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Deviston
2012-02-08, 01:38 PM
Magical Arms and Armor allow for the crafting of up to a "+10" weapon or armor. However there are general +XXXX gp for an enhancement.

What cap, if any, is there on adding these +XXXX gp enhancements? And please cite resources.

Much appreciated,
Deviston


EDIT: Thought of a follow on question, does adding additional +XXXX gp enhancements increase the cost by 1.5 as per adding multiple magical effects to an item? TY again.

Agent 451
2012-02-10, 02:25 AM
I *think* the only limitation is for the total +10 enhancement cost being 100,000 gold, pre epic.

Edit: According to the SRD an item becomes epic when it has a market price above 200,000 gp. So really, there is no cap to how much you can spend on creating an item with flat rate addons. Link. (http://www.d20srd.org/srd/epic/magicItems/basics.htm)

Mystify
2012-02-10, 02:31 AM
http://www.d20srd.org/srd/epic/magicItems/basics.htm
Basically, the total value of the armor or weapon cannot exceed 200k, in addition to the normal limits on +s. So if you have a 500gp enchantment on the weapom, it technically prevents you from making the weapon +10 pre-epic, since it would cost 200,500gp.

Edit: adding multiple static cost bonuses to a weapon does not cost extra.

Agent 451
2012-02-10, 02:34 AM
Wouldn't it just become an epic item without having an epic enhancement bonus? 200k isn't really a limit, as much as it is a new category. The only real limiting factor is whether or not you or the creator have the feats to craft the item.

edit: Yep, it's definitely time to go to bed, considering that is basically what you said above.

Shalist
2012-02-10, 03:42 AM
*cough* minor correction to the comments about +10 items:


If the item gives a bonus beyond the limit allowed in for normal, nonepic magic items, multiply the portion of the market price derived from that characteristic by 10.

the following are typical characteristics of an epic magic item. In general, an item with even one of these characteristics is an epic magic item.

Grants a bonus on attacks or damage greater than +5.


01-03 +1 +2,000 gp
04-07 +2 +8,000 gp
08-13 +3 +18,000 gp
14-20 +4 +32,000 gp
21-28 +5 +50,000 gp
29-36 +6 +720,000 gp

Though the usefulness is quite limited, you can still get +6 and overcome /epic DR by using the 'bane' property on a +4, since bane causes the weapon to be +2 higher vs. that subtype. Or alternately, casting GMW to bump a 'bane' weapon up to +4 or 5 :P

edit: Interesting thread, since I'd never thought about +wxyz gold modifiers counting towards the epic cap before.

Coidzor
2012-02-10, 03:45 AM
EDIT: Thought of a follow on question, does adding additional +XXXX gp enhancements increase the cost by 1.5 as per adding multiple magical effects to an item? TY again.

No, it does not. Magic Arms and Armor are a special case. Now, I believe if you wanted to, say, make your sword an at-will item of whirling blade, that would incur the 1.5x price to add it in addition to paying through the nose.

Telok
2012-02-10, 04:51 AM
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.

http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm

Agent 451
2012-02-10, 11:23 AM
Shalist, where is that third quote from? I don't think I've seen it before (or at least can't find it now).

Edit: Does anyone know of a link to a consolidated list of these flat cost abilities?

Coidzor
2012-02-10, 01:29 PM
I know there was at one time on WOTC a list of all weapon and armor properties.

Should have included flat cost properties, but I can't recall the URL or how to search for it exactly. Only found one for armor and shields (http://community.wizards.com/go/thread/view/75882/19859922/The_3.5_Armor_and_Shield_Special_Abilities_thread) .

Agent 451
2012-02-10, 03:29 PM
Cool, thanks the link Coidzor. I'll have to take a look for that thread at WoTC, now that my interest in the subject has been piqued.

Shalist
2012-02-10, 04:07 PM
Shalist, where is that third quote from? I don't think I've seen it before (or at least can't find it now).

Edit: Does anyone know of a link to a consolidated list of these flat cost abilities?


The 'epic magic weapons' list (http://www.d20srd.org/srd/epic/magicItems/weapons.htm) for the 3rd quote, and for the weapon properties

http://i702.photobucket.com/albums/ww30/123456laughs/weaponproperties.jpg
Google DnD3.5Index-MagicItems-WeaponsArmor.pdf for the whole thing, 'course; make sure to look up anything you're interested in, as the pdf's just let you know what's out there and help you find it in the appropriate books.

Agent 451
2012-02-10, 04:18 PM
Thanks. That's an excellent resource, by the way. Not sure how I've never come across it before though...

Keld Denar
2012-02-10, 04:21 PM
http://www.d20srd.org/srd/epic/magicItems/basics.htm
Basically, the total value of the armor or weapon cannot exceed 200k, in addition to the normal limits on +s. So if you have a 500gp enchantment on the weapom, it technically prevents you from making the weapon +10 pre-epic, since it would cost 200,500gp.

Edit: adding multiple static cost bonuses to a weapon does not cost extra.

Interesting...you couldn't have ANY +10 weapon pre-epic, since there is always the base cost of the weapon + MW costs. And if the weapon is Cold Iron, there is the extra +2000g for enchanting that all tip the weapon over the 200,000g pre-epic cap.

Isn't it like, a x10 multiplier on an item once it goes epic?

Agent 451
2012-02-10, 04:31 PM
I always though that the limit was just about the cost of the enhancements. That's what our DM always inclined towards, anyway.

ericgrau
2012-02-10, 05:08 PM
Isn't it like, a x10 multiplier on an item once it goes epic?
No only once its bonus goes above normal: +6 enhancement bonus, +11 total, +8 to an ability score, etc. An item that exceeds 200k is an epic item but it doesn't get the x10 multiplier. Likewise a high caster level, 10th level spells, etc don't trigger the x10. Only a bonus that exceeds normal limits (http://www.d20srd.org/srd/epic/magicItems/basics.htm#marketPrice). There are a lot of examples of items that didn't get the x10 in the list of epic magic items.

Basically once an item hits epic you use the epic rules for crafting it. You need new feats, the xp costs change, etc.

"Has a market price above 200,000 gp, not including material costs for armor or weapons, material component- or experience point-based costs, or additional value for intelligent items." prevents +10 weapons from being epic, since they are exactly 200,000 gp for non-mundane related properties, even if cold iron.

Deviston
2012-02-17, 02:35 AM
Wow, thanks for the information. So, to recap:

One can have as many +wxyz gp enhancements on a weapon or armor as long as the total value of the item in question does not exceed 200K gp


Sound right?

Acanous
2012-02-17, 02:49 AM
Sounds right to me, which helps Armor a whole lot, but hinders weapons.

ericgrau
2012-02-17, 02:52 AM
Yeah except that the total value of enchantments (+X enhancement and +xyz gp) can't exceed 200k. The materials and other listed exceptions don't count: basically costs based on spell components and intelligent item costs.

Timeless
2012-02-17, 12:14 PM
The 'epic magic weapons' list (http://www.d20srd.org/srd/epic/magicItems/weapons.htm) for the 3rd quote, and for the weapon properties

http://i702.photobucket.com/albums/ww30/123456laughs/weaponproperties.jpg
Google DnD3.5Index-MagicItems-WeaponsArmor.pdf for the whole thing, 'course; make sure to look up anything you're interested in, as the pdf's just let you know what's out there and help you find it in the appropriate books.

That is woefully out of date, a great many of those have been updated in MiC to be +enc cost.