Elemental weapons

aco175

Legend
I figured somebody here can help me out with something I'm working on. My idea is to have a weapon that does just energy damage without actual weapon damage. Sort of like a lightsaber, but I was going for the sun sword in the old futureistic cartoon, which I forgot the name of.

My first idea was to have just a sword handle that you could create a semi-solid 'sword' from one of the elements. I was thinking of just having each do 1d6 damage. They would make good, light, one-handed weapons. I might throw off things for damage and small characters though. Also, I was thinking you could enchant them with only the same sub-type as what they are, so you could not have both fire and cold weapon. I also wanted to make them just the cost of a masterwork item and not the full +1 cost, but now I see that for the +1 cost you do 2d6 damage. But, I guess a +1 flamming longsword does 1d8 and 1d6, so that might be ok.

What about a feat or some spells that boost the base damage?

Cheers.
 

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Are you looking for these weapons to be able to be enchanted further, ei with wounding or +2? if not then I would recommend the 2d6 damage for fire, cold, and electricity, and 2d4 damage for acid. As for price goes thats tricky, look around some other source books, especially planar ones you might find what your looking for.
 

I threw something similar on the table of my gaming group. It made no sense to me that weapons had to be enchanted first before being able to add an elemental damage type. For me it was one and the same.

My DM actually considered it, but then vetoed the idea. There are too many creatures out there that are susceptible to fire damage. DR vs special quality (be it magical or material) in 3.5 is quite a major thing.

It was basically felt to be too unbalancing to have a weapon that could potentially bypass DRand/or add damage at low levels (considering the cost of magic items.)

That said I have not given up on the idea, and may implement something like that in an game I DM in the future (which will be set in a homebrew world - something like this in a standard D&D setting like FR would be quite out of the idea. I can imagine the Trollmoors being overrun quite easily like this.) You may need to re-jig creatures that you throw at the party, so that the challenge does not go out the window when they face off.

Lowering costs however puts this in a different ballpark. I would keep cost pretty much as standard. Unless you are looking to run a highpowered campaign this really would be too unbalancing.


My two centavos.
 

Ahh, Thundarr the Barbarian is the show you were thinking of; Thundarr wields the sun sword. ..........I watched too many cartoons as a child. :-/

One thing to think about, is that the Brilliant Energy quality of some magic weapons (in the DMG) is given a market price equivalent of +4 or so, and an energy blade that ignores armor or natural armor AC bonuses should not be available any cheaper than getting the Brilliant Energy quality. Now, the BE quality may be more worthy of a +3 equivalency or, I daresay, perhaps a mere +2 equivalency, but you can houserule that if you want, and there should be no alternative any cheaper than that magic weapon quality. So if you make a magic weapon type that uses a blade of energy, make sure that it counts as a physical weapon for purposes of armor, natural armor, and the like, even if it retains other energy capabilities. It may still be able to set things on fire, cut through trolls' regeneration, bypass DR X/+X and DR X/silver or DR X/magic, etc., as normal for an energy effect.

The stuff I'm going to suggest is based on the utility of having an always-available energy weapon as opposed to a physical blade, even if it is impeded normally by armor and natural armor, et al. A +1 steel short sword is going to generally be less effective/useful than a short sword with a blade of fire. Getting energy weapons that deal greater damage than a short sword should cost a lot more because it costs quite a bit to get a magic enhancement bonus to attack and damage.

Anyway, I suppose you could make a Wondrous Item called, for instance, an Energy Hilt. Give it a market value of 3,000 GP, and caster level of 3rd. Energy Hilts have an aura of evocation magic when viewed with Detect Magic. The Energy Hilt appears to be a finely-wrought sword hilt, with a jeweled pommel and a similar gemstone embedded in the center of the handguard, but no actual blade attached. When the command word is spoken, the gemstone in the handguard glows and projects a sword-shaped beam of energy 2 feet long, which is semisolid but spongy and penetrable (like a Flaming Sphere spell effect). The type of energy can be either acid, cold, electricity, fire, or sonic, which can be identified by what sort of gemstone is built into the Energy Hilt; a green emerald projects acidic energy, a blue sapphire projects cold, an amber projects electricity, a red ruby projects fire, and a clear topaz projects shimmering sonic energy. Replacing the original gemstone with a different type, or with no gemstone, prevents the Energy Hilt from functioning. Speaking the command word again dissipates the energy beam.

However, as long as the energy beam is active, the Energy Hilt may be wielded exactly as though it were a short sword, in every way except as follows. Its normal damage is the appropriate energy type instead of being physical damage, so it is neither bludgeoning, nor slashing, nor piercing. As immaterial energy, the Energy Hilt's blade ignores any Strength modifiers to damage, Power Attack modifiers to damage, and any modifiers that are dependent on (or specifically function like) a Strength or Power Attack damage modifier. The Energy Hilt, as with many other magic items, resizes to fit the user, so a wielder who is Medium-sized uses the Energy Hilt as a Medium short sword, whereas a Gargantuan wielder uses the Energy Hilt as a Gargantuan short sword. While the blade itself is weightless, the Energy Hilt itself weighs as much as a full, normal short sword of the appropriate size.

Though the Energy Hilt projects a blade of energy to strike foes and objects with, the blade of an Energy Hilt is still partially physical, semisolid energy, so it does not normally bypass any particular bonuses to the Armor Class of a victim, unlike a Brilliant Energy magic weapon. However, as normal for certain energy types, a blade of fire or electricity can set objects aflame, a blade of acid or electricity or fire deals half damage to objects, and a blade of cold energy deals one-quarter damage to objects, for instance. The blade of an Energy Hilt of fire or electricity generates light equivalent to a torch, while a sonic blade from an Energy Hilt generates a quiet humming noise equivalent in intensity to a human talking normally. Damage from the Energy Hilt's blade is treated as energy for other intents and purposes, such that an Energy Hilt with a blade of fire is ineffective against a creature with Fire Immunity, and Sonic Resistance applies against any sonic blade from an Energy Hilt, while Damage Reduction 5/silver does not hinder the blade of an Energy Hilt.

An Energy Hilt can receive enhancements, special abilities, and spell effects as though it were originally a masterwork short sword (it is not otherwise masterwork, however). The normal rules for such matters apply, and since the Energy Hilt does not deal the same types of damage as an actual short sword, it cannot benefit from the Keen or Vorpal qualities, for instance. Energy Hilts can receive and benefit from the Briliant Energy quality as normal for a magic weapon (they simply do not gain its benefits for free, despite their blades of energy). Likewise, since the Energy Hilt has a blade of only semisolid energy, it does not significantly benefit from the hilt being made with special materials like adamantine, alchemical silver, cold iron, darkwood, mythril, or the like; however, the hilt itself still benefits from such materials if made of them, though it provides no benefit for use in combat (aside from the hilt being harder to break if made of adamantine, for instance). If the Energy Hilt itself is made of mythril or darkwood, it weighs appropriately less. The Energy Hilt's default size is that of a short sword's hilt for a Medium-sized wielder, and it reverts to this size if unsheathed and unattended for 1 minute; its default weight is equal to that of a Medium shortsword as well, and these defaults are used for purposes of determining how expensive it is to make the hilt out of a special material.

Energy Hilts can also be built or found as Greater or True versions, which are larger and more powerful, though more rare. A Greater Energy Hilt is effectively like a longsword instead of a short sword, projecting an energy beam of 3 feet in length, while a True Energy Hilt is effectively like a greatsword instead of a short sword, projecting an energy beam 4 feet long. Greater Energy Hilts have a market price of 10,000 GP and a caster level of 6th, while True Energy Hilts have a market price of 22,000 GP and a caster level of 9th.
 
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That's what I was going for. Thank you.

My original idea was to have something I could give to starting characters as bonus equipment. I wanted to use the weapons as part of a PrC that would allow the user to add abilities to the weapon, but I wanted them to have a basic weapon to start off with. Maybe it is a bit much for 1st level characters. If they take the PrC I can always have something where they get their weapon enchanted with one of the elements as part of joining, or even make it part of the requirements to join.

I like the way you have the weapon as a wondrous item and not as a weapon. Would this negate the chance of having weapon abilities added to it, you have it as it can. Maybe you can have the basic weapon re-enchanted into one of the more powerful ones.

My intent was not to have the weapon bypass any DR, except for that type of energy, making it better against some, but worthless against others. I has it as a semi-solid force so that it would not bypass armor and other enchantments, I never thought about it affecting objects.

I still think that I can use something along these lines, it even for the ability to hide them from others. I would say the hilt would be similar to a dagger for purposes of hiding it. The utility of having something with, say fire, would come in handy in many places. The cost being in the middle of a +1 and +2 weapon makes sense as well.
 

Without having read the previous responses to this post, I'll say that Dragonstar has an order of paladins who use a weapon called a sunsword. It's a beam of plasma, a lot like a lightsaber. It's a one-handed weapon and deals 2d6 fire damage (normal sword crit) and it sheds light. But, most importantly, it ignores the first 10 points of armor bonus, natural armor bonus, or hardness of anything it hits. It was pretty expensive (but not a magic item- this was a futuristic game. Even though it may have involved magic on some level).
 

Excellent work Arkhandus, mind if I steal it?

Yeah, Thundarr the Barbarian. It shows up on Boomerang fairly often. And has a wacky webpage (http://www.thundarr.com/) devoted to it. Back in my younger days, I considered running a Thundarr-styled campaign . . . Ah, the follies of youth.
 
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