Witness a Munchkin DM!: Double weapon magic item question...

Phoenix8008

First Post
Hi there. Trying to figure this out and I'm sure it's been asked before, but here is my questoin:

For a magical double weapon, do the powers (Frost, Shock, Holy, Keen, etc.) have to be identical on both sides of the weapon?

If not, what happens to a double sword that has only one end enchanted with the Throwing and Returning powers from the DMG? Or could one end have Throwing and one end have returning? (I'm trying to make a nasty weapon for a bad guy in my campaign based on something I saw in an anime movie- Ninja Scroll. It's a double sword that gets thrown and spins like a helicopter blade chopping people up and then returning to it's owner.)

Thanks for the help in advance!
 
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Double weaposn do not have to be enchanted with the same thing on both ends.

As for Returning, that only applies to range weapons, which double weapons are not. However, if you allowed this I'd require the enchanment to be on both ends to function.
 


A size-huge double-bladed vorpal sword of throwing and returning? a la Ninja Scroll? :)

demon1_5.jpg
 
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Exactly! :D :D So far it's like this in my imagination:

Double Sword +1, Throwing, Returning, Keen, Vorpal, Seeking on each head. Making it a 400,000 GP weapon. Yes I know I live in Munchkinville. I want to have it be Unholy too though so I was wondering if I can have the Throwing and Returning on only one side so I can have Unholy on the other. This would give my players a negative level for picking it up.

So, let the screams of anguish begin at the sight of a DM who would do this in his campaign!
 

Also, does anyone know of a Ring or Amulet of Stoneskin or know how much it would cost to make one? Magic Item creation isn't my strong suit... obviously...:D
 

Phoenix8008 said:
Also, does anyone know of a Ring or Amulet of Stoneskin or know how much it would cost to make one? Magic Item creation isn't my strong suit... obviously...:D

Always-on enchantments are, generally, (caster level) x (spell level) x 2000 gp. For stoneskin (4th level spell, 7th level caster) that would be 56,000 gp. However, this is only a guideline, and can be overriden if you think something else is more appropriate. A permanent 10/+5 DR enchantment seems very nifty indeed, so I would bump it up to 100,000 gp or thereabouts.

(Of course, this might also be construed to mean that stoneskin is overpowered, and should really be a 5th-6th level spell....)
 

hong said:


(Of course, this might also be construed to mean that stoneskin is overpowered, and should really be a 5th-6th level spell....)

Odd I consider the spell absurdly weak, mainly because of the absurd cost to cast the spell. Especially when I consider that protection from arrows doesn't have any cost, and chances are by that level I'll have a solid way to say out of mellee.
 

Shard O'Glase said:

Odd I consider the spell absurdly weak, mainly because of the absurd cost to cast the spell.

I think 250 gp per casting is quite affordable, if not exactly cheap.

Especially when I consider that protection from arrows doesn't have any cost, and chances are by that level I'll have a solid way to say out of mellee.

This could also be construed as saying that prot. arrows is overpowered, and should really be 3rd-4th level. :cool:
 

Keep in mind that for an always-on Stoneskin ring or amulet, not only do you pay the standard creation costs, you must also pay for the charges since Stoneskin has a gp-value material componant. I don't have my books handy, but hong said 250 gp per casting, so I'll go with that.

For always on, you use 100 charges (as opposed to 50 for charged items) which would add 25000 to the base total of 56000 for a total of 81,000gp. Then you might increase the cost for usefulness, if you so desired.

Just keep in mind that a targeted Dispel Magic spell will eliminate the Stoneskin (if only for a while). Of course, your item creator may wish to create the item at a higher level (assuming he IS a higher level) to increase the difficulty of casting Dispel Magic. For every level increase beyond 7th level, you'll add 8000gp to the final total. Maxed out at 20th level (for the best Dispel Magic protection) you'll pay a low, low price of 185,000gp.
 

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