Suppose that I want to have a first-level wizard school ability, and that I took an arcane bond with a weapon. Say that for whatever reasons, I take the rest of my levels in a different casting class. Can I still magically enhance my Arcane Bond weapon without taking the Craft Magic Arms and Armor feat? Arcane Bond says:
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat).
Now, usually a wizard would do this by reaching CL5 as a wizard, but the Craft Magic Arms and Armor feat only specifies you have to be CL5 to use it. Certainly you can always magically enhance a weapon with the feat, then re-bond to it, but that’s not the question. If I am a wizard 1 / witch 5 (for example), am I able to magically enhance my arcane bonded weapon, e.g. to be a +1 weapon without having the Craft Magic Arms and Armor feat? If not, why not?
Note: This is not specific to the wizard/witch combo, I’m asking about all caster combos with wizard in general.
I know many have asked this question but I have to ask as I’m still not satisfied with the answers.
Most arguments used against mages wearing armour
Iron repels magic
- That is untrue, why? The evidence lies in enchanted/magic armour and weapons thus proving that metal/iron don’t necessarily repel magic.
- Furthermore, if magic truly repels magic then magic will do nothing against armour wearing knights but in most rpg magic can bypass armour.
- In myth, magic/enchanted weapons such as Excalibur existed thus proving that iron does not repel magic.
Armour restricts mobility in casting or is too heavy for mages
- That is incorrect, why?. Armour is not as heavy as one might think, the weight of the armour is distributed across the body thus being not as heavy as you think. Furthermore, armour is lighter than a firefighter suit. Armour is also articulated properly to allow for mobility. Gauntlet is not armoured below the hand as well as have and have more mobility that one might think and if they did affect casting then you can just not wear the gauntlet.
Examples in videos: https://www.youtube.com/watch?v=qzTwBQniLSc https://www.youtube.com/watch?v=pAzI1UvlQqw
- As mentioned in the question if armour is truly that heavy in rpg world than why don’t you just use a weight removal, weight reduction or lightweight enchantment on the armour.
Armour causes spell failure cause that is how it works
- Then as mentioned in the question why not use enchantment to negate that problem.
- Then why can paladin, cleric, druids, bards and arcane archer use magic in armour without spell failure.
There is no reason for mages to use armour cause they don’t need them.
- That is wrong, why? Anti-magic or dispel, silence etc.
Armour conducts electricity and can electrocute the user or will travel go to the armour.
- Wrong, why? Mages can shape their magic and they can control them so likewise they can control the electricity to not go to the armour. For example ball lightning, fire ball, lightning bolts etc proving that mages can manipulate magic. Furthermore, electric magic does not follow physics cause if they did electric magic would not work properly as air is a bad conductor of electricity and the only reason lightning works is due to the electrical discharge caused by imbalances between storm clouds and the ground. If you try to generate electricity it will arc uncontrollably.
- Faraday cage principle will protect user from electricity.
- If electric magic is truly a problem which I don’t think so then just enchant the armour to be not conductive or don’t use electric magic.
Armour prevents hearing and chanting magic properly.
- Make holes to allow for better hearing and speaking.
- Wear more open helmets or open visor.
- Use enchantment
- Paladin/Clerics etc don’t have that problem despite wearing a helmet.
- Hoods inhibit hearing yet mages wear them.
It is unbalanced.
- Not really paladin, cleric, druids and shamans are strong hybrids with armour and yet they are not considered unbalanced.
I noticed it being said on the wiki, that some non-fae supernatural beings can enchant themselves through their own abilities, to be able to see and interact with the Dreaming, without any need for somebody like a Changeling to do this for them.
Vampires, Werewolves, Wraiths, and Mages must all be enchanted just like mortals to see and interact with the Dreaming. However, some of them have the ability to “enchant” themselves through their own abilities.
I admittedly don’t have access to any Changeling books, so for those who do know more:
Are there any listed canon ways for someone to Enchant themself, like this says some can? As in, specific abilities with specific supernatural beings?
Mages and wraiths I can see perhaps having some sort of technique, but whether that assumption is more than just conjuncture and if the category is any broader or includes more – perhaps some more spiritual Fera, or even maybe a Tremere kindred with the right ritual – I really could not say.
Because that description up there is just very vague.
I understand that there’s a huge difference between people and magical items, but the focus of this is on creating permanent magical enhancement on prosthetics itself and seeing how far you can push it.
For example, say you have a PC who’s lost an eye and is looking to replace it with a prosthetic eye… could they have truesight permanently cast upon the eye to give it usefulness and grant the user partial truesight though that eye? Or for a smaller example, have a special magic cast on a prosthetic arm to regive the user a sense of touch through that arm?
In other words: Are prosthetics too permanently attached to a player to be considered as potential magical item?
For some enchants it list +x bonus where x is some number between 1 and 5 and others it list a value in gold pieces
For example Improved slick is listed under +4 special ability’s with a base price of 15000. Spell resistance (17) is on the same table with base price of +4 bonus
If I put Spell resistance (17) on +5 armor it have a total bonus of 9 which I use to determine cost
If I put Improved slick on +5 armor the final cost is 25000 for the armor plus 15000 for the enchant correct? Balanced has a cost of +1 bonus and if I put that on in addition to the slick is the total bonus of the armor +6 or +10? As Improved slick is listed under the +4 ability does that +4 get added in to the total bonus of the armor?
What is the cost of putting on Improved slick and Balanced to +5 armor?
In short, I was thinking of an idea for two enchanted statues to be crafted and sold:
A Fire/Light elemental statue polished with phosphorescent moss that’s imbued with the spell “Light” to make a nightlight for kids
Either a statue of a tree or one that’s half-demon/ half-celestial probably polished in the moss as well that can be placed on a shelf by the door, imbued with the spell “Detect Good and Evil” to make it change colors depending on the alignment of who’s at the door (for the tree, it would be the leaves)
I thought this could be done in 2 ways: Either enchanting (which Xanathar’s Guide says you can, but not how), or inserting tiny spell scrolls with the respective spell inside a pocket within the statue (even considered adding Thaumaturgy if needed). But if I was going to go to the extent of spending a day making a detect good and evil spell scroll, why not just carve the spell onto the statue itself?
Would that even work? Or am I misunderstanding how to enchant spells into items?
Note: The only clue on enchanting I got is a passage that says “To enchant a wand with fire element, you could hire a wizard to enchant it using Mage Hands. It will take a day.”
Can you enchant gauntlets with the magic weapon spell or the Psionic Weapon (UA) mystic discipline, for a brawler non-monk build?
For example, with the Tavern Brawler feat, you can do an unarmed strike that does 1d4 + Str mod damage.
Would the following work?
Tavern Brawler with Gauntlets (w/Psionic Weapon) = + 3 1d4 + 3 + Str mod (yea or nay)