Reverse Engineering and Specific Arms/Armour

Three_Haligonians

First Post
Hey all,

I'd like to ask you some questions about specific armour, shields, weapons and the like.

For instance, the flame tongue is a 20,715gp magic sword that lets its wielder toss out a ray that deals 4d6 fire damage on a ranged touch attack. Other than that, it is just a +1 flaming burst longsword. Well, a regular version of such a sword costs 18,315 (it's just a +3). So process of elimination tells us that the "special" part costs 2,400 gp.

Could I then, simply say that any magic weapon my character has can be enchanted the same way for that price? Maybe my character doesn't use a longsword, maybe he uses a trident instead.

Do you, as players, seek these specific abilities out for your weapons? Do you, as a DM hand them out? Should you even be able to? On the one hand, it's a nice way for these unique abilities see the light of day. I see a lot of games where they are never used because a) the character's don't use those kinds of weapons, or b) they don't scale with level gain like "build-your-own" weapons do. On the other, it does take away the "unique-ness" of such weapons - bringing them closer to mundane or mainstream magic.

For now, let's ignore the question of where these items come from. Whether the character's have to search to find someone to make the item, or they can just go to the Magic-Mart.

So, what are your thoughts?

J from Three Haligonians
 
Last edited:

log in or register to remove this ad

Well, flame tongue specifically is just a a +1 flaming burst longsword (18,315 gp) with the added use-activated ability to cast scorching ray at 3rd caster level 1/day (2000*2nd level *3rd CL* 1 charge /5 = 2400 gp)

So it's probably safe to move that ability to other items.

Equipment like rhino hide I am more wary of, since it's not clear how the ability would be priced in a vaccuum, and it may be that it is balanced by the fact that it is hide armor.

So the answer, I suppose, is that it depends.

--
gnfnrf
 

gnfnrf said:
Well, flame tongue specifically is just a a +1 flaming burst longsword (18,315 gp) with the added use-activated ability to cast scorching ray at 3rd caster level 1/day (2000*2nd level *3rd CL* 1 charge /5 = 2400 gp)
i'm not a magic creation master, but doesn't adding other effects to an item increase cost by 50%? (still cheap at 3600 gold)

a low cost could also be based on the other abilities on the weapon
(ie. adding fireball/day to a flaming burst sword feels better than adding lightning bolt/day to it)

special abilities like these are fun, and i think they should be encouraged
they make for much more interesting weapons than most "build-your-own" weapons.
 

Personally I'd allow those types of abilities on any weopn that seems reasonable. I wouldn't use the Flametongue for a trident because of the water v fire themes, but would a spear for example. If a PC personally made or ordered it I woudn't deny it to them though.

As for simply adding it to an already existing weapon, follow Felnar's calculations about adding +50%, unless you like the "themed" weapon (i personally do like themed weapons).
 


I like themed weapons as well. Special abilities besides +X rock.

I'd love to see many more non-generic abilities for weapons and armors in D&D.
 

Remove ads

Top