Enchanting Staves, Rods, Wands, etc

Publish date: 2024-08-06
The current system of enchanting weapons is geared towards melee and melee alone, but wouldn't it be cool if spellcasters could wield a Penetrating Quarterstaff +3, where the 3 meant +3 to caster level or +3 DCs (with the Penetrating part giving a bonus vs SR). Clearly, especially with the nerfed DCs in 3.5, this would be a more expensive item than a regular +3 Quarterstaff, but what should the prices be?

Well, I'm going to set-up a rough system below, and I'm looking for flaws/abuses, expansions, etc.

+1 4,000
+2 12,000
+3 26,000
+4 44,000
+5 66,000
+6 88,000*
+7 118,000
+8 158,000
+9 202,000
+10 250,000

*- A weapon may not have a bonus higher than +5.

Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to one of two things, decided upon magic item creation - Spell DCs or Caster Level. These enhancements may only be placed on wands, rods, and staves for the price above. For placing these enhancements on other weapons, the price is multiplied by 1.5.

All weapons to be enhanced must be masterwork. A magical weapon from another source is already considered to be magical (and thus may be more expensive to enhance than a non-magical weapon).

Weapon Costs
< 10,000: +0
< 20,000: +1
< 40,000: +2
< 80,000: +3
<160,000: +4
<320,000: +5

This means that if you want to enhance a minor wand (a wand that costs 4,500 or less) it is treated as not being magical, and costs 4,000 gold to enhance to a +1. A staff on the other hand will almost always be considered a +1 weapon already. So the cost of enhancing a +1 DC Wand of Magic Missiles and a Staff of Fire is the same, 8,000 gold pieces. A weapon may not be enhanced beyond +10, so a Staff of Power (which is already considered to be a +5 Weapon) may only take up to +5 in ehancements (and the first enhancement costs 22,000 gp).

Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus to have a special ability.

Counterspelling
A Counterspelling weapon can be readied to counter a spell 1/day even if the wielder doesn't have an appropriate spell slot. This counterspell automatically suceeds as long as the spell being countered is at most 2 levels higher than the highest the wielder can cast. Additionally, any other counterspell attempts with this weapon using Dispel Magic or Greater Dispel Magic have a +2 to their chance of suceeding.

That's all for now, I will update more later.

Technik

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