To create a
magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a
masterwork weapon can become a
magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the
magic weapon-half the base price given on Table: Weapons, according to the weapon's total effective bonus.
If spells are involved in the
prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a
sorcerer or
bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon's creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is
binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and
special abilities.
Creating some weapons may entail other
prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a
magic weapon requires one day for each 1,000 gp value of the base price.
Find topic in: Rules of the Game |
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