Hey guys, i have been thinking, The DM's Guide is not that expanded on different weapon and armor enchantments. Sure there a good many, but there could be more. List some of your ideas for armor and weapons giving them the proper enchantment modifer afterwords. Here is some of mine, i can think of off the top of my head.
Mage Bitting: +2 Enchantment.... Can only be put on a melee weapon. When damage is dealt to a spellcaster with this enchantment on it, the mage must make a successful will save or lose one of his highest level spells for the day. (Same process of a negative level, with out bestowing a negative level)
Vamperic: +3 Enchantment:.... Can only be put on a melee weapon. When damage is dealt to any living creature with this weapon, that person/creature takes an additional 1d6 points of negative energy damage. The weilder of the weapon an amount of healt rolled by the vamperic damage dice. So if the weilder rolls a 6 for damage, he gains 6 temporary hp. These hp last for 1 hour.
Cauderizing: +1 Enchantment.... Can be put on any weapon except for bows and crossbows, may be applied to arrows (50 at a time). The damage dealt from these weapons prevent the damage from being healed by the super natural ability fast healing. The creature can heal points from other sources of damage, but must heal damage from a Cauderizing weapon through rest or some form of alterior magic, aka a potion of cure light/or a heal spell.
Deadlier Blows: +1 Enchantment.... This enchantment increases the crit modifier of the weapon by 1. So a long sword usually crits x2, with this enchantment, it crits x3.
Vanishing: +5 Enchantment.... If a critical hit is scored with this weapon, the weilder may opt to for go any damage dealt and have the opponent teleported to anywhere on the material plane, ie over the middle of the ocean. The opponent is allowed a will save DC 26 to avoid such a fate. If the save is made, then damage is rolled as normal.
Alertness: +1 Enchantment... This enchantment is designed for each individual class of creatures... a sword of Dragon Alertness, Undead Alertness, Outsider Alertness... etc... If a creature of the chosen type is with in one mile of the weilder he will be notified that there is a creature of that type in the area. He will not know the location, direction etc. He also gains a +1 luck bonus to AC when facing that type of creature.
Mage Bitting: +2 Enchantment.... Can only be put on a melee weapon. When damage is dealt to a spellcaster with this enchantment on it, the mage must make a successful will save or lose one of his highest level spells for the day. (Same process of a negative level, with out bestowing a negative level)
Vamperic: +3 Enchantment:.... Can only be put on a melee weapon. When damage is dealt to any living creature with this weapon, that person/creature takes an additional 1d6 points of negative energy damage. The weilder of the weapon an amount of healt rolled by the vamperic damage dice. So if the weilder rolls a 6 for damage, he gains 6 temporary hp. These hp last for 1 hour.
Cauderizing: +1 Enchantment.... Can be put on any weapon except for bows and crossbows, may be applied to arrows (50 at a time). The damage dealt from these weapons prevent the damage from being healed by the super natural ability fast healing. The creature can heal points from other sources of damage, but must heal damage from a Cauderizing weapon through rest or some form of alterior magic, aka a potion of cure light/or a heal spell.
Deadlier Blows: +1 Enchantment.... This enchantment increases the crit modifier of the weapon by 1. So a long sword usually crits x2, with this enchantment, it crits x3.
Vanishing: +5 Enchantment.... If a critical hit is scored with this weapon, the weilder may opt to for go any damage dealt and have the opponent teleported to anywhere on the material plane, ie over the middle of the ocean. The opponent is allowed a will save DC 26 to avoid such a fate. If the save is made, then damage is rolled as normal.
Alertness: +1 Enchantment... This enchantment is designed for each individual class of creatures... a sword of Dragon Alertness, Undead Alertness, Outsider Alertness... etc... If a creature of the chosen type is with in one mile of the weilder he will be notified that there is a creature of that type in the area. He will not know the location, direction etc. He also gains a +1 luck bonus to AC when facing that type of creature.