Adding spell effects to magic weapons

Capn_Danger

First Post
A few questions I've been unable to find answers to:

Do weapons and shields incur the x2 cost multiplier for not taking up body slots? It makes sense to me that they wouldn't, being that most races only have 2 hands. I noticed that shield special abilites, like energy resistance, follow this convention (it would cost 66k to add Resist Energy at caster level 11 as a continuous spell effect on a slotted item, which is the exact price given in the DMG shield special ability section).

Also, a few spells in particular made me hesitate. One of my players wants to make a sword with True Strike added, usable several times per day. The creator would have to be at least 5th level to craft arms and armor, though- could he choose to craft using the spell at caster level 1st, or would it have to be the caster's actual caster level? Either way, the cost seems fairly underpriced given that True Strike usually takes a standard action to cast. Would ruling that instantaneous spell effects only be allowed with command word triggers be a good solution?

Also, greater magic weapon just seems ridiculously unbalancing when added as a spell effect to a weapon. 3 (spell level) * 16 (caster level) * 1800 / 5 (1 use per day) = 17280 gold. That gives +5 to a weapon for 16 hours. The only disadvantage I can see is that the effect can be dispelled. Is banning GMW in item creation the only solution?

Any help in maintaining my game balance would be appreciated, thanks!
 

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Greater magic weapon simply should not be allowed for magic weapons. There are prices on enhancement bonuses for a reason, alowing this is a bit redundant.

True strike should still require a standard action (command word) to activate. The caster is free to specify caster level 1 to reduce the cost. If you want true strike as a free action then treat it as a quickened spell (level 5, minimum caster level 9).
 

True strike used in such a manner is cheese. There are many ways true strike can be abused whilst "following the rules exactly". It is just one of those spells that needs to be priced higher when you put it on items.
 


Capn_Danger said:
Also, a few spells in particular made me hesitate.

As well they should.

One of my players wants to make a sword with True Strike added, usable several times per day.

Let him go right ahead: 5/day true strike. Usual casting time.

Either way, the cost seems fairly underpriced given that True Strike usually takes a standard action to cast.

And it would be in this case, too.

Would ruling that instantaneous spell effects only be allowed with command word triggers be a good solution?

I'd adjudicate it on a case-by-case basis. And always remember: You're DM, your word counts, and common sense is a rule if you say so (and you usually should).

I might be okay with "on hit" properties, if they're costed properly. Like "once per day, you declare this ability, and if you hit with your attack, the target is zapped by a shocking grasp spell.

But use activated true strike is out of the question.

Is banning GMW in item creation the only solution?

The only viable, at least.

Tell the players not to exploit loop-holes in the rules as written.


I had that, too. A (relatively new) player wanted to make a true striking sword or stuff like this. I forbid it, told him that some things have to be left out for balance reasons, and wondered how these people seem to find those loopholes so quickly.

Of course when I had the dubious pleasure of meeting one of his buddies (who played one session Vampire and one session D&D in my games before I threw him out of the game again), I got an idea where he had his ideas from....
 

Remember the actual rules for magic item gp values:
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.
Note that the formulas given in the table are a fall back if no similar item already exists. And the Effect section should take priority over the Spell Effect in any case.
 

In the DMG, the only way to get a weapon that can cast spells is by using an intelligent weapon. This is a good thing, and will help balance out a lot of the problems you are finding. It adds to the cost of the weapon, and gives the DM the option of having the weapon simply stop responding to requests from (or turn against) the wielder if the abilities are being abused (or simply used in a manner contrary to the weapon's personality).
 

Remember that magical items have one caster level, which is a minimum of three times the enhancement bonus for weapons and armor.

Consider, therefore, a minimum +1 sword of True Striking (1 / day):

Enhancement: 2,000gp
True Strike: 1 * 3 * 1,800 * (1 / 5) = 1,080gp

Total: 3,080gp

Now, let's say he wants to make his sword +2. That ups the caster level to 6, which results in:

Enhancement: 8,000gp
True Strike: 1 * 6 * 1,800 * (1 / 5) = 2,160gp

Total: 10,160gp

These prices don't seem horribly unbalanced to me for an ability which requires two rounds to use.

If, instead, he wants it all in one round, then he'd need a quickened True Strike, which is a 5th-level spell and requires a 9th-level caster. For just that on a +1 sword, you get:

Enhancement: 2,000gp
Quickened True Strike: 5 * 9 * 1,800 * (1/5) = 16,200gp

Total: 18,200gp
 

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