Jan. 28th, 2014

wynn: (| the news of holy war & holy need)
 
Magic 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.

Enhancement Bonuses
+12,000 XP
+28,000 XP
+318,000 XP
+432,000 XP
+550,000 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.
Special Ability Pricing
+12,000 XP
+28,000 XP
+318,000 XP
+432,000 XP
+550,000 XP
+672,000 XP
+798,000 XP
+8128,000 XP
+9162,000 XP
+10200,000 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 Abilities with a Fixed XP Cost
Special AbilityDescriptionXP CostWeapon Bonus
ImperviousWarded from damage and decay3,000 XP+1
GlameredCan change appearance4,000 XP+1
TransformativeBecome another
similar melee weapon
10,000 XP+5
DuelingImprove Init, disarm, and feint with dueling type weapon14,000 XP+5
Adaptive (Ranged)Bow that responds to the Strength of its wielder1,000 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.

+1 Weapon Special Abilities
Special AbilityDescriptionEnhancement Bonus
AllyingTransfer enhancement bonus to an ally+1
BaneExcels against certain foes+1
BenevolentIncreases aid another checks+1
CalledCan be teleported to the wielder's hand+1
ConductiveChannels touch spells+1
CorrosiveAttacks add acid damage+1
CounteringImproves disarm and sunder attempts+1
CourageousFortifies wielder's courage & morale+1
CruelSickens fearful creatures+1
CrazedPuts wielder in a rage+1
DeadlyMakes a nonlethal weapon lethal+1
DefendingIncreases wielder's defense+1
DispellingCan cast dispel magic+1
FlamingBecomes sheathed in fire+1
FrostBecomes sheathed in ice+1
FuriousBecomes more effective when raging+1
Ghost TouchDeals normal dmg vs incorporeal creatures+1
GroundingEffective against air & electricity+1
GuardianProvides bonus to saving throws+1
HarmonizingImproves Perform checks+1
HeartseekerIgnores miss chance+1
HunstmanHelps locate and capture quarry+1
ImpactDoubles threat range on a bludgeoning weapon+1
KeenDoubles threat range on piercing or slashing weapon+1
Ki FocusUse ki attacks through weapon+1
LimningOutlines creature in faerie fire+1
MenacingIncreases flanking bonus+1
MercifulDeals extra nonlethal damage+1
Mighty CleavingMake one additional cleave attempt+1
MimeticGrants energy resistance+1
NeutralizingEffective against acid and earth+1
OminousWeapons has intimidating effects+1
PlanarEffective against extraplanar creatures+1
QuenchingExtinguishes fire+1
SeaborneFunctions easily in water+1
ShockDeals electricity damage+1
Spell StoringStores spells...+1
ThawingEffective against cold+1
ThrowingGains range increment+1
ThunderingThunders and deals sonic damage+1
ViperTransforms into a viper+1
ViciousDoes extra damage to foe and wielder+1

+2 Weapon Special Abilities
Special AbilityDescriptionEnhancement Bonus
AdvancingTake extra 5 foot step after attack+2
AnarchicInfused with the power of chaos+2
AnchoringPins a target in place+2
Axiomatic Infused with the power of law+2
Corrosive BurstExplodes with searing acid+2
DefiantHelps wielder stay alive+2
Dispelling BurstCan cast greater dispel magic+2
DisruptionDestroys undead creatures+2
Flaming BurstExplodes with flame+2
FurybornChannels anger at foes+2
GloriousGlows with dazzling light+2
HolyImbued with holy power+2
Icy BurstExplodes with frost+2
IgnitingCauses foes to catch fire+2
InvigoratingInvigorates wielder after killing foes+2
LifesurgeBoosts and sustains life energy+2
NegatingNullifies some damage reduction+2
Shocking BurstExplodes with electricity+2
UnholyImbued with unholy power+2
WoundingCauses foes to bleed+2


+3 Weapon Special Abilities
Special AbilityDescriptionEnhancement bonus
NullifyingSuppresses a creature's Spell Resistance+3
Spell StealingSiphon protective magic from a foe+3
SpeedGrants an extra attack+3
CloutingDrive targets back+3
Elemental AuraDeal extra elemental damage+3
ForceEmits a magical beam of force+3
Prismatic BurstCasts prismatic spray on foes+3
SplittingRanged attacks split into two bullets/arrows+3
StalactiteCan turn target into stone+3
WeakeningDeals strength damage to foes+3
   
   


+4 or +5 Weapon Special Abilities
Special AbilityDescriptionEnhancement Bonus
Brilliant EnergyPartly light; attacks against touch AC+4
DancingCan be loosed to attack on its own+4
SuppressingCompletely suppress Spell Resistance+5
   




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