell effect to a weapon. 3 (spell level) * 16 (caster level) * 1800 / 5 (1 use per day) = 17280 gold. That gives +5 to a weapon for 16 hours. The only disadvantage I can see is that the effect can be dispelled. Is banning GMW in item creation the only solution? Any help in maintaining my game balance would be appreciated, thanks! [/QUOTE]
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Adding spell effects to magic weapons
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