Various Weapon Enchantments

Shirt Guy John

First Post
Here's a few near-random enchantments that I came up with... stuff I would want PCs/NPCs to have at some point:

Durable(Weapon Enhancement): A durable weapon is much harder and thus much more resistant to damage. The weapon's hardness is increased by +5 (in addition to all other bonuses). Any weapon can be thus enchanted. Manifester Level: 16th; Prerequisites: Craft Psionic Arms and Armor, Matter Manipulation; Market Price: +1 bonus.

Shattering(Weapon Enhancement): A shattering weapon is much more effective when used against objects. The weapon deals an additional +1d8 sonic damage against any inanimate objects that it hits. Any weapon can be thus enchanted. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Shatter; Market Price: +1 bonus.

Sundering(Weapon Enhancement): A Sundering weapon (different from Psionic Sundering weapons) is much more effective against magical weapons during sunder attempts. The enchanted weapon deals full damage to all weapons no matter its Enhancement bonus. Normally a weapon must have an enhancement bonus equal to or greater than that of the target weapon in order to deal it damage. Any weapon that can be used to sunder can be thus enchanted. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, Sunder, Magic Weapon or Craft Psionic Arms and Armor, Sunder, Greater Metaphysical Weapon; Market Price: +2 bonus.

Rending(Weapon Enhancement): A rending weapon is a terrible tool. Once per day, the wielder may choose to use the weapon's ability in addition to dealing normal damage. The weapon tears a gaping wound in the subject, which causes certain penalties to be incurred. The target of a Rending weapon takes an additional 2d6 slashing damage and suffers 1d4 temporary Constitution drain. Only slashing weapons may be thus enchanted. Caster Level: ?th; Prerequisites: Craft Magic Arms and Armor, ???; Market Price: +4 bonus.

Tearing(Weapon Enhancement): A tearing weapon is similar to a Rending weapon in all ways other than potency. Once per day, the wielder may choose to use the Tear ability. The target of a Tearing weapon takes an additional 1d8 slashing damage and suffers 1 temporary Constitution drain. Only slashing weapons may be thus enchanted. Caster Level: ?th; Prerequisites: Craft Magic Arms and Armor, ???; Market Price: +2 bonus.

Severing(Weapon Enhancement): A severing weapon cuts the tie between undead creatures and the Negative Energy Plane dealing great amounts of damage to them. Against an undead target, the weapon does an additional 2d8 damage. Only slashing weapons may be thus enchanted. Manifester Level: 7th; Prerequisites: Craft Psionic Arms and Armor, Sever the Tie; Market Price: +2 bonus.

Concussive(Weapon Enhancement): A concussive weapon bends and distorts space-time upon impact, similarly to a concussion power. Against living creatures(non-object, non-construct, non-undead), the weapon deals an additional +5d6 damage on each succesful hit. Only bludgeoning weapons can be thus enchanted. Manifester Level: 15th; Prerequisites: Craft Psionic Arms and Armor, Greater Concussion; Market Price: +5 bonus.

Pounding(Weapon Enhancement): A pounding weapon can shake the ground beneath foes' feet. Twice per day, as a standard action, the wielder may choose to pound the weapon against the ground. All creatures within 10ft. of the wielder must make a Reflex save (DC 13) or fall prone in their space, taking 1d4 subdual damage in the process. Standing up from prone is move-equivilent action. Only bludgeoning weapons can be thus enchanted. Manifester Level: 5th; Prerequisites: Craft Psionic Arms and Armor, Stomp; Market Price: +1 bonus.

Force(Weapon Enhancement): The major portion of a force weapon-such as its blade, axe head, hammer head, or arrow head-can become a force effect, carrying with it all the benefits of a force effect. When the wielder speaks the command word, the change occurs, and the weapon can affect ethereal and incorporeal creatures normally with no miss chance. The weapon's size does not change, but it cannot be damaged. Any weapon can be thus enchanted. Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, Mordekainen's Sword; Market Price: +1 bonus.

Projecting(Weapon Enhancement): A projecting weapon normally appears as a standard weapon of its type, however once the wielder speaks the command word, the weapon projects a larger version of itself that is pure force. When projecting, the weapon's weight and size remain the same, but it deals damage as a weapon of one size catagory larger(a Projecting Longsword deals 2d6 base damage). Only melee weapons can be thus enchanted. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Mordekainen's Sword; Market Price: +2 bonus.

Greater Projecting(Weapon Enhancement): A greater projecting weapon works in the same manner as a normal projecting weapon, but the projected force portion of the weapon is of greater size, increasing the weapon's range when projected. When projecting, the weapon has a +5ft. reach in addition to the increased damage. Only melee weapons can be thus enchanted. Caster Level: 18th; Prerequisites: Crafft magic Arms and Armor, Mordekainen's Sword; Market Price: +4 bonus.

Buffered(Armor Enhancement): A buffered suit of armor is much more resistant to general damage and confers this resistance to its wearer. The wearer gains damage reduction 1/- like a barbarian. Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, Stoneskin, Wish or Miracle; Market Price: +3 bonus.
 

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That's a lot of enhancements!

Tell me- do you allow the sure strike enchantment? That would seem to be better than your Sunder enhancement. It makes a weapon +5 for purposes of what it can hit, but the cost is only +1.

And I'd be tempted to make the shattering enhancement a bit tougher. Maybe 2d6 hp additional damage?
 

Wow, a reply! yay!

I do allow the sure-striking enhancement. I see your point. However, the shattering enhancement may still function for Epic weapons, as it would be able to damage a weapon with any enhancement bonus.

As for shattering, I was thinking about allowing it to deal the extra damage against constructs too. If it's now underpowered, that might "fix" it.
 

sure striking

IMC, Sure Striking (we actually call it Immaculate, so it's not two words, for purposes of readability of stacked enhancements) increases the weapon's effective enhancement bonus *by* +5 instead of *to* +5. It's a very minor change, but makes Immaculate still useful even at very high levels (even though we're still single-digit, it's god to think ahead.)

Here's another enhancement (reverse-engineered from one of the DMG specific weapons):
Two-Faced:
A Two-Faced weapon can be wielded effectively with either of two weapon proficiencies of the same Type ('Type' here is a term specific to my game; it refers to physical properties of the weapon. Slashing swords, stabbing swords, stabbing polearms, cleaving polearms, fistload weapons, and jointed weapons are all examples of types). It is constructed as if it were the more costly of the weapons to build. The weapon it behaves as (deals damage and has special abilities of) determines the market price modifier: Exotic, +2; Martial, +1.

Example:
Serpent-Sting Staff: This sectioned weapon can be wielded effectively with proficiency in kau sin ke or three-section staff. It has a +1 enhancement bonus and the Acidic Burst enhancement. It is also a special monk weapon.
Damage:1d8/x3B
Market Price: 50,315gp (+1 enh, +2 Acidic Burst, +2 Two-Faced, +300 MW kau sin ke)
 

Force is like Ghost Touch, but more power for the same enhancement. Nix it or make it +2.

Projecting and Greater Projecting are not powerful enough. Compare a +3 Projecting Longsword to a +4 Flaming Longsword. +3 Projecting deals 2d6+3, +4 Flaming deals 1d8+1d6+4. I suggest Projecting weapons count 2 sizes larger, and Greater Projecting count 4.

Just my $0.02 (USD) [exact change only] worth.
 

Force is like Ghost Touch, but more power for the same enhancement. Nix it or make it +2.

But Force doesn't change the handle, so incorporeal creatures cannot use it

Projecting and Greater Projecting are not powerful enough. Compare a +3 Projecting Longsword to a +4 Flaming Longsword. +3 Projecting deals 2d6+3, +4 Flaming deals 1d8+1d6+4. I suggest Projecting weapons count 2 sizes larger, and Greater Projecting count 4.

I would rather drop the Bonus equivilent than raise the effects.
 


Durable seems a bit weak. I would have it as a straight cost, rather than a plus equivalent (about 2000-4000gp).

Shattering is really weak, since the object gets it's hardness against both the normal damage and the sonic damage. I suggest that it doubles the weapon damage instead.

Sundering: Make it +1. It's far too expensive at +2; it's still not that great at +1 (most of the time an extra +1 would be better).

Rending and Tearing are nasty, but might be a bit too expensive for only one use per day. No save for the Con loss?

Severing: OK, but Undead Bane is slightly better.

Concussive: Too nasty. Huge damage bonus, no energy resistance or DR.

Pounding: Have a fixed cost, based on the cost for a magic item that manifests stomp. Is the weilder immune?

Force: Better than Ghost Touch and Durable, and too similar.

Projecting: Ghost Touch, with a damage bonus. Is it invulnerable like Force? If so, it's too cheap.

Buffered: OK.

Geoff.
 


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