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Does a magic weapon still feel... magic?
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<blockquote data-quote="Bigwilly" data-source="post: 1550145" data-attributes="member: 16730"><p><strong>Some examples of 'magical' items from my campaign</strong></p><p></p><p>Typical unnamed +1 longsword, etc. : enchanted but not really magical</p><p></p><p>Frostbite : +1 rapier, +2d6 cold damage - wielder also takes 1d6 cold damage on a successful hit. Found with a 3.0 version of a Ring of Warmth (prevents 5 pts of cold damage). Until recently this was the Paladin's main weapon. The fact that it had a name and a 'curse' - I called it a stressed weapon as it had more dice of elemental damage than plusses of enchantment - made it magical.</p><p></p><p>The Sunbeam Blade : The paladin found the hilt of this Holy Avenger longsword and had a new adamantium blade crafted for it. She has now taken the Anointed Knight prestige class and is powering it up. Definitely magical and may end up being overpowered! This one falls into the category of an item that grows with the character. It's also got a name and a history.</p><p></p><p>Serlon the Shifter : +2 intelligent chaotic (slightly insane) blade. Can change shape from a small dagger to a large shortsword as a free action. Can detect law and can polymorph wielder to help defeat law. This item is hated by the group's Paladin, which is probably why the Gnome illusionist/rogue is hanging onto it. Definitely magical! Intelligent items are always a bit magical - mainly because they give the DM a chance to stir things up within the party.</p><p></p><p>Doublet of displacement : the gnome made this from the skin of a cloaker that tried to eat him (personal involvement). While it's only enchanted with a minor displacement effect, because he made it himself and it's a wee bit different (not a cloak), its definitely magical. </p><p></p><p>From these examples I can see that giving an item a name, history or just making it a bit different can make it magical. Looks like I'll need to do this more often in my campaign. </p><p></p><p>Bigwilly</p></blockquote><p></p>
[QUOTE="Bigwilly, post: 1550145, member: 16730"] [b]Some examples of 'magical' items from my campaign[/b] Typical unnamed +1 longsword, etc. : enchanted but not really magical Frostbite : +1 rapier, +2d6 cold damage - wielder also takes 1d6 cold damage on a successful hit. Found with a 3.0 version of a Ring of Warmth (prevents 5 pts of cold damage). Until recently this was the Paladin's main weapon. The fact that it had a name and a 'curse' - I called it a stressed weapon as it had more dice of elemental damage than plusses of enchantment - made it magical. The Sunbeam Blade : The paladin found the hilt of this Holy Avenger longsword and had a new adamantium blade crafted for it. She has now taken the Anointed Knight prestige class and is powering it up. Definitely magical and may end up being overpowered! This one falls into the category of an item that grows with the character. It's also got a name and a history. Serlon the Shifter : +2 intelligent chaotic (slightly insane) blade. Can change shape from a small dagger to a large shortsword as a free action. Can detect law and can polymorph wielder to help defeat law. This item is hated by the group's Paladin, which is probably why the Gnome illusionist/rogue is hanging onto it. Definitely magical! Intelligent items are always a bit magical - mainly because they give the DM a chance to stir things up within the party. Doublet of displacement : the gnome made this from the skin of a cloaker that tried to eat him (personal involvement). While it's only enchanted with a minor displacement effect, because he made it himself and it's a wee bit different (not a cloak), its definitely magical. From these examples I can see that giving an item a name, history or just making it a bit different can make it magical. Looks like I'll need to do this more often in my campaign. Bigwilly [/QUOTE]
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Does a magic weapon still feel... magic?
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