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The spell's types (if any) depend on the properties you request. For example, adding the [[SRD:Flaming|''flaming'']] property gives this spell the [[SRD:Fire Effect|Fire]] descriptor, while adding the [[SRD:Holy|''holy'']] property grants this weapon the [[SRD:Good Effect|Good]] descriptor, and so on and so forth.
 
The spell's types (if any) depend on the properties you request. For example, adding the [[SRD:Flaming|''flaming'']] property gives this spell the [[SRD:Fire Effect|Fire]] descriptor, while adding the [[SRD:Holy|''holy'']] property grants this weapon the [[SRD:Good Effect|Good]] descriptor, and so on and so forth.
   
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An ''aetheric weapon'' can be locked into existence with a [[SRD:Permanency|''permanency'']] spell. (Don't worry about leaving your deity disarmed - the ''aetheric weapon'' is merely a ''copy'' of your deity's weapon, not the real deal.) In order to do this, your [[SRD:Caster Level|caster level]] must be at least 24, and you must spend 7,500 XP + 125 XP for each +1 effective bonus' worth of properties on the weapon + 1/12 of the gp cost of any properties you add without an effective bonus increase. [[SRD:Permanency|''Permanency'']]'s duration is instantaneous if cast on ''aetheric weapon''; once locked into existence, an ''aetheric weapon'' is fully, truly real, and it is treated just like any other magic item if targeted by [[SRD:Dispel Magic|''dispel magic'']] or a similar spell - it loses its magical properties for 1d4 rounds, and remains a masterwork weapon while suppressed in this fashion. (An aetheric weapon not locked into existence by [[SRD:Permanency|''permanency'']] will wink out of existence if dispelled.)
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An ''aetheric weapon'' can be locked into existence with a [[SRD:Permanency|''permanency'']] spell. (Don't worry about leaving your deity disarmed - the ''aetheric weapon'' is merely a ''copy'' of your deity's weapon, not the real deal.) In order to do this, your [[SRD:Caster Level|caster level]]ย must be at least 24, and you must spend 7,500 XP + 125 XP for each +1 effective bonus' worth of properties on the weapon + 1/12 of the gp cost of any properties you add without an effective bonus increase. [[SRD:Permanency|''Permanency'']]'s duration is instantaneous if cast on ''aetheric weapon''; once locked into existence, an ''aetheric weapon'' is fully, truly real, and it is treated just like any other magic item if targeted by [[SRD:Dispel Magic|''dispel magic'']] or a similar spell - it loses its magical properties for 1d4 rounds, and remains a masterwork weapon while suppressed in this fashion. (An aetheric weapon not locked into existence by [[SRD:Permanency|''permanency'']] will wink out of existence if dispelled.)
   
 
''XP Cost:'' At least 5,000 XP; add +500 XP for every +1 effective bonus' worth of properties you add, as well as an additional XP cost equal to 1/4 the gp cost of any properties you add without an effective bonus increase. If the spell fails because your deity rejects it, it only costs 3,000 XP. The XP cost (whether the spell succeeds or fails) is reduced by 1,000 XP if you have the [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]] feat, and is reduced by a further 1,000 XP (for a total of 2,000) XP if you have the [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]] feat.
 
''XP Cost:'' At least 5,000 XP; add +500 XP for every +1 effective bonus' worth of properties you add, as well as an additional XP cost equal to 1/4 the gp cost of any properties you add without an effective bonus increase. If the spell fails because your deity rejects it, it only costs 3,000 XP. The XP cost (whether the spell succeeds or fails) is reduced by 1,000 XP if you have the [[SRD:Craft Magic Arms and Armor|Craft Magic Arms and Armor]] feat, and is reduced by a further 1,000 XP (for a total of 2,000) XP if you have the [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]] feat.
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