Max. + for Special Abilities

Derren

Hero
Somewhere I picked up that magical weapons and armor can only have a maximal of +5 of special abilities (like with magical "+") and it worked nicely for me and my group. (Prevents Vorpal Keen weapons and other "monsters")

But now I have seen a +6 special ability in the FRCS and I became doubts about this "ruling"

So what does the PHB and the FAQ say about this?
 

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the FAQ and FRCS errata don't mention it. some of those weapons could be 'epic', though

for example, Fzoul Chembryl's mace is a minor artifact...
 

You can have weapon/armor special abilities up to +9. For example, a +1 keen, holy, flaming, vorpal greatsword is perfectly legal. (And actually, that sort of thing is very popular amoungst powergamers simply because the rather problematic greater magic weapon.)
 

Derren said:
Somewhere I picked up that magical weapons and armor can only have a maximal of +5 of special abilities (like with magical "+") and it worked nicely for me and my group. (Prevents Vorpal Keen weapons and other "monsters")

But now I have seen a +6 special ability in the FRCS and I became doubts about this "ruling"

So what does the PHB and the FAQ say about this?
There is no such rule. The DMG does say, however, that they cannot have greater than a +5 enhancement bonus or greater than a +10 market value. You total up the enhancement bonus and the value of the special abilities, and this cannot exceed +10.
 

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