Magic Item Crafting Rules: Difference between revisions
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===Dual-Slot Items=== | ===Dual-Slot Items=== | ||
Some items can be treated as two different kinds of magic items, and enchanted once for each 'slot' they represent. The most common example is a double weapon, which occupies the 'main hand' and 'off-hand' slots. Each end of a double weapon must be enchanted separately, and each end is treated as a separate weapon as regards to properties, etc. In NO case do any abilities ever stack! Adding [[ | Some items can be treated as two different kinds of magic items, and enchanted once for each 'slot' they represent. The most common example is a double weapon, which occupies the 'main hand' and 'off-hand' slots. Each end of a double weapon must be enchanted separately, and each end is treated as a separate weapon as regards to properties, etc. In NO case do any abilities ever stack! Adding [[Precognitive (Magic Weapon Melee Property)|Precognitive]] to both ends of a staff does NOT allow you to stack twice the AC. Ever. | ||
Somewhat more rare are suits of armor and shields with spikes. Spiked armor and shields can be enchanted twice, once as a suit of armor, and once as a weapon (the spikes). Full price must be paid for all enchantments. Note that, again, in NO cases do any abilities ever stack! Placing the same enchantments on your shield spikes as the ones on your weapon or armor spikes provides the benefit of the enchantment only once. Also, as a note, some magic weapon properties, such as the | Somewhat more rare are suits of armor and shields with spikes. Spiked armor and shields can be enchanted twice, once as a suit of armor, and once as a weapon (the spikes). Full price must be paid for all enchantments. Note that, again, in NO cases do any abilities ever stack! Placing the same enchantments on your shield spikes as the ones on your weapon or armor spikes provides the benefit of the enchantment only once. Also, as a note, some magic weapon properties, such as the Precognitive magic item property, require you to use your shield or armor as a weapon to gain its benefit of the property. | ||
Some GM's might consider ruling that when using the shield or armor spikes as a weapon, you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash. GM's should only really do this if the shield or armor is being used as a weapon very frequently (like more than once per encounter). If it's only a rare case, it's way too much paperwork to ask a player to subtract all their armor or shield-based bonuses from everything. Remember that these spiked shields or spiked armors cost as much to enchant as a magic weapon and a magic shield (or a magic weapon and magic armor), so the character has already paid a fair market value for being able to use the item as both a weapon and as a shield (or armor). | Some GM's might consider ruling that when using the shield or armor spikes as a weapon, you lose the actual shield or armor bonuses until the start of your next turn, just as if you used your shield for a shield bash. GM's should only really do this if the shield or armor is being used as a weapon very frequently (like more than once per encounter). If it's only a rare case, it's way too much paperwork to ask a player to subtract all their armor or shield-based bonuses from everything. Remember that these spiked shields or spiked armors cost as much to enchant as a magic weapon and a magic shield (or a magic weapon and magic armor), so the character has already paid a fair market value for being able to use the item as both a weapon and as a shield (or armor). |