New Spell - Enchantment Transfer

Mad Hamish

First Post
First

I try to make background stories for almost all magic items and weapons found in my game :p (I could post za few if you like)

I'd be interested in seeing them.
I suggest that you start another thread for them.

First
Second there is nothing wrong with the Axe wielding hero to find out that the magical mace of great power is sometimes better then the Axe he is wielding, although he mainly uses his axe.
He might even have a magical weapon for each situation...

The problem with this theory is the difference in effect between the items could be huge.
As an example I've got a level 12 fighter who has
weapon focus, greater weapon focus, weapon specialisation, greater weapon specialisation and improved critical with Falchions.
As well as Weapon Training heavy blades (and gloves of dueling)

power attacking with the +2 (holy adamantite but ignore them) falchion he's got +24/+19/+14 doing 2d4 + 34 damage critting on 15-20

with a non-magical falchion it'd be +22/+17/+12 doing 2d4 + 32 damage

he carries a non magic mace and has +16/+11/+6 to hit with it doing d8 + 24 damage (wielding it 2 handed)

now considering the to hit and damage difference it'd have to an obscene mace before it's worth using it.

Then there's the point that it means that 5 feats and a class feature are being rendered useless for the character.
 
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N'raac

First Post
Mad Hamish sets out the issue - a character designed to use a specific weapon isn't going to easily grab up a different one, even if it has a great backstory. That Great Item with all that Backstory getting changed from a Mace to a Falchion seems at worst equal to it being stuffed in a backpack, only occasionally remarked upon as the play reviews his encumbrance and sees he's still carrying that Mace with a three page backstory, or being sold for whatever cash it can generate.

I think the caster should know what he is doing aka have the feat, else you will get enchantments tha tmake permanent magic items as well. that way nobody needs feats

I could see requiring the caster have a Craft Items feat, or even the appropriate Craft Item feat, to move an enchantment. They still benefit from not needing the materials (cost) or the crafting time, so the spell remains useful.

Speaking of the feats, assuming your PC's have item creation feats, then "every magical item" can't have that legendary backstory - I just created this magical short sword yesterday!

Do your PC's ever fight human/humanoid opponents? If they lack magic items, how credible a threat are they? Their CR is based on them following the wealth per level rules, aren't they? Just how many "Legendary Magic Items" can one game contain without becoming laughable that the PC group has over 100 such legendary items?

As I said, I prefer a game where the PC's are the stars, and the setting exists to highlight them. Sticking the Falchion expert with the Great Mace of Mystery doesn't focus on his strengths.

Lots of other valid approaches exist. The characters could be plunked down in the middle of the world, wander where they wish, hear the rumours abounding in that region and decide what to investigate. And if their 2nd level characters stumble into a dungeon intended for 17th level characters, well, perhaps their next characters will be more prudent. Maybe the 17th level party cleans out a rapid sequence of 1st and 2nd level dungeons.

I prefer a game with more of a plot, and characters who have goals that go beyond killing, looting and becoming more powerful for the sole sake of becoming more powerful, but my preferences are far from universal.
 

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