Magic Weapons & Detect Magic

Gloombunny said:
Enhancement bonuses alter the properties of an object or creature. That's the very definition of transmutation.

Exactly, thats why:
SRD said:
Hardness and Hit Points

Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.

Hmmm, Would a magic sword lose this hardness and extra HP in an AMF though?
 

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darthkilmor said:
Hmmm, Would a magic sword lose this hardness and extra HP in an AMF though?
Yep. Magic gives the weapon the extra hardness and HP, and magic goes away in an AMF.
 

I personnally don't like the "default" auras for weapons and armors from the DMG and have house-ruled them.

My house rule (and pervailing logic):

Detect Magic and an item’s school of magic. 3 rounds of concentrating on an item will determine the strength of the aura and allow a Spellcraft check to the type of a specific magical aura (as in school of magic). {DC 15 + spell level or 15 + half caster level for a nonspell effect.} I am treating magic items, in general as being the nonspell effect types. Ongoing spells (in areas usually) fall under the other DC. A non-enhanced magic item (that is an item with only plusses but no special properties) will have a nonspell effect. These will show as “no school detectable” (not enchantment or abjuration/evocation/transmutation as specified in the DMG). The reason for this is that any spellcaster with the proper feat can make a +X magic item (weapons or armor specifically) and they require no other spells to create. So even a specialist with evocation as his opposed school could make a +3 longsword. Only the strongest aura will be detectable with this spell though (assuming no masking spells are in effect). I will treat enhancement pluses has being greater in effect than enhancements that only add a monetary cost to an item.
 

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