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Homebrew magic weapon enchants - minor & lesser elemental imbues

Kalendraf

Explorer
I've recently begun DM'ing a new campaign which has a low-magic aspect to it. One of the things I'd like to introduce is the concept of "lesser imbues" on magic weapons. Primarily I'm looking at modifying the elemental imbues to only provide 1 point or 1d4 points instead of the normal 1d6 that a flaming, shocking or freezing weapon would normally gte.

I can not take sole credit for this idea, as such types of enchantments are readily found in games like Neverwinter nights. For example, a hammer that is +1 to hit, and adds 1 point of cold damage, or a +1 sword (astral blade) that deals 1d4 sonic. I think having other ranges than just the standard 1d6 adds a lot of flavor as well as allowing a DM to hand out slightly weaker magic items that the party will still find useful.

My problem is determing a fair cost as well as finding a way to keep things in check from a rules stand point. For the rules, I am considering the following:

Elemental Imbue, Minor - Only a non-magical mastercraft weapon may be enchanted with this enchantment. The imbue causes 1 additional point of fire, cold, electrical, acid or sonic damage on a successful hit with the weapon. In the case of ranged weapons, this bonus is imparted to the projectile. Projectiles may also be enchanted with this. In the case where both the ranged weapon and ammo is enchanted, the bonuses do not stack, and the lowest level elemental imbue is lost. (For example, a flaming +1 bow w/ minor sonic arrows - the minor sonic part is not applied on a hit). In order to add this enchantment to the weapon, the caster must have a spell able to deal the kind of elemental damage being added. No more than 1 minor or lesser imbue may exist on a weapon. In the future, if the caster wishes to upgrade the weapon enchantment, they can apply half the cost of the minor imbue towards the lesser or regular elemental imbue. Thus a mastercraft sword enchanted with a minor fire imbue would be somewhat cheaper to turn into a +1 flaming sword. If any other kind of elemental enchantment is added instead, the minor imbue is dispelled by it. Minimum caster level: 3

Elemental Imbue, Lesser - Similar to minor elemental imbue. Only a +1 magical weapon may be enchanted with this imbue. If the weapon previously had a minor imbue, that may be credited toward the cost of crafting. In the future, the item may be upgraded to a regular elemental imbue, and half the cost of the lesser imbue may be applied toward the cost of crafting. Items enchanted with a lesser imbue add 1d4 elemental damage. Minimum caster level: 6

One of my biggest concerns relates to balancing the cost of these enchantments. I think a fixed cost would be best, given the way they will help reduce the price of enchanting a regular elemental weapon. 3.5 rules introduced the idea of fixed costs, so this isn't out of line. A +1 weapon is 2K+ and an elemental one would be costed as a +2 weapon, or 8K+. So in the simplest case, spending 6K winds up getting a d6 of elemental damage. I was thinking of having the minor imbue cost 1750 gold, and the lesser imbue cost 4500 gold.

The 1750 gold cost seems balanced to me, since in many cases, a +1 magical sword vs. a mastercraft sword dealing 1 point of elemental damage are going to behave very similarly in many encounters. However, the elemental weapon will be slightly less useful against monsters with elemental resistance or against creatures with immunity to all but true magic weapons.

I'd appreciate any feedback on this idea of minor and lesser elemental imbues.
 

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IMC, I gave a ranger a scimitar of minor flaming. It did +1d3 fire damage and cost 1000 gp. I had it dissipate when the weapon recieved a special ability. Those costs you listed seem a tad high. And elemental weapons aren't +2, they're +1.
 
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Monte Cook had a cool idea In his Book Of Eldritch Might III. +1/2 enhancements. One example that I liked was the creature detecting weapon it had a +1/2 enhancement and it glowed when within 60 of a specific creature type.

In the book it says to pair 2 +1/2 enhancements so that you get the equiviebt of +1. But perhaps you could have the table go up by 1/2

+1 2,000
+1.5 5,000
+2 8,000
+2.5 13,000
+3 18,000
etc.

I'd say make the weapon do +1d3 damage for a +1/2 enchantment. I'd give the ability to upgrade to the regular +1 enhancement, for +1d6 of the same elemental damage for an additional +1/2
 
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John Q. Mayhem said:
Those costs you listed seem a tad high. And elemental weapons aren't +2, they're +1.

The minimum elemental weapon is a +1 weapon w/ an elemental imbue which costs the same as a +2 weapon. (Unless this is something that changed in 3.5 that I'm not aware of.) So basically, the cheapest elemental weapons are always 8K+. I was hoping to have a way for players to pay slightly less than this and still have some elemental bonus on the weapon.

The prices do seem high at first, but when you compare them to other items they seem much more in line. For example...

MW Weapon w/ Minor Imbue (+1 to hit, +1 elemental damage) Cost: 1750+300+weapon = 2050+

+1 Weapon (+1 to hit, +1 damage) Cost: 2000+300+weapon = 2300+

+1 Weapon w/ minor imbue (+1 to hit, +1 damage, +1 elemental damage) Cost: 1750+2000+300+weapon = 4050+

+1 Weapon w/ lesser imbue (+1 to hit, +1 damage, +1d4 elemental damage) Cost: 2000+4500+300+weapon = 6800+

+1 Weapon w/ elemental damage (+1 to hit, +1 damage, +1d6 elemental damage) Cost: 8000+300+weapon = 8300+


So the minor and lesser imbues offer some additional price points in between the normal 2K and 8K weapon costs which is one of the goals I have.
 

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