I have tried to find a good way to handle basic weapon damage-enchantment and armor soak-enchantments for our saga.
The refferences I can find to such effects in the official material is these two spells:
The guidelines the spells are using, reads seens to be the following:
So the question is how can one improve these spells for higher effects?
I would suggest something like this for a general comment (or improvement) for the muto-terram-guidelines.
New Muto-Terram Guidelines
Level 2 (+2 =Level 4): Improve a metal weapon, so that it does +1 additional damage.
Level 3 (+2 =Level 5): Improve a metal weapon, so that it does +2 additional damage.
Level 3 (+2 =Level 10): Improve a metal armor, with +1 additional Soak-Value.
Level 4 (+2 =Level 10): Improve a metal weapon, so that it does +3 additional damage.
Level 4 (+2 =Level 10): Improve a metal armor, with +2 additional Soak-Value.
Level 5 (+2 =Level 15): Improve a metal weapon, so that it does +4 additional damage.
Level 5 (+2 =Level 15): Improve a metal armor, with +3 additional Soak-Value.
Level 10 (+2 =Level 20): Improve a metal weapon, so that it does +5 additional damage.
Level 10 (+2 =Level 20): Improve a metal armor, with +4 additional Soak-Value.
Level 15 (+2 =Level 25): Improve a metal armor, with +5 additional Soak-Value.
Doing some googeling, I found this page, with suggestions for even more improvements. Such as increasing Attack and Defence bonuses (with rego-effects instead of muto).
http://germanitas.org/rpg/insula/rules-armour.html
Any comments or suggestion, for how to make complete fifth edition guideline-collection for doing, simple weapon, armor and shield improvements?
Is allowing such enchantments- and buffing-effects in conflict with in game physics- or balancing-perspective?
Suggested New Rego-Terram Guidelines
Level 2 (+2 =Level 4): Improve a metal weapon, with +1 additional attack/defence value.
Level 3 (+2 =Level 5): Improve a metal weapon, with +2 additional attack/defence value.
Level 4 (+2 =Level 10): Improve a metal weapon, with +3 additional attack/defence value.
Level 5 (+2 =Level 15): Improve a metal weapon, with +4 additional attack/defence value.
Level 10 (+2 =Level 20): Improve a metal weapon, with +5 additional attack/defence value.
I am also aware of the rules for craftmanship found in the City Guilds supplement (Pg. 69-70) for "Excellent Quality Items". That can increase the Attack and Defence statistics for a weapon and soak value of an armor, quite considerable through mundane means.
If one allows mundane quality-improvements to items, is there any problems involved in allowing magical improvements to the same statistics as well?
So that one can have a magical enchanted swords, crafted by a famous weapon-smith doing f.eks. +10 Attack/Defence? (+5 from Excellent Quality / +5 from Magical Enchantment)