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Breaking the Law! [Psi Update on Wiz]

Technik4

First Post
Bloodstone: On impact, a bloodstone weapon imparts the recall pain power on the creature. It takes 3d6 additional points of damage unless a Will save (DC 13) is made for half damage.

Manifester Level: 4th; Prerequisites: Craft Psionic Weapons and Arms, recall pain; Market Price: +600 gp.

Diamond: On impact, in addition to normal damage, a diamond weapon strikes the target with the banishment power. This provides a +1 bonus to the power resistance roll and has a Will save (DC 21).

Manifester Level: 12th; Prerequisites: Craft Psionic Weapons and Arms, banishment; Market Price: +7,200 gp.

Emerald: An emerald weapon unleashes a mass concussion upon impact in a 20-foot area. All creatures and unattended objects within the area take 7d4 points of damage.

Manifester Level: 8th; Prerequisites: Craft Psionic Weapons and Arms, mass concussion; Market Price: +3,200 gp.

Granite: A granite weapon causes an additional 3d6 points of damage or half of that if a Fortitude save (DC 13) is made.

Manifester Level: 4th; Prerequisites: Craft Psionic Weapons and Arms, concussion; Market Price: +900 gp.

Jade: A jade weapon unleashes the sever the tie power on impact. An undead creature struck by this weapon suffers 3d8 points of damage (Will save DC 13 halves) as its connection to the Negative Energy Plane is disrupted.

Manifester Level: 4th; Prerequisites: Craft Psionic Weapons and Arms, sever the tie; Market Price: +600 gp.

Malachite: A malachite weapon unleashes a grease effect upon impact, coating everything in a 10-foot area for 1 round.

Manifester Level: 1st; Prerequisites: Craft Psionic Weapons and Arms, grease; Market Price: +100 gp.

Onyx: An onyx weapon unleashes a negate psionics effect on impact. This is a targeted negation attempt.

Manifester Level: 6th; Prerequisites: Craft Psionic Weapons and Arms, negate psionics; Market Price: +1,800 gp.

Opal: An opal weapon unleashes a dissipating touch effect upon impact and can target creatures or objects. This deals 1d8 additional points of damage to the target.

Manifester Level: 1st; Prerequisites: Craft Psionic Weapons and Arms, dissipating touch; Market Price: +100 gp.

Quartz: A quartz weapon unleashes a whitefire effect on impact. Creatures within the 20-foot radius of impact take 5d4 points of fire damage (Reflex save DC 14 halves).

Manifester Level: 6th; Prerequisites: Craft Psionic Weapons and Arms, whitefire; Market Price: +1,800 gp.

Red Garnet: On impact, a red garnet weapon imparts the recall agony power on the creature. It takes 9d6 additional points of damage unless a Will save (DC 17) is made for half damage.

Manifester Level: 10th; Prerequisites: Craft Psionic Weapons and Arms, recall agony; Market Price: +5,000 gp.

Ruby: On impact, a ruby weapon imparts the recall death power on the creature. If it makes a Will save (DC 22), the creature takes 3d6+15 points of additional damage. If it fails the save, the creature dies.

Manifester Level: 16th; Prerequisites: Craft Psionic Weapons and Arms, recall death; Market Price: +12,800 gp.

Sapphire: A sapphire weapon is imbued with a cone of sound. The point of origin is the creature struck, with the cone emanating out 60 feet from there. Any creatures caught within the cone, including the original, suffer 5d4 points of sonic damage. A Reflex save (DC 14) can be made for half damage.

Manifester Level: 6th; Prerequisites: Craft Psionic Weapons and Arms, cone of sound; Market Price: +1,800 gp.

Talc: A talc weapon unleashes a dismiss ectoplasm effect on impact. Ectoplasmic targets make Fortitude saves (DC 16) to avoid being dispersed. Characters in ectoplasmic form struck by this weapon and who fail their saves are either displaced to the Astral Plane or destroyed outright (50% chance of either effect).

Manifester Level: 8th; Prerequisites: Craft Psionic Weapons and Arms, Dismiss Ectoplasm; Market Price: +3,200 gp.



They almost all seem too cheap for their effect and some of those DCs make you wonder why anyone would enhance their weapons with stuff from the DMG.

Thoughts?

Technik
 

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Pax

Banned
Banned
Yep. Assuming you even COULD do something like that for non-ranged weapons, the price would be multiplied by 50 (or more). The prices for batch-of-fifty missile ammunition might be a bit low, though. I might double the costs for arrows/bolts, IOW.

And, further -- unlike most DMG enhancements, these allow saves to NEGATE the added power(s) ... always osmething to keep in mind.

For example:

Red Garnet: On impact, a red garnet weapon imparts the recall agony power on the creature. It takes 9d6 additional points of damage unless a Will save (DC 17) is made for half damage.

Manifester Level: 10th; Prerequisites: Craft Psionic Weapons and Arms, recall agony; Market Price: +5,000 gp

This would cost at LEAST 250,000gp for a melee weapon, if any GM was insane enough to ALLOW that sort of conversion -- which I wouldn't, but there are a FEW I'd consider doing so with.

Examples of what I'd at least consider allowing on melee weapons "as is" (at 50x cost) include:

Talc
Jade
Diamond

For others, I'd have to carefully reconsider the exact dice done (lowering them, and probably the cost too, in the process). however, I have ALWAYS liked "unusual materials" options for weaons, armor, etc.

On a side note -- an Arcane Archer firing those Ruby arrows ... YIKES! Hehehe!
 

The Iron Mark

First Post
Well, if you look at the thread about the Mind's Eye in the Psionics board on Wizards.com, you will find out that the price is for 1 item of ammuntion. Want 50 Bloodstone arrows? Cough up 30,000 gp. And remember, item is destroyed on impact, even magic weapons, no matter what.

But something that could be really effective is to have a mass amount of emerald shurikens. 18 or so mass concussions baby!
 


pingpong

First Post
Technik4 said:
A thrown weapon like a throwing axe or a dagger with the returning property is not destroyed on impact.

Technik

A thrown weapon like a throwing axe or a dagger without the returning property is not destroyed on impact either.

from the mind's eye update:

Each enhancement works when the projectile or thrown weapon strikes a target, and this destroys the projectile or thrown weapon.

whats not to understand?

Andon Scott clarified these as working sorta like potions. go to this thread for his answers:

Mind's Eye April Thread
 
Last edited:

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