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View Full Version : D&D 3.x Class Arcanefused weapons



ayvango
2019-07-19, 12:47 AM
DMG contains a sidebar in the item creation rules. It has a note about items that requires specific alignment or class features. Such items could have price discount about 30% (subject to the DM). There is no further clarification on price formulas connections with concrete restrictions. So DM should decide. I used divine relics as examples to devise its arcane counterpart. Relics require certain alignment and spell slot reserved and are dirt cheap.

So I set rules for pricing, crafting, usage arcane dependent weapons. The idea is simple. User should sacrifice spell slot according to effective enhancement bonus. 0th level slot to fuel +1 weapon, 1th level slot to fuel +2 weapon, ... 9th level slot to fuel +10 weapon. Item price is reduced accordingly to the same level pearl of power cost.



Effective Enhancement
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10


Slot Level to sacrifice
0
1
2
3
4
5
6
7
8
9


Cost
1.75k
7k
14k
23k
34k
47k
62k
79k
98k
119k



All normal requirements for crafting still applies. Cost is reduced proportionally for raw materials and XP. Crater should be able to use item he is crafting. So if he would like to craft +10 arcanefused weapon he should have 9th level slot available to him. Normal rules for upgrading weapon still apply. So you could upgrade +6 weapon to +7 without rebuilding it from scratch given the original weapon upgrades are preserved and only new one is added.

To use such weapon arcanist should attune to it during the time he prepares his spells. He chooses one slot to fuel the weapon and could not use the slot to prepare spells or cast spontaneously. He may select slot of lower level then the weapon requires. In that case he could activate only reduced set of enhancements. For example wizard attunes to +8 arcanefused weapon and opts to spent 4th level slot. So he could choose +4 weapon upgrades crafted into the weapon and activate them in addition to +1 magic enhancement which is must. If the wizard spends cantrip slot then +1 magic enhancement is all he can get. The weapon remains activated until next time its user prepares spells. At that time he could choose another spell slot to sacrifice and bonuses to obtain in return.

Weapon upgrades that have fixed gold cost instead of enhancement equivalent price are treated differently. Such upgrades have 10% discount and requires user to have spellcraft skill equal or greater to its caster level. So sizing bonus cost 4500 gold instead of normal 5000 and requires spellcraft skill 9.