Make a +1 Sword a +2?

DMFTodd

DM's Familiar
If I have a magic sword +1, can I take it down to the local magic-crafters-r-us and have them turn it into a +2 sword?

I was thinking that no, once an item has been made a magic item it can't be changed. You have to sell the +1 sword and buy yourself a new +2 sword.

My players, of course, think you can do this.

I can't see any rules specifically for or against. The only argument I have is that Dragon mag ran an article awhile back about "leveling" magic items - items that get more powerful with experience. If you could turn a +1 sword into a +2 then there's no reason for leveling a magic item.
 

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Re: Re: Make a +1 Sword a +2?

demon_jr said:


I wish my campaign had a local magic-crafters-r-us.

:)

Th' problem is you haven't been looking in the right place in the Yellow Pages. Try: Techicians, Wondrous Items.

It's an easy mistake to make.
 


CCamfield said:
On a somewhat similar note, there was a long thread on rpg.net about magic weapons "spontaneously" acquiring new abilities, so that players with a trusted magic weapon (perhaps one with a history related to their character) might not have to swap off for something better.

"The Most Hated Ranger Of All Time" in one of my games has a weapon like that. It's an intelligent bow that slowly wakes up over time as its wielder becomes more powerful and more skilled. In this particular case, it's a bow.
 

careful, this changes the topic

kreynolds said:


"The Most Hated Ranger Of All Time" in one of my games has a weapon like that. It's an intelligent bow that slowly wakes up over time as its wielder becomes more powerful and more skilled. In this particular case, it's a bow.

We have been toying with a house rule creating weapons that inherently have greater abilities, but only 'awaken' as you say as the character goes up in levels and performs rituals and quests. This allows a character to have a named weapon and not feel light they need to trade it in every few levels. Our thinking was to tie the weapon to the soul of the character, so that someone else picking up the weapon would not get those benefits.

back to topic

I don't put 'magic weapons factories' around for players to walk in and upgrade, but persistant and clever adventurers could find an extraordiary weapons smith and/or magician to help them out for a price.
 



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