magic weapon shop ♔
Jan. 28th, 2014 04:16 pmMagic Weapons 101
To purchase a weapon, please comment first to tell me what weapon you are having enchanted, what bonus it already has (if any), and what you would like to add to it. I will respond with an XP quote for the final price, and then you may confirm purchase.
On a basic level, a magical weapon is a regular weapon that has been enchanted by a magic user to strike more truly and deliver more damage.
Enhancement Bonus:
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat.
Example:
Knights receive an Excalibur pistol standard-issue during their equipment training. All of these weapons are enchanted by the Dragon's Fire to be +1 weapons, meaning that in combat, someone who normally has a +4 to their ranged attacks has a +5, and the weapon deals 2d6+1 dmg instead of the standard 2d6.Special Abilities:
Some magic weapons have special abilities. In order to buy a special ability for a weapon, it must also already have at least a +1 enhancement bonus. Special abilities each have a 'cost' that rates their power. A weapon's enhancement bonus plus its total 'cost' of special abilities may not exceed 10.
Example:
Damon has a +4 longsword, which he adds the dancing special ability to. Dancing has a cost of 4. The weapon's total bonus is now considered to be 8. This does not mean you get a +8 to attacks and damage - only the +4, and then the benefits of the dancing ability. If Damon wanted to further upgrade his sword, he only has a cost of 2 left to play with - he could not, for example, add vorpal to the sword as well, as it has a cost of 5. He could make it holy, however, as the cost is merely 2.
Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action).
The Magic Weapon Shop
Buying an enhancement for a weapon is very easy. Simply consult the chart below to see how much it would cost to put the relevant bonus on a single weapon.
If a weapon already has a bonus (such as the Excalibur pistol), subtract the difference between the new bonus desired, and the bonus already on the weapon. Example: Making a +1 Excalibur pistol into a +3 weapon will cost 16,000XP.
If a weapon already has a bonus (such as the Excalibur pistol), subtract the difference between the new bonus desired, and the bonus already on the weapon. Example: Making a +1 Excalibur pistol into a +3 weapon will cost 16,000XP.
| +1 | 2,000 XP |
| +2 | 8,000 XP |
| +3 | 18,000 XP |
| +4 | 32,000 XP |
| +5 | 50,000 XP |
Once you have at least a +1 on a weapon, you may purchase a special ability for it. Each special ability has a cost. In order to determine the XP price of adding an ability, determine what the weapon's total bonus will be with the new ability:
any enhancement bonus it has + the listed cost of the special ability being added + the cost of any special abilities it may already have = total weapon bonus
Consult the chart below to see what the XP cost would be for the weapon and then subtract the cost of wherever the weapon sat on the chart before adding this new ability.
| +1 | 2,000 XP |
| +2 | 8,000 XP |
| +3 | 18,000 XP |
| +4 | 32,000 XP |
| +5 | 50,000 XP |
| +6 | 72,000 XP |
| +7 | 98,000 XP |
| +8 | 128,000 XP |
| +9 | 162,000 XP |
| +10 | 200,000 XP |
Example:
Revisiting Damon's longsword - his weapon is a +4 to begin with. He would like to purchase the dancing special ability for it. Dancing has a cost of 4, which will bring his weapon's total cost to 8. A +8 weapon costs 128,000 XP according to the cart... but he subtracts 32,000 XP from that, because it was already a +4 weapon to begin with. His final price is 96,000 XP to make his weapon dancing.
A scant few special abilities have a fixed XP cost, meaning you can bypass all that complicated math stuff and pay a flat XP price to add them to your weapon, no matter what the bonus on it already is. The granted weapon cost bonus is included in a separate column only because it still must abide by the 'no more than a total weapon bonus of 10' rule.
| Special Ability | Description | XP Cost | Weapon Bonus |
| Impervious | Warded from damage and decay | 3,000 XP | +1 |
| Glamered | Can change appearance | 4,000 XP | +1 |
| Transformative | Become another similar melee weapon | 10,000 XP | +5 |
| Dueling | Improve Init, disarm, and feint with dueling type weapon | 14,000 XP | +5 |
| Adaptive (Ranged) | Bow that responds to the Strength of its wielder | 1,000 XP | +1 |
All other special abilities have their XP cost determined as above, by subtracting the new total enhancement bonus' XP cost from the XP cost of however many enhancement bonuses it started with.
| Special Ability | Description | Enhancement Bonus |
| Allying | Transfer enhancement bonus to an ally | +1 |
| Bane | Excels against certain foes | +1 |
| Benevolent | Increases aid another checks | +1 |
| Called | Can be teleported to the wielder's hand | +1 |
| Conductive | Channels touch spells | +1 |
| Corrosive | Attacks add acid damage | +1 |
| Countering | Improves disarm and sunder attempts | +1 |
| Courageous | Fortifies wielder's courage & morale | +1 |
| Cruel | Sickens fearful creatures | +1 |
| Crazed | Puts wielder in a rage | +1 |
| Deadly | Makes a nonlethal weapon lethal | +1 |
| Defending | Increases wielder's defense | +1 |
| Dispelling | Can cast dispel magic | +1 |
| Flaming | Becomes sheathed in fire | +1 |
| Frost | Becomes sheathed in ice | +1 |
| Furious | Becomes more effective when raging | +1 |
| Ghost Touch | Deals normal dmg vs incorporeal creatures | +1 |
| Grounding | Effective against air & electricity | +1 |
| Guardian | Provides bonus to saving throws | +1 |
| Harmonizing | Improves Perform checks | +1 |
| Heartseeker | Ignores miss chance | +1 |
| Hunstman | Helps locate and capture quarry | +1 |
| Impact | Doubles threat range on a bludgeoning weapon | +1 |
| Keen | Doubles threat range on piercing or slashing weapon | +1 |
| Ki Focus | Use ki attacks through weapon | +1 |
| Limning | Outlines creature in faerie fire | +1 |
| Menacing | Increases flanking bonus | +1 |
| Merciful | Deals extra nonlethal damage | +1 |
| Mighty Cleaving | Make one additional cleave attempt | +1 |
| Mimetic | Grants energy resistance | +1 |
| Neutralizing | Effective against acid and earth | +1 |
| Ominous | Weapons has intimidating effects | +1 |
| Planar | Effective against extraplanar creatures | +1 |
| Quenching | Extinguishes fire | +1 |
| Seaborne | Functions easily in water | +1 |
| Shock | Deals electricity damage | +1 |
| Spell Storing | Stores spells... | +1 |
| Thawing | Effective against cold | +1 |
| Throwing | Gains range increment | +1 |
| Thundering | Thunders and deals sonic damage | +1 |
| Viper | Transforms into a viper | +1 |
| Vicious | Does extra damage to foe and wielder | +1 |
| Special Ability | Description | Enhancement Bonus |
| Advancing | Take extra 5 foot step after attack | +2 |
| Anarchic | Infused with the power of chaos | +2 |
| Anchoring | Pins a target in place | +2 |
| Axiomatic | Infused with the power of law | +2 |
| Corrosive Burst | Explodes with searing acid | +2 |
| Defiant | Helps wielder stay alive | +2 |
| Dispelling Burst | Can cast greater dispel magic | +2 |
| Disruption | Destroys undead creatures | +2 |
| Flaming Burst | Explodes with flame | +2 |
| Furyborn | Channels anger at foes | +2 |
| Glorious | Glows with dazzling light | +2 |
| Holy | Imbued with holy power | +2 |
| Icy Burst | Explodes with frost | +2 |
| Igniting | Causes foes to catch fire | +2 |
| Invigorating | Invigorates wielder after killing foes | +2 |
| Lifesurge | Boosts and sustains life energy | +2 |
| Negating | Nullifies some damage reduction | +2 |
| Shocking Burst | Explodes with electricity | +2 |
| Unholy | Imbued with unholy power | +2 |
| Wounding | Causes foes to bleed | +2 |
| Special Ability | Description | Enhancement bonus |
| Nullifying | Suppresses a creature's Spell Resistance | +3 |
| Spell Stealing | Siphon protective magic from a foe | +3 |
| Speed | Grants an extra attack | +3 |
| Clouting | Drive targets back | +3 |
| Elemental Aura | Deal extra elemental damage | +3 |
| Force | Emits a magical beam of force | +3 |
| Prismatic Burst | Casts prismatic spray on foes | +3 |
| Splitting | Ranged attacks split into two bullets/arrows | +3 |
| Stalactite | Can turn target into stone | +3 |
| Weakening | Deals strength damage to foes | +3 |
| Special Ability | Description | Enhancement Bonus |
| Brilliant Energy | Partly light; attacks against touch AC | +4 |
| Dancing | Can be loosed to attack on its own | +4 |
| Suppressing | Completely suppress Spell Resistance | +5 |