1/15/2024 0 Comments Magic hammer and anvil![]() I guess I rephrased the mechanics about a dozen times until I submitted and it was really difficult to squeeze everything into the word count (partly because I couldn't bring myself to drop the example *blushes*). Thank you for picking my item and for the discussion about it. If the players have this item in the campaign, the fighter could turn that into a "+2 shocking burst greatsword" and you're in a worse position than before. Usually, if the rogue is falling behind in power compared to the fighter, I could just drop a "+2 shocking burst rapier" into the treasure. If I have any problem with the item, it's that it removes one of the ways a DM can control the flow of magical power in a campaign. That's of especial value to a company that makes ready-to-run adventures, since it precludes the need for a DM to go through every treasure stash in the module and replace the "+2 longsword" with a "+2 spiked chain". The Anvil really exists to plug the d20 problem where you'll have a great idea for a Frost Barbarian wielding a Snowball Shooter(tm), but you have to resign yourself to the fact you'll never see one in an enemy's treasure trove. The only gaping hole that really needs plugging is the "transfer an enchantment onto an adamantine weapon" loophole, where you can avoid paying for the additional enchantment cost of the materials. Or, if you must, require a sacrifice of half the value of the enchantments in precious oils and gems to get the magic to work. It's easier to just say "There's a guy in town willing to sell you a +2 dwarven waraxe, and he'll buy that +2 dagger off you for half-price". ![]() The price difference between a +2 dagger and a +2 dwarven waraxe is only 28gp, after all. thus a light weapon's powers taken into a two-handed weapon, or a large weapons powers being taken into a medium weapon, loses one-half of the value. Not saying I will ever let the players see this but we had the same idea with a few additional notes:Ĥ: DC 10 + the ability bonus of the item for a save DCĭungeon Grrrl wrote: 3: If you change the size or category od weapon, you lose 1/2 the gp value of the charged enchantments (randomly losing powers and bonuses until you hit that level). This is cool and flavroful, but will wreck my game without these changes. This is because I think both erik and Wulf are right. thus a light weapon's powers taken into a two-handed weapon, or a large weapons powers being taken into a medium weapon, loses one-half of the value.Ĥ: Thinking weapons get a Dc 10 will save to resist being destoryed. If the check is failed, the magic is lostģ: If you change the size or category od weapon, you lose 1/2 the gp value of the charged enchantments (randomly losing powers and bonuses until you hit that level). Thus a +4 weapon bonus (32,000 gp) takes a DC 32 craft weaponsmith check to imbue. check DC is euqla to cost of items powers / 1,000. they don't have to have the feats or pother prerequisites, just be high enough levelĢ: it takes a craft weaponsmith check to successfully imbue (but not destroy and charge). This thing is totally going into my game, right now, but with changes.ġ: whoever uses the anvil must be of high enough level to make an item in order to destroy it or charge the anvil with it. Moderate transmutation CL 10th Craft Wondrous Item, fabricate Price 20,000 gp Weight 150 lb. ![]() If the touching item is an armor of any kind instead, it does not gain any magical properties because weapon and armor enhancements aren’t compatible.) (For example, if the last consumed item was a keen rapier +3 and the touching item a masterwork mace, the item created is a mace +3. Enhancements that are not compatible with the newly created item are lost forever. ![]() The next nonmagical masterwork weapon or armor touching anvil instantly gains all enhancements of the consumed item and discharges the anvil. Arcane Anvil: This deep black anvil was forged in magical fire and carved with hundreds of arcane runes that still glow brightly.Įmployed by the armies of Hell or other forces that often rely on magical weaponry, this anvil can consume the power of a magic weapon or armor and bestow it upon the next item that is placed on it.Īny magic weapon or armor positioned on the anvil and then struck by a hammer repeatedly for one hour is utterly destroyed as its magic charges the anvil, overwriting any previously consumed enhancements. ![]()
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