Talk:Enchant Item (3.5e Spell)

Mathmagician
A wizard wants to craft a magic weapon. He spends a feat to get Craft Magic Arms and Armor. To make a +3 weapon, he finally gets to 9th level (the required 3 times the enhancement value as per the feat if I'm reading that correctly), spends 18 days (1 day per 1,000 gp in the base price), 720 EXP (1/25th the total price) and 9,000 gp in base materials. Meanwhile, his buddy, an 11th level wizard who runs a magic weapon shop across the street undercuts his prices by over ten thousand gp and can deliver while you wait. The 11th level wizard says "Man, I have to if I want to stay competitive with the 10th level bard down the way. That charismatic jerk really draws away the business."

In short, this spell really changes the dynamic of making magic weapons. Yes, it is limited and requires two more levels than someone who had to spend a feat and other resources. I'm rather curious as to what the design plan and reasoning behind this was. Currently, an 11th level wizard can spend about 300 gp (to just buy a masterwork weapon) and 200 EXP to make a weapon salable for 18,000 in about an hour. Now, there's probably some wish economy thing I'm overlooking here, so an explanation would be nice. Also, what's with adding spells to domains? Domains only get one spell per spell level. You can't really add spells to a domain that's already full. You could make an alternate domain or some other option though I guess. --Ganteka Future (talk) 19:45, 16 August 2013 (UTC)


 * I actually meant to mention the domain thing a while ago Mr. Kesey, but I've been distracted and busy this week. They don't really work like that, and your new spells probably shouldn't be in them unless you're making a new one. - Tarkisflux Talk 20:14, 16 August 2013 (UTC)


 * Forgot about the craft feats, and need an armor enchantment spell. Will remove this page (shortly), and fix to judge gaining tested item creation feats. --Franken Kesey (talk) 23:40, 16 August 2013 (UTC)


 * Why the spell bloat? That is, why not just make one spell that scales appropriately enough for weapons and armor, since it's a down-time spell anyhow. Since the permanency part doesn't come online until permanency is available, that's not too much of a worry for being able to enchant items a little at lower levels. Magic fang and its greater cousin are probably good points to reference for permanency costs (since EXP cost could just scale with enhancement value). I swear something like this already exists, but I just can't think of what its called at the moment. Maybe Eiji would know if he's reading this and not thinking about parasitic puppets that take over their hosts. --Ganteka Future (talk) 02:05, 17 August 2013 (UTC)


 * Will fix to a single spell, and give progression. Then fix to always being permanent. Also will remove Domain. --Franken Kesey (talk) 03:31, 17 August 2013 (UTC)


 * a few suggestions
 * A) put a cap on it a +5 or the red wizards (or some other person who have a way around caster lvl) are gonna flood the market with epic weapons.


 * B) woulden permanent be a better duration, since this don't require the normal crafting feat or the xp cost. Just so i can be removed by dispel and the like.
 * Unless it a variant rule were you remove the crafter feats and xp (not a bad thing in my mind) but then you might wanna state your purpose instead of sneaking it in this way. Wildmage Talk 19:30, 17 August 2013 (UTC)