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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="delericho" data-source="post: 6058402" data-attributes="member: 22424"><p>As others have said, you start with the <em>actual</em> bonus granted by the item (minimum +1), then add the "ability plus" listed for each special ability in turn (for example, keen is +1, vorpal is +4). This gives a total, which you then use on table 7-9 to get the cost of the weapon.</p><p></p><p>(Alternately, for weapons, it's "bonus squared, times 2,000".)</p><p></p><p>Oh, and afterwards you have to add the cost of the base, masterwork weapon.</p><p></p><p>There are two restrictions:</p><p></p><p>- The total bonus (including all abilities) cannot exceed +10.</p><p>- The actual bonus (that is, not including abilities) cannot exceed +5.</p><p></p><p>(Epic magic items remove both these restrictions, albeit at additional cost.)</p><p></p><p>So:</p><p></p><p>A <em>+1 longsword</em> is a +1 item, costing 2,000 gp +315 for the longsword.</p><p>A <em>+1 keen longsword</em> is a +2 item (+1 bonus, +1 keen), costing 8,000 gp +315 for the longsword.</p><p>A <em>+1 flaming longsword</em> is also a +2 item (+1 bonus, +1 flaming), again costing 8,000+315 gp.</p><p>A <em>+1 flaming keen longsword</em> is a +3 item (+1 bonus, +1 flaming, +1 keen), costing 18,000+315 gp.</p><p></p><p>A <em>+2 vorpal longsword</em> is a +7 item (+2 bonus, +4 vorpal), costing 98,000+315 gp.</p><p>However, you cannot create simply a <em>+7 longsword</em> - such a weapon has a bonus higher than +5.</p><p></p><p>A <em>+5 vorpal longsword</em> is a +10 item (+5 bonus, +5 vorpal), costing 200,000+315 gp.</p><p>However, you cannot create a <em>+5 flaming vorpal longsword</em>, because the total bonuses exceeds the +10 maximum.</p><p></p><p>If you are the DM, I have three further recommendations I would like to make:</p><p></p><p>1) When placing treasure, if the tables indicate a weapon with a bonus higher than +1, I would recommend <em>always</em> giving it some sort of special effect. So, PCs might find a <em>+1 keen longsword</em>, a <em>+1 flaming longsword</em>, or whatever, but they won't find a standard <em>+2 longsword</em>.</p><p></p><p>2) Never place a treasure item with more than one such special ability.</p><p></p><p>3) The strength of the ability should be equal to the plus of the item, or one step weaker. So, I might place a <em>+1 keen longsword</em>, a <em>+2 keen longsword</em>, or a <em>+2 holy longsword</em>, but I wouldn't place a <em>+1 holy longsword.</em></p><p></p><p>Two reasons for this: firstly, while items with a straight plus are undeniably effective, they're pretty <em>dull</em>. Better, IMO, to give items that are a bit more interesting. Secondly, many of the special abilities are better than simply getting a straight plus value (especially in 3.5e, where DR just requires "magic" to beat, rather than a specific plus). So, if they really want that <em>+1 holy flaming longsword, bane vs evil outsiders</em>, the PCs will have to craft it for themselves!</p><p></p><p>Of course, that's just my opinion. YMMV. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="delericho, post: 6058402, member: 22424"] As others have said, you start with the [I]actual[/I] bonus granted by the item (minimum +1), then add the "ability plus" listed for each special ability in turn (for example, keen is +1, vorpal is +4). This gives a total, which you then use on table 7-9 to get the cost of the weapon. (Alternately, for weapons, it's "bonus squared, times 2,000".) Oh, and afterwards you have to add the cost of the base, masterwork weapon. There are two restrictions: - The total bonus (including all abilities) cannot exceed +10. - The actual bonus (that is, not including abilities) cannot exceed +5. (Epic magic items remove both these restrictions, albeit at additional cost.) So: A [I]+1 longsword[/I] is a +1 item, costing 2,000 gp +315 for the longsword. A [I]+1 keen longsword[/I] is a +2 item (+1 bonus, +1 keen), costing 8,000 gp +315 for the longsword. A [I]+1 flaming longsword[/I] is also a +2 item (+1 bonus, +1 flaming), again costing 8,000+315 gp. A [I]+1 flaming keen longsword[/I] is a +3 item (+1 bonus, +1 flaming, +1 keen), costing 18,000+315 gp. A [I]+2 vorpal longsword[/I] is a +7 item (+2 bonus, +4 vorpal), costing 98,000+315 gp. However, you cannot create simply a [I]+7 longsword[/I] - such a weapon has a bonus higher than +5. A [I]+5 vorpal longsword[/I] is a +10 item (+5 bonus, +5 vorpal), costing 200,000+315 gp. However, you cannot create a [I]+5 flaming vorpal longsword[/I], because the total bonuses exceeds the +10 maximum. If you are the DM, I have three further recommendations I would like to make: 1) When placing treasure, if the tables indicate a weapon with a bonus higher than +1, I would recommend [I]always[/I] giving it some sort of special effect. So, PCs might find a [I]+1 keen longsword[/I], a [I]+1 flaming longsword[/I], or whatever, but they won't find a standard [I]+2 longsword[/I]. 2) Never place a treasure item with more than one such special ability. 3) The strength of the ability should be equal to the plus of the item, or one step weaker. So, I might place a [I]+1 keen longsword[/I], a [I]+2 keen longsword[/I], or a [I]+2 holy longsword[/I], but I wouldn't place a [I]+1 holy longsword.[/I] Two reasons for this: firstly, while items with a straight plus are undeniably effective, they're pretty [I]dull[/I]. Better, IMO, to give items that are a bit more interesting. Secondly, many of the special abilities are better than simply getting a straight plus value (especially in 3.5e, where DR just requires "magic" to beat, rather than a specific plus). So, if they really want that [I]+1 holy flaming longsword, bane vs evil outsiders[/I], the PCs will have to craft it for themselves! Of course, that's just my opinion. YMMV. :) [/QUOTE]
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