Thanee
First Post
The special abilities are just substituted for the "pluses". So, a +3 weapon could be either simple +3, or +2 Ghost Touch, or +1 Holy, all of those add up to a +3 weapon bonus.
That's why, even though the maximum enhancement bonus is +5, the table goes all the way to a +10 weapon bonus, since you can have a +5 Holy Cold Keen Ghost Touch weapon, for example, which would be a total weapon bonus of +10, but an enhancement bonus of +5.
All you do is add together the "pluses" to derive the total weapon bonus and look up the base price.
Now for the bad news...
Since your caster level is only 7th, you can only craft weapons with a +2 enhancement bonus (1/3 of your caster level) yourself. If you had the Practiced Spellcaster feat from Complete Divine, your caster level (necromancer) would be 11th and allow up to +3 weapons right now (+4 next level). Might be worth thinking about, that's a pretty good feat for a character like yours. In your case it adds a plain +4 bonus to the necromancer caster level to determine spell effects, durations, range, checks to overcome spell resistance, and so on.
However, adding in special abilities, while they are just added to the enhancement bonus to derive the cost, are looked at seperately for prerequisites, that is, you only need to fulfill the caster level requirement of each special ability (listed with the description in the DMG or SRD), plus any spell requirements (though, someone else can help out here, while you still craft the weapon) and the three times enhancement bonus requirement, which does allow to craft a weapon with a total weapon bonus (summed up "pluses") of higher than 1/3 CL. Technically, you could even craft a +10 weapon then, if you have the resources and find enough special abilities with an individual caster level requirement of 7th or lower.
So, what you could do right now would be a +2 Spiked Chain or even a +2 Holy Spiked Chain (a +4 total weapon bonus), if you had someone to cast Holy Smite for you quite a few times (once per 1,000 gp base cost, so at least 16 times, if you would make it +1 first, then add in Holy and then upgrade it to +2), but you will need someone else to add the missing portion altogether, if you cannot fulfill that individual caster level requirement, as for Ghost Touch, for example.
Example prices, if you craft the +2 yourself and then have someone else raise it to +3 or +4 or add in some equivalent special ability:
+2 (8,325 gp) -> 4,325 gp + 320 XP
+3 (18,325 gp) -> 14,325 gp + 320 XP
+4 (32,325 gp) -> 28,325 gp + 320 XP
With Practiced Spellcaster you could make most weapons yourself by now, and you could make the enhancement bonus up to +3 yourself, too.
Hope this makes the whole thing more clear!
Bye
Thanee
That's why, even though the maximum enhancement bonus is +5, the table goes all the way to a +10 weapon bonus, since you can have a +5 Holy Cold Keen Ghost Touch weapon, for example, which would be a total weapon bonus of +10, but an enhancement bonus of +5.
All you do is add together the "pluses" to derive the total weapon bonus and look up the base price.
Now for the bad news...
Since your caster level is only 7th, you can only craft weapons with a +2 enhancement bonus (1/3 of your caster level) yourself. If you had the Practiced Spellcaster feat from Complete Divine, your caster level (necromancer) would be 11th and allow up to +3 weapons right now (+4 next level). Might be worth thinking about, that's a pretty good feat for a character like yours. In your case it adds a plain +4 bonus to the necromancer caster level to determine spell effects, durations, range, checks to overcome spell resistance, and so on.
However, adding in special abilities, while they are just added to the enhancement bonus to derive the cost, are looked at seperately for prerequisites, that is, you only need to fulfill the caster level requirement of each special ability (listed with the description in the DMG or SRD), plus any spell requirements (though, someone else can help out here, while you still craft the weapon) and the three times enhancement bonus requirement, which does allow to craft a weapon with a total weapon bonus (summed up "pluses") of higher than 1/3 CL. Technically, you could even craft a +10 weapon then, if you have the resources and find enough special abilities with an individual caster level requirement of 7th or lower.
So, what you could do right now would be a +2 Spiked Chain or even a +2 Holy Spiked Chain (a +4 total weapon bonus), if you had someone to cast Holy Smite for you quite a few times (once per 1,000 gp base cost, so at least 16 times, if you would make it +1 first, then add in Holy and then upgrade it to +2), but you will need someone else to add the missing portion altogether, if you cannot fulfill that individual caster level requirement, as for Ghost Touch, for example.
Example prices, if you craft the +2 yourself and then have someone else raise it to +3 or +4 or add in some equivalent special ability:
+2 (8,325 gp) -> 4,325 gp + 320 XP
+3 (18,325 gp) -> 14,325 gp + 320 XP
+4 (32,325 gp) -> 28,325 gp + 320 XP
With Practiced Spellcaster you could make most weapons yourself by now, and you could make the enhancement bonus up to +3 yourself, too.
Hope this makes the whole thing more clear!

Bye
Thanee
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