Immortal's Handbook continuation thread

Just some ideas from Denmarkia. Since im not the most well-informed person out there, I don't know if any of these effects have already been invented.

MAGIC DISSOLVING
Each hit causes an effect equal to that of Dispel Magic. Using the wielders caster level to determine the effect, the target is affected as by a Dispel Magic targeting the highest level spell on the person. It can also be used on people who wish to get rid of a negative-effect spell, even though it be used to dispel anything but the highest level spell affecting the target (the wielder rolling a dice to determine which spell is dispelled, in case of more spells of the same level affecting the person).

Greater Magic Dissolving affects it's target on all hits
Equal to a +4 bonus

Lesser Magic Dissolving only affects it's target on critical hits
Equal to a +2 Bonus

GOD-HATER
A person suffering a critical by the weapon gains spell resistance 35 against divine magic for the next 1d6+1 rounds. Any divine spells already in effect have to penetrate the spell resistance or be dispelled. This means that not even healing spells or potions can be used. If the target is a divine spellcaster, he has to penetrate the spell resistance when casting spells himself, even if the spells aren't cast on himself. GOD-HATING weapons cause 2d6 points of extra damage against any kinds of Outsiders, including demi-gods, deities and avatars.
The wielder of GOD-HATING weapons takes 1d4 points of damage / spell level from any divine spell cast on him, both harmful and beneficial spells. Thus, Cure Light Wounds would heal 1d8+CL hit points, but cause 1d4 points of damage as well.

God-Hater counts as a +3 bonus


JESTER
A JESTER weapon is blessed by the gods of humour. Any time a person makes a fumble while wielding a JESTING sword, he is healed of 1d8+5 points of damage as the gods of laughter and joy bless him for lightening up their day. This effect of a JESTING weapon only happens when the wielder is fighting opponents for real. It doesn't occur when undertaking friendly training fights with allies.

Jester counts as a +1 bonus



Im not sure about the effective + bonusses. Im not good at that part of creating magical items (and I hardly care when creating some for my players).
 

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What about....

Greater Shredding
Melee weapons only. For every attack made with the weapon, make an additional attack at your highest base attack bonus.

Nullification
Anyone who takes a successful hit from a Nullification weapon must make a will save (DC 10 + wielder's cha mod + 1/2 wielder's level) or have all single-target spells currently affecting them dispelled, have all magic items on their person permanently drained, and lose all spellcasting/spell-like abilities permanently (as if successfully disjoining an artifact and being very unlucky).

Although I can't imagine you not coming up with the last one already. ;)

--Impeesa--
 

Bonjour mon ami! :)

Gez said:
Each of these enchantment deal +1d6 point of energy damage (fire, cold, electricity, acid and sonic respectively) and that is not multiplied by critical hits.

That's why I said energy damage costed +1 per d6.

Now, maybe the ELH changed that for energy damage that can be stacked ad infinitum rather than being taken only once.

Not necessarily but I think that the energy damage actually multiplying on a critical is pertinent.

Gez said:
But IMO, a dagger that would give a rogue wielder +1d6 of sneak attack damage would be extra-weak, as it would be limited by class, nature of the opponent, and circumstance of combat (people tend to forget concealment negates sneak attack, even if you're not immune to it). That's why I stay by my +2d6 sneak attack damage for a +1 ability.

I am sceptical about making the damage more than (or even the same as) a Bane weapon, though perhaps this should be investigated further...
 

Re: Face-seeking weapons

Hi Bjorn mate! :)

Bjorn Doneerson said:
Forgive me in advance, I'm not good with mechanics, so...yeah...

Are you an alias for Skip Williams? :p

Bjorn Doneerson said:
Face-Seeking
On a critical hit, instead of dealing damge, the weapon causes the opponent to lose an amount of charisma equal to the damage the weapon would've dealt had it not been a critical.
i.e. face seeking greatsword: on a critical the attackee loses 2d6 cha.

Did that make any sense at all? Is it any good...

Well as Gez points out Charisma is not necessarily beauty. Also its generally not a good idea to tie a weapons abilities to the amount of damage it deals (since then you have the problem of the effect meaning different things to different weapons).

I have some ability score draining variants in the Immortals Handbook though; so you could technically say I already have the above ability catered for...in a variety of different flavours too. ;)
 
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Re: Re: Re: Armor enchantments!

Upper_Krust said:
Hi Knight Otu mate! :)
What happened to your link to the Perry Rhodan thread mate?

You mean the one in my sig? It's still there, I just chose to turn it off for this post.

I guess I should dig up the list of powers that the Suits had. :D
Remember the one which doubled learning speed? ;)
 

Hi there Clay_More! :)

Clay_More said:
Just some ideas from Denmarkia.

Hey! The more the merrier! :D

Clay_More said:
Since im not the most well-informed person out there, I don't know if any of these effects have already been invented.

A quick glance tells me that I haven't seen any of them before. :)

Clay_More said:
MAGIC DISSOLVING
Each hit causes an effect equal to that of Dispel Magic. Using the wielders caster level to determine the effect, the target is affected as by a Dispel Magic targeting the highest level spell on the person. It can also be used on people who wish to get rid of a negative-effect spell, even though it be used to dispel anything but the highest level spell affecting the target (the wielder rolling a dice to determine which spell is dispelled, in case of more spells of the same level affecting the person).

Greater Magic Dissolving affects it's target on all hits
Equal to a +4 bonus

Lesser Magic Dissolving only affects it's target on critical hits
Equal to a +2 Bonus

I am not sure I would use the wielders caster level; more likely the creators caster level.

Clay_More said:
GOD-HATER
A person suffering a critical by the weapon gains spell resistance 35 against divine magic for the next 1d6+1 rounds. Any divine spells already in effect have to penetrate the spell resistance or be dispelled. This means that not even healing spells or potions can be used. If the target is a divine spellcaster, he has to penetrate the spell resistance when casting spells himself, even if the spells aren't cast on himself. GOD-HATING weapons cause 2d6 points of extra damage against any kinds of Outsiders, including demi-gods, deities and avatars.
The wielder of GOD-HATING weapons takes 1d4 points of damage / spell level from any divine spell cast on him, both harmful and beneficial spells. Thus, Cure Light Wounds would heal 1d8+CL hit points, but cause 1d4 points of damage as well.

God-Hater counts as a +3 bonus.

Very interesting. Reminds me of a lesser version of my "Unfading" ability in that the damage would be 'temporarily' permanent...if thats not an anachronism. ;).

Clay_More said:
JESTER
A JESTER weapon is blessed by the gods of humour. Any time a person makes a fumble while wielding a JESTING sword, he is healed of 1d8+5 points of damage as the gods of laughter and joy bless him for lightening up their day. This effect of a JESTING weapon only happens when the wielder is fighting opponents for real. It doesn't occur when undertaking friendly training fights with allies.

Jester counts as a +1 bonus

Interesting idea on multiple levels. Perhaps a little lightweight for my purposes, but its definately given me ideas. I can't believe I missed using the 'miss' mechanic for any of my weapons. DOH! :o

Clay_More said:
Im not sure about the effective + bonusses. Im not good at that part of creating magical items (and I hardly care when creating some for my players).

Don't worry about that! The original idea is the most important thing; the mechanics can always be tinkered with later. :)
 

Hi Impeesa mate! :)

Impeesa said:
What about....

Greater Shredding
Melee weapons only. For every attack made with the weapon, make an additional attack at your highest base attack bonus.

You mean its like doubling your attacks. I'm not sure if this is a plausible. Its a lot like the problems you face when you make the weapon damage relative to the ability. Here you are making # attacks relative to your additional # of attacks.

Such a weapon is impossible to rate.

However, I do have a speed related wepon ability called "Mercurial" in the Immortals Handbook I think people will like. ;)

Impeesa said:
Nullification
Anyone who takes a successful hit from a Nullification weapon must make a will save (DC 10 + wielder's cha mod + 1/2 wielder's level) or have all single-target spells currently affecting them dispelled, have all magic items on their person permanently drained, and lose all spellcasting/spell-like abilities permanently (as if successfully disjoining an artifact and being very unlucky).

Although I can't imagine you not coming up with the last one already. ;)

Actually the above seems more like a converging of two abilities I determined "Dreaming" and "Unmaking".


Isn't it amazing that within this thread alone we have created more Armour and Weapon Ability ideas than exist in the Epic Level Handbook! I definately think the Magic Items section was the weakest chapter of that book.
 

Re: Armor enchantments!

Hi Knight Otu mate! :)

Knight Otu said:
You mean the one in my sig? It's still there, I just chose to turn it off for this post.

Seeking to bamboozle me eh!? :p

HALUTANS RULE! :D

Knight Otu said:
I guess I should dig up the list of powers that the Suits had. :D

Remember the one which doubled learning speed? ;)

I can't imagine where I got "Learning" Armour from! :o
 

Well, I think such an ability as JESTER should be easy to make more powerful. Make it more hitpoints cured, perhaps other things that happen when someone fumbles. Depending on what fumble rules you use, you could have different effects according to how "much" you fumbled.
 

Flaming/Shocking/Freezing/Caustic/Screaming Armor
Elemental armors inflict 1d4 of the relevant damage type to anyone who successfully strikes the wearer with a melee attack without a reach weapon. +1.

Burst versions do not exist. 2d4 damage is +3, 3d4 damage is +5, 4d4 is +7... And so on.
 

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