I have a level 7 Cleric of Moradin, trying to enchant a variety of
Masterwork Items for my party. Regardless of what I do, I can't seem to
select anything more than a +1 enchantment on anything. All of the
neato effects like shocking burst, icy, etc. are greyed out. The manual
mentions material ingredients -- am I supposed to have special items in
my inventory to get these effects? Or should I have given this feat to
my Sorcerer instead? (ie,. can cast fireball so can enchant a flaming
weapon?)
Any help would be appreciated!
Make sure you have the correct prerequisite spells in your spell lists.
Flaming/flaming burst requires fireball, flame strike or flame blade; as a
cleric, you don't get either the 1st or the 3rd, so you have to use the
2nd. Unfortunately, flame strike is a 4th level spell, which you'll only
get once you hit 9th level.
Shocking/shocking burst requires call lightning or lightning bolt. Neither
of these are cleric spells, so you're SOL.
Frost/icy burst requires chill metal or ice storm. Again, neither of these
are cleric spells.
The best weapon enchantment a cleric can get is probably holy, which
requires holy smite. However, that's a spell from the Good domain, so you
need to choose that as one of your domains at character creation.
--
Hong Ooi | "Does *anyone* at WOTC bother to
ho...@zipworld.com.au | _think_ when making housecat stats?"
http://www.zipworld.com.au/~hong/dnd/ | -- MSB
Sydney, Australia |
> Aargh. I kinda thought this would be the case.
> Thanks for the reply, Hong.
>
> Hong Ooi wrote:
>
>> On Sun, 30 Nov 2003 11:04:34 -0600, Joe Six Pack
>> <brog...@nospam.yahoo.ca> wrote:
>>
>>> Is there some trick to enchanting weapons and armor?
>>
>> The best weapon enchantment a cleric can get is probably holy, which
>> requires holy smite. However, that's a spell from the Good domain, so you
>> need to choose that as one of your domains at character creation.
This is hosed up BTW. In the "real" game someone else can cast the
prerequisite spells. So as long as anyone in your party knew the right
spells you should be set.
>On Sun, 30 Nov 2003 11:04:34 -0600, Joe Six Pack
><brog...@nospam.yahoo.ca> wrote:
>
>>Is there some trick to enchanting weapons and armor?
>>
>>I have a level 7 Cleric of Moradin, trying to enchant a variety of
>>Masterwork Items for my party. Regardless of what I do, I can't seem to
>>select anything more than a +1 enchantment on anything. All of the
>>neato effects like shocking burst, icy, etc. are greyed out. The manual
>>mentions material ingredients -- am I supposed to have special items in
>>my inventory to get these effects? Or should I have given this feat to
>>my Sorcerer instead? (ie,. can cast fireball so can enchant a flaming
>>weapon?)
>>
>>Any help would be appreciated!
>
>Make sure you have the correct prerequisite spells in your spell lists.
>
>Flaming/flaming burst requires fireball, flame strike or flame blade; as a
>cleric, you don't get either the 1st or the 3rd, so you have to use the
>2nd. Unfortunately, flame strike is a 4th level spell, which you'll only
>get once you hit 9th level.
Whoops, that should be "...5th level spell".
You need different spells to get different enchantments. The +2 and +3
might only be available when you have Greater Magic Weapon. The amount
of XP you have above what you needed to get to your last level is also a
consideration. Yes, if you just go up a level suddenly you can't
enchant anything anymore.
Thanks to all of you guys who responded -- I guess more familiarity with
3.5e is warranted. Just a little dismayed that none of this is
intuitively obvious or even made clear in the otherwise excellent manual...