chill touch weapon price

Willtell

First Post
Would a +2 cost for an enchantment based on the chill touch spell be reasonible?

A touch from the weapon, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage and possibly also 1 point of temporary Strength damage. (DC 11 Fortitude saving throw negates this damage.)

The weapon has a special effect on undead creatures. Undead
struck by the weapon suffer no damage or Strength loss, but
they must make successful Will saving throws (DC 11 Will) or flee as if panicked for 1d4 +1 rounds.
 

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The Strength Sapping weapon enhancement from the BoVD inflicts 1 point of Strength damage (Fort save DC 15) every time the weapon deals damage, and it's priced at +2. Even though the fort save on yours is lower, and even though a successful save would negate the negative energy damage and the strength damage, I would probably price your chill touch enhancement at +3, but that would be the max. I think this enhancement is actually more than +2 but a tad less than +3.

However, if I priced it at +4, I would allow the negative energy damage to be automatic with every successful hit, like the flaming enhancement (though this function would heal undead no matter what), and I would also allow the Strength damage (Fort save DC 11). Also, regardless of whether or not the undead creature made its save, it would steal be healed by the negative energy. However, if it failed the save, it would still become panicked, but only for 1d4-1 rounds (minimum 1 round).

Heh. Actually, I think that will make a great addition for my custom enhancements. :D
 

My thoughts:

+2 version: 1 temporary strength damage (Fort DC 15)
+3 version: 1 temporary strength damage (Fort DC 15) + 1d6 negative energy damage (always hits)
+4 version: 1d4 temporary strength damage (Fort DC 15) + 1d6 negative energy (always hits).

Reasoning being, for a +3 you could have burst or a flat-out +3d6 that doesnt get saved. Also, the DC starts to factor, by the time a character could afford a +5 weapon (+1 weapon and a +4 enchantment) most things will pass a DC 15 with ease, therefore the negative energy always hits.

Perhaps some flavor about people who channel positive energy trying to touch this weapon too.... ;)

Final Note: I would only allow or use 1 of those, as that would be THE Chill Touch Enchantment.

Technik

PS-I agree with skr about all the auto-heal undead.
 
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Technik4 said:
Reasoning being, for a +3 you could have burst or a flat-out +3d6 that doesnt get saved.

Eh? How do you figure? The only weapon enhancements that deal a guaranteed +3d6 damage with no save are in the ELH, and those are +8 enhancements.

Technik4 said:
Also, the DC starts to factor, by the time a character could afford a +5 weapon (+1 weapon and a +4 enchantment) most things will pass a DC 15 with ease, therefore the negative energy always hits.

The DC continues to factor in at higher level as well. The more powerful you get, the more powerful your foes get, meaning that it becomes easier and easier to save against the effect because the DC stays relatively low. At 20th level, DC 15 is nothing against a good Fort save.

Technik4 said:
PS-I agree with skr about all the auto-heal undead.

You agree with who? :p
 

Ok, sorry bout the name again, as soon as your reply with what you prefer I will use that in the future.

+1 Flaming Shock Acid Longsword, d8+3d6+1. +4 weapon

+1 Chill Touch Longsword, d8+1d6+1, 1 str damage (DC 15). +4 weapon

There is nothing in the rules against putting more than 1 of the +1d6 enhancements on a weapon. You can also do it without mixing opposing elements, though there is nothing in the rules against that either.

Personally, because the DC is so low, I do think its weak, so Im not sure what you were getting at in your reply, it seems we are in agreement.

Perhaps the +4 version should be permanent str damage? Wouldnt really matter much except against recurring villains or when its used against the pcs....ouch. Still DC 15, pretty much only fail front line guys on a 1. Could be powerful on a ranged weapon. Maybe +2d6 negative energy?

Technik
 

Technik4 said:
+1 Flaming Shock Acid Longsword

This is not explicitly allowed within the rules. SKR believes you should be able to do this. The Sage does not.

Technik4 said:
There is nothing in the rules against putting more than 1 of the +1d6 enhancements on a weapon.

There is nothing that says you can either.

Technik4 said:
Personally, because the DC is so low, I do think its weak, so Im not sure what you were getting at in your reply, it seems we are in agreement.

Yes, we agree. I was just affirming your opinion.

Technik4 said:
Perhaps the +4 version should be permanent str damage?

Absolutely. The only difference between ability damage and temporary ability damage is that the former is recovered slowly via natural healing and the latter is recovered immediately when the duration of the effect ends. Ability drain (which is what I think you might be confusing with "permanent" ability damage) is truly permanent, but neither of the aforemention are.
 
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Fairly certain in one of the WotC modules there was a flaming shock weapon of some sort, seemed to open the gates for me and my friends. Usually if there isnt an explicit wording saying you can't and something works, its allowable. IE- There is nothing that says you can't have a flaming keen longsword, and while there is nothing explicitly saying you can, everyone does. Logic follows it would be the same with any enchantment. If the core books had to explicitly state everything you "can" do, they woulda been more than $20 ;)

I meant drain when I said permanent, thanks for clarifying though.

Technik
 

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