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Standarding energy weapons

mercucio

First Post
<pseudo-rant>
Ok, so the billion and one different magical energy weapon special abilities is getting on my nerves. That and I don't like how the current bonus critical damage from the burst special weapon abilities is assigned. I have thus endevored to simplify the process to the following three levels of power.
</pseudo-rant>

Energy Burst:
On command, a energy burst weapon is is sheathed in a single energy type chosen from the following list: acid, cold, electricity, fire, or sonic. The type of energy chosen by the caster when the item is created and cannot be changed. The energy does not harm the wielder. The effect remains until another command is given. On any hit, this energy engulfs the creature struck, dealing +1d6 points of bonus energy damage. On a successful critical hit it instead deals +2d6 points of energy damage (or +3d6 if the critical multiplier is x3, or +4d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus energy damage upon their ammunition.

Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any 2nd level or higher spell capable of inflicting the energy damage you wish the weapon to inflict; Market Price: +2 bonus.

Energy Flare:
On command, a energy flare weapon is is sheathed in a single energy type chosen from the following list: acid, cold, electricity, fire, or sonic. The type of energy chosen by the caster when the item is created and cannot be changed. The energy does not harm the wielder. The effect remains until another command is given. On any hit, this energy engulfs the creature struck, dealing +2d6 points of bonus energy damage. On a successful critical hit it instead deals +4d6 points of energy damage (or +6d6 if the critical multiplier is x3, or +8d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus energy damage upon their ammunition.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, any 2nd level or higher spell capable of inflicting the energy damage you wish the weapon to inflict; Market Price: +4 bonus.

Energy Blast
On command, a energy blast weapon is sheathed in a single energy type chosen from the following list: acid, cold, electricity, fire, or sonic. The type of energy chosen by the caster when the item is created and cannot be changed. The energy does not harm the wielder. The effect remains until another command is given. On any hit, this energy engulfs the creature struck, dealing +3d6 points of bonus energy damage. On a successful critical hit it instead deals +6d6 points of energy damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus energy damage upon their ammunition.

Caster Level: 21th; Prerequisites: Craft Magic Arms and Armor, any 2nd level or higher spell capable of inflicting the energy damage you wish the weapon to inflict; Market Price: +6 bonus.

Note: Non-standard descriptors, such as force, plasma (from When Skys Fall by Bruce R. Cordell), or even darkness any light can be created as energy weapons. The increased power and versatility of these non-standard descriptors merits an increase market price adjustment to +3, +5, and +7 respectively.

This special ability chain removes the basic energy traits (+1d6, +1 MPA) as choices available when creating items.
 

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