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.