Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
More Elemental Weapon Enchantments.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Spatzimaus" data-source="post: 783901" data-attributes="member: 3051"><p>You know you love 'em.</p><p></p><p>Okay, once upon a time (during one of the "Why can't I have a +1 Flaming Flaming Flaming Longsword?" threads), we came up with a set of Greater elemental enchantments. I'm just trying to make sure the final version is still balanced, so feedback would be appreciated.</p><p></p><p>Here's the summary:</p><p>> Straight damage, about 2.5 times as much as the usual +1 enchantment</p><p>> Always on, no command word needed</p><p>> the Burst effect</p><p>> it's a Light source!</p><p>> Some detrimental effect with DC 15 that doesn't stack with itself. Some Fort, some Reflex, some Will. You only have to make one save attempt per turn, even if you're hit multiple times with the weapon.</p><p></p><p>for a total cost of +4.</p><p></p><p>The long versions:</p><p></p><p>GREATER FLAMING. A Greater Flaming weapon glows orange-red (light source as a torch), as if it were just pulled out of a forge. It deals 2d8 fire damage on a successful hit without the need for a command word. On a critical hit the flames intensify, adding an additional 1d10 fire damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon catches on fire, taking 1d6 fire damage in each subsequent round until they can make a Reflex save (DC 15), to put the fire out. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Fire damaging spell or power of 6th level or higher; Market Price: +4 bonus. (Note: The burning damage, and the Reflex saves to avoid it, start on the next round, and is non-magical.)</p><p></p><p>GREATER FROST. A Greater Frost weapon glows white (light source as a torch), and appears to be carved from ice. It deals 2d8 cold damage on a successful hit without the need for a command word. On a critical hit the cold intensifies, adding an additional 1d10 cold damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon freezes (as if under the effects of Slow for one round) unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Cold damaging spell or power of 6th level or higher; Market Price: +4 bonus</p><p></p><p>GREATER SHOCKING. A Greater Shocking weapon appears to have charges of electricity arcing over its surface (light source as a torch). It deals 2d8 electrical damage on a successful hit without the need for a command word. On a critical hit the electricity intensifies, adding an additional 1d10 electical damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon becomes Shaken (-2 morale penalty on attack rolls, weapon damage, and saving throws) for one round unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Electric damaging spell or power of 6th level or higher; Market Price: +4 bonus</p><p></p><p>GREATER ACIDIC. A Greater Acidic weapon appears to be dripping glowing green acid (light source as a torch). It deals 1d4 acid damage for 4 rounds on a successful hit without the need for a command word; the damage from multiple hits stacks. On a critical hit the damage increases one size (1d6 for a x2 weapon, 1d8 for a x3 weapon, 1d10 for a x4 weapon); the duration remains 4 rounds. Anyone struck by such a weapon becomes Nauseated (you may only take a Move-Equivalent Action during your turn; attacks and spellcasting are not allowed) for one turn unless they make a Reflex save (DC 15) to scrape it off quickly. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Acid damaging spell or power of 6th level or higher; Market Price: +4 bonus</p><p></p><p>GREATER SONIC. A Greater Sonic weapon glows blue (light source as a torch) and vibrates slightly. It deals 2d6 sonic damage on a successful hit without the need for a command word. On a critical hit the weapon vibrates with energy, adding an additional 1d6 sonic damage (2d6 for a x3 weapon, 3d6 for a x4). Anyone struck by such a weapon becomes Deafened for one minute unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Sonic damaging spell or power of 6th level or higher; Market Price: +4 bonus</p><p></p><p>GREATER CHARGED. A Greater Charged weapon glows yellow (light source as a torch). It deals 1d12 psychic damage on a successful hit without the need for a command word. On a critical hit the damage die increases (to 1d20 for a x2 weapon, 2d12 for a x3 weapon, 1d20+1d12 for a x4 weapon). Anyone struck by such a weapon becomes Fatigued (-2 STR, -2 DEX, cannot run or charge) for one minute unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster level: 12th; Prerequisites: Craft Magic Arms and Armor, any Concussion power of 6th level or higher or Mind Blast; Market Price: +4 bonus</p><p></p><p>Anyway, it's long, but a lot of it is just the standard redundant disclaimer stuff. Any opinions on the balance?</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 783901, member: 3051"] You know you love 'em. Okay, once upon a time (during one of the "Why can't I have a +1 Flaming Flaming Flaming Longsword?" threads), we came up with a set of Greater elemental enchantments. I'm just trying to make sure the final version is still balanced, so feedback would be appreciated. Here's the summary: > Straight damage, about 2.5 times as much as the usual +1 enchantment > Always on, no command word needed > the Burst effect > it's a Light source! > Some detrimental effect with DC 15 that doesn't stack with itself. Some Fort, some Reflex, some Will. You only have to make one save attempt per turn, even if you're hit multiple times with the weapon. for a total cost of +4. The long versions: GREATER FLAMING. A Greater Flaming weapon glows orange-red (light source as a torch), as if it were just pulled out of a forge. It deals 2d8 fire damage on a successful hit without the need for a command word. On a critical hit the flames intensify, adding an additional 1d10 fire damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon catches on fire, taking 1d6 fire damage in each subsequent round until they can make a Reflex save (DC 15), to put the fire out. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Fire damaging spell or power of 6th level or higher; Market Price: +4 bonus. (Note: The burning damage, and the Reflex saves to avoid it, start on the next round, and is non-magical.) GREATER FROST. A Greater Frost weapon glows white (light source as a torch), and appears to be carved from ice. It deals 2d8 cold damage on a successful hit without the need for a command word. On a critical hit the cold intensifies, adding an additional 1d10 cold damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon freezes (as if under the effects of Slow for one round) unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Cold damaging spell or power of 6th level or higher; Market Price: +4 bonus GREATER SHOCKING. A Greater Shocking weapon appears to have charges of electricity arcing over its surface (light source as a torch). It deals 2d8 electrical damage on a successful hit without the need for a command word. On a critical hit the electricity intensifies, adding an additional 1d10 electical damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon becomes Shaken (-2 morale penalty on attack rolls, weapon damage, and saving throws) for one round unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Electric damaging spell or power of 6th level or higher; Market Price: +4 bonus GREATER ACIDIC. A Greater Acidic weapon appears to be dripping glowing green acid (light source as a torch). It deals 1d4 acid damage for 4 rounds on a successful hit without the need for a command word; the damage from multiple hits stacks. On a critical hit the damage increases one size (1d6 for a x2 weapon, 1d8 for a x3 weapon, 1d10 for a x4 weapon); the duration remains 4 rounds. Anyone struck by such a weapon becomes Nauseated (you may only take a Move-Equivalent Action during your turn; attacks and spellcasting are not allowed) for one turn unless they make a Reflex save (DC 15) to scrape it off quickly. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Acid damaging spell or power of 6th level or higher; Market Price: +4 bonus GREATER SONIC. A Greater Sonic weapon glows blue (light source as a torch) and vibrates slightly. It deals 2d6 sonic damage on a successful hit without the need for a command word. On a critical hit the weapon vibrates with energy, adding an additional 1d6 sonic damage (2d6 for a x3 weapon, 3d6 for a x4). Anyone struck by such a weapon becomes Deafened for one minute unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Sonic damaging spell or power of 6th level or higher; Market Price: +4 bonus GREATER CHARGED. A Greater Charged weapon glows yellow (light source as a torch). It deals 1d12 psychic damage on a successful hit without the need for a command word. On a critical hit the damage die increases (to 1d20 for a x2 weapon, 2d12 for a x3 weapon, 1d20+1d12 for a x4 weapon). Anyone struck by such a weapon becomes Fatigued (-2 STR, -2 DEX, cannot run or charge) for one minute unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster level: 12th; Prerequisites: Craft Magic Arms and Armor, any Concussion power of 6th level or higher or Mind Blast; Market Price: +4 bonus Anyway, it's long, but a lot of it is just the standard redundant disclaimer stuff. Any opinions on the balance? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
More Elemental Weapon Enchantments.
Top