This idea was inspired by this thread:
http://www.enworld.org/forum/genera...gic-items-wizards-coast-cannot-publish-9.html
where people were complaining about magic items only having one power. So I came up with a way to give magic items multiple powers. The system below works for the "big three" - weapon, armor, neck slot item.
Steps:
Choose Base Items: Choose the base item (a weapon type, armor type, or neck slot item.)
Choose Magical Enchantments: Choose any number of magical enchantments to put on the level. A magical enchantment is any existing magical item that can be applied to the base item type that you choose. Each enchantment has two variables that can be determined from its stat block:
Minimum enhancement bonus (MEB): The minimum enhancement bonus that that item is available at. This is easy to see by just looking at what enhancement bonuses you can get in the stat block.
Level cost (LC): The number of levels a magic item of that type is above a normal magical item with that enhancement bonus and no other properties (5n-4 where n is the enhancement bonus.) All the given items have LC from 0 to 4.
For example, the Dragonslayer Weapon (PHB 233) has MEB=2 and LC=3. The Vorpal Weapon (PHB 236) has MEB=6 and LC=4.
Choose Enhancement Bonus: Choose the enhancement bonus of the item. The enhancement bonus you choose must be at least as high as the highest MEB of all the enchantments you chose.
Determine Properties: The weapon has all the properties and powers of each of the enchantments you selected. For enchantments that have different effects based on their level, the enchantment's effect is based on the item's enhancement bonuses (the levels given all correspond to the levels for the enhancement bonuses you can get that item at) regardless of the final level the item ends up at.
Critical Bonus Damage: For weapons, choose any of the critical bonus effects on any of the enchantments you chose to be the critical bonus damage. (Normally you will choose the highest damage one but sometimes there will be special effects on some of them that you would rather have instead).
Note that some enchantments have LC=0 because they have a special property or power which is balanced out by having no bonus critical damage (in contrast with the "vanilla" magic items that have +1d6 per plus critical damage). You can only have one of these enchantments on an item, and treat it as having LC=1 unless you choose to have no critical bonus effect.
Determine Level:
The level is determined as follows:
Start with (5n-4) where n is the enhancement bonus, for the base magical item. Then add in the LCs for each of the enchantments you put on, to get the final level.
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EXAMPLE:
Andrew the Dragon Slayer wants to have a sword which he can use to slay dragons but which is also useful against a wide variety of other monsters. He chooses a sword, and chooses the "Dragonslayer Weapon", "Flame Weapon", and "Frost Weapon" enchantments (PHB 233-234).
Dragonslayer Weapon has a MEB of 2, Flame Weapon has a MEB of 1, and Frost Weapon has a MEB of 1. This means he can choose any enhancement bonus from 2 on up. Since he's on a budget he chooses enhancement bonus 2.
He chooses the Dragonslayer Weapon's critical effect since it's better.
The level is calculated as follows:
Base +2 weapon = 6
Dragonslayer = +3 LC
Flame = +4 LC
Frost = +2 LC
Total = Level 15
Note that even though the overall weapon is level 15, he still only gets resist 5 from the Dragonslayer's property, since it's enhancement bonus is only +2, and the level 14 to get resist 10 corresponds to enhancement bonus +3.
So the overall weapon is:
Fire and Ice Sword of Dragonslaying +2
Level 15
Enhancement: +2 Attack and Damage Rolls
Critical: +2d8 damage; +2d12 against dragons
Property: Resist 5 against dragon breath
Powers:
(At-Will) Switch damage type to fire
(At-Will) Switch damage type to cold
(Daily) Deal extra 1d6 fire + 5 fire ongoing
(Daily) Deal extra 1d8 cold + slow (save ends)
(Note that the player could use both at-wills and have it do both fire and cold damage, and it would use the normal rules for multi-typed damage.)
http://www.enworld.org/forum/genera...gic-items-wizards-coast-cannot-publish-9.html
where people were complaining about magic items only having one power. So I came up with a way to give magic items multiple powers. The system below works for the "big three" - weapon, armor, neck slot item.
Steps:
Choose Base Items: Choose the base item (a weapon type, armor type, or neck slot item.)
Choose Magical Enchantments: Choose any number of magical enchantments to put on the level. A magical enchantment is any existing magical item that can be applied to the base item type that you choose. Each enchantment has two variables that can be determined from its stat block:
Minimum enhancement bonus (MEB): The minimum enhancement bonus that that item is available at. This is easy to see by just looking at what enhancement bonuses you can get in the stat block.
Level cost (LC): The number of levels a magic item of that type is above a normal magical item with that enhancement bonus and no other properties (5n-4 where n is the enhancement bonus.) All the given items have LC from 0 to 4.
For example, the Dragonslayer Weapon (PHB 233) has MEB=2 and LC=3. The Vorpal Weapon (PHB 236) has MEB=6 and LC=4.
Choose Enhancement Bonus: Choose the enhancement bonus of the item. The enhancement bonus you choose must be at least as high as the highest MEB of all the enchantments you chose.
Determine Properties: The weapon has all the properties and powers of each of the enchantments you selected. For enchantments that have different effects based on their level, the enchantment's effect is based on the item's enhancement bonuses (the levels given all correspond to the levels for the enhancement bonuses you can get that item at) regardless of the final level the item ends up at.
Critical Bonus Damage: For weapons, choose any of the critical bonus effects on any of the enchantments you chose to be the critical bonus damage. (Normally you will choose the highest damage one but sometimes there will be special effects on some of them that you would rather have instead).
Note that some enchantments have LC=0 because they have a special property or power which is balanced out by having no bonus critical damage (in contrast with the "vanilla" magic items that have +1d6 per plus critical damage). You can only have one of these enchantments on an item, and treat it as having LC=1 unless you choose to have no critical bonus effect.
Determine Level:
The level is determined as follows:
Start with (5n-4) where n is the enhancement bonus, for the base magical item. Then add in the LCs for each of the enchantments you put on, to get the final level.
-----
EXAMPLE:
Andrew the Dragon Slayer wants to have a sword which he can use to slay dragons but which is also useful against a wide variety of other monsters. He chooses a sword, and chooses the "Dragonslayer Weapon", "Flame Weapon", and "Frost Weapon" enchantments (PHB 233-234).
Dragonslayer Weapon has a MEB of 2, Flame Weapon has a MEB of 1, and Frost Weapon has a MEB of 1. This means he can choose any enhancement bonus from 2 on up. Since he's on a budget he chooses enhancement bonus 2.
He chooses the Dragonslayer Weapon's critical effect since it's better.
The level is calculated as follows:
Base +2 weapon = 6
Dragonslayer = +3 LC
Flame = +4 LC
Frost = +2 LC
Total = Level 15
Note that even though the overall weapon is level 15, he still only gets resist 5 from the Dragonslayer's property, since it's enhancement bonus is only +2, and the level 14 to get resist 10 corresponds to enhancement bonus +3.
So the overall weapon is:
Fire and Ice Sword of Dragonslaying +2
Level 15
Enhancement: +2 Attack and Damage Rolls
Critical: +2d8 damage; +2d12 against dragons
Property: Resist 5 against dragon breath
Powers:
(At-Will) Switch damage type to fire
(At-Will) Switch damage type to cold
(Daily) Deal extra 1d6 fire + 5 fire ongoing
(Daily) Deal extra 1d8 cold + slow (save ends)
(Note that the player could use both at-wills and have it do both fire and cold damage, and it would use the normal rules for multi-typed damage.)