Enchant Weapon

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RLW
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Enchant Weapon

Post by RLW »

I'm thinking about adding a spell for the TEMPORARY enchantment of a weapon. My first thought is to make it a 1st-level spell granting a +1 to a specific weapon for 1 round/caster level. The reverse of the spell would be Curse Weapon, imparting to the unlucky bit of wood or steel a temporary penalty of -1.

Your thoughts or suggestions?

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Post by Treebore »

3E has a spell or two like this.

Magic weapon, and greater magic weapon, linked off of this page:
http://www.d20srd.org/indexes/spells.htm
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Post by Omote »

I think such a spell would be a higher level spell then 1st. Enchanting weapons in C&C might have a more dramatic effect on the game then it does in 3E. As the way you write it up, perhaps a 2nd level spell. One 10th level wizard casting this would impart the bonus for 10 rounds which is very nice, but then again it's only a +1 to hit and damage, for a party of 10th level characters, this is not a big deal. Perhaps back to first level if the spell was a range 0 (touch spell).

-O
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Post by Maliki »

I like the spell idea, and 1st level/1 round per level sound fair. I also like the idea of the range being touch, which might make the reverse a bit tricky to pull off.
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Post by Treebore »

Sounds like you two would rather adapt Greater MAgic Weapon, then.
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Post by Traveller »

Use a Shillelagh spell as your base and expand it to encompass any weapon. Doing the reverse is just as easy.
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Post by Joe »

isn't this already called Magic Weapon?
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Post by Joe »

isn't this already called Magic Weapon?
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Post by serleran »

No, since C&C does not have a spell with that name -- both times.
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Post by Buttmonkey »

Omote wrote:
I think such a spell would be a higher level spell then 1st. Enchanting weapons in C&C might have a more dramatic effect on the game then it does in 3E. As the way you write it up, perhaps a 2nd level spell. One 10th level wizard casting this would impart the bonus for 10 rounds which is very nice, but then again it's only a +1 to hit and damage, for a party of 10th level characters, this is not a big deal. Perhaps back to first level if the spell was a range 0 (touch spell).

-O

I like the idea. In terms of its usefulness to higher level parties, I assume the magical bonus is on top of whatever bonus an already magical weapon has. Thus, casting this spell on a +3 longsword would temporarily make it +4. This extra +1 could be critical when facing monsters requiring significant magic weapons to hit. If you need +4 weapons to hit and you only have a +3 hand axe, this spell is going to look awesome.
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Post by Lord Dynel »

It is a good idea. I'd throw it in the 2nd level list myself. Not as powerful if you've got some of the 3rd level heavy-hitters, but definitely better than most 1st level spells.
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Post by serleran »

If it were to be a low level spell, it would need to have a greatly reduced duration -- perhaps as low as one round + 1 / 2 (or 3) levels and not 1 / level. If it was to have an extended duration, say 1 day, then it would need to be around 4th or 5th level -- at 1 hour / level or so, I would have it at 3rd.

I would also not have it benefit an already magic weapon as the point is to make the weapon magical...
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Post by Lord Dynel »

serleran wrote:
I would also not have it benefit an already magic weapon as the point is to make the weapon magical...

I agree with that.
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re: Enchant Weapon

Post by Jonathan of White Haven »

I could see doing it up as a 2nd level spell, with a base duration of 6 rounds, +1 round per level *above* the level required to cast it (3rd). Note that *my* write-up would only make the weapon +1 to hit, not to damage.

Why? Are there not critters that *require* a +1 (i.e., magically enhanced) or better weapon to be hit, that are "low enough" level that 3rd-4th level parties might encounter them? In some (perhaps many) campaigns, it's possible or likely that the PCs involved may not have acquired +1 or better weapons.

OTOH, there might not be very many wizards willing to "waste" a 2nd level spell slot for a single "Enchant Weapon" spell...
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Post by serleran »

Quote:
Are there not critters that *require* a +1 (i.e., magically enhanced) or better weapon to be hit, that are "low enough" level that 3rd-4th level parties might encounter them?

Not many, actually, and they tend to be "non-monsters" like fey and the like, where combat is unusual. Of the others, they're lycanthropes which do not "require" magic, but silver (which is devastating to them) and very few undead (a mean DM might toss a wraith or shadow at a low level party) but there really aren't very many creatures at this level, period -- still mostly humanoids like bugbears and ogres, and starting to get into trolls and such. At levels 5 - 12, there is the widest range of things to beat.
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Post by Lord Dynel »

serleran wrote:
Not many, actually, and they tend to be "non-monsters" like fey and the like, where combat is unusual. Of the others, they're lycanthropes which do not "require" magic, but silver (which is devastating to them) and very few undead (a mean DM might toss a wraith or shadow at a low level party) but there really aren't very many creatures at this level, period -- still mostly humanoids like bugbears and ogres, and starting to get into trolls and such. At levels 5 - 12, there is the widest range of things to beat.

That's true. I guess the spell will come in handy more when there are creatures that meet these requirements are published, if any are (like, devils, demons, and the like).
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Re: Enchant Weapon

Post by BASH MAN »

RLW wrote:
I'm thinking about adding a spell for the TEMPORARY enchantment of a weapon. My first thought is to make it a 1st-level spell granting a +1 to a specific weapon for 1 round/caster level. The reverse of the spell would be Curse Weapon, imparting to the unlucky bit of wood or steel a temporary penalty of -1.

Your thoughts or suggestions?

Why not make it possible to do it permanently? I'd say that the cost for casting the spell is -1 permanent CON. THen you make a SIEGE check to see if the enchantment works. Success = +1 weapon, Failure = Cursed weapon. Higher level versions of this spell can make higher level weapons, but also with higher CON loss.

Doing it this way ensures that PCs will not become living magic item factories, but still gives them the ability to make them. A character with a 12 CON would probably be willing to drop down to an 11, or even a 10, but nobody wants to lose HP... so it is unlikely they'll use this too many times...
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