Duke Frinn
First Post
I think the fact that wizards and not weaponsmiths make the best weapons reduces some of the legendary flavor. It would be nice to have non-magical weapons that are especially reliable and powerful.
Levels of masterwork craftmenship
The regular rules say a masterwork longsword sword gives a +1 bonus to attack rolls. Using this variant, it would also give a +1 to damage.
A +1 longsword, using this variant, would not be magical, but instead would be a higher level of craftmenship than a regular sword. It would cost the same as a magical +1 weapon, except that the normal type would not exist.
Craftmenship levels would range from +1 to +5, just as magical bonuses do. These weapons would work in antimagic fields and would not detect as magical.
All the added abilities (flaming, bane, merciful, etc.) would stay the same, except newer, weaker types should be made for low level wizards to have ways to enhance weapons. New types could be...
Flaming, minor: Acts as a flaming weapn 1/day for 5 rounds.
Enemy Detection: Glows when a certain type of creature is within 50' feet.
Magical burst: store energy as a full-round action, then attack with +4 to attack and damge next turn. usable 1/day.
Comments? Ideas?
Levels of masterwork craftmenship
The regular rules say a masterwork longsword sword gives a +1 bonus to attack rolls. Using this variant, it would also give a +1 to damage.
A +1 longsword, using this variant, would not be magical, but instead would be a higher level of craftmenship than a regular sword. It would cost the same as a magical +1 weapon, except that the normal type would not exist.
Craftmenship levels would range from +1 to +5, just as magical bonuses do. These weapons would work in antimagic fields and would not detect as magical.
All the added abilities (flaming, bane, merciful, etc.) would stay the same, except newer, weaker types should be made for low level wizards to have ways to enhance weapons. New types could be...
Flaming, minor: Acts as a flaming weapn 1/day for 5 rounds.
Enemy Detection: Glows when a certain type of creature is within 50' feet.
Magical burst: store energy as a full-round action, then attack with +4 to attack and damge next turn. usable 1/day.
Comments? Ideas?