Frog Dragon
2010-12-18, 04:51 PM
Looking at the rules for magic item creation, it seems to me that while you can indeed add crystals and such to items, there still aren't much ways to make interesting low level magic weapons that have the magic as a part of them, instead of as a switch-out crystal. I don't know how truly needed this is, but I felt like making these. Options = Good for me.
Lesser Enhancements
A lesser enhancement functions similar to any other weapon enhancement seen in the Dungeon Master's Guide. However, a lesser enhancement only needs the base weapon to be of masterwork quality, instead of having a full +1 magical enhancement bonus. Lesser Enhancements also all have a set price, and are fairly cheap.
Lesser enhancements also do not penetrate DR/Magic, unless specifically stated to do so.
Weapons
List of Lesser Enhancements
Name|Description|Price (GP)
Fire Touch|Weapon deals +2 Fire damage|1250
Electric Touch|Weapon deals +2 Electricity damage|1250
Cold Touch|Weapon deals +2 Cold damage|1250
Acid Touch|Weapon deals +2 Acid damage|1250
Sonic Touch|Weapon Deals +2 Sonic Damage|1500
Brave|Weapon grants bonuses vs Fear effects|1000
Magical|Weapon counts as magical|500
Sanctified|Weapon penetrates DR/Good|500
Desecrated|Weapon penetrates DR/Evil|500
Chaotic|Weapon penetrates DR/Chaos|500
Lawful|Weapon penetrates DR/Lawful|500
Reactive|Weapon grants +1 to Initiative|500
Locked|Weapon difficult to use without command word|500
Lesser Bane|Bonuses against a creature type|1000
Weapon Enhancements
Acid Touch
A weapon with the Acid Touch property deals an additional point of acid damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Acid Arrow, Acid Fog or Acid Breath (SC); Price +1250
Brave
A weapon with the Brave property grants a +4 bonus to all saves against Fear effects. A character may not have the benefit of more than one brave weapon at a time.
Faint E; CL 4, Craft Magic Arms and Armor and Remove Fear; Price +1000
Chaotic
A weapon with this property overcomes DR/Chaos.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-lawful; Price +500
Cold Touch
A weapon with the Cold Touch property deals an additional point of cold damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Chill Metal or Chill Touch; Price +1250
Desecrated
A weapon with this property overcomes DR/evil.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-good; Price +500
Electric Touch
A weapon with the Electric Touch property deals an additional point of electricity damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Shocking Grasp, Call Lightning or Lightning Bolt; Price +1250
Fire Touch
A weapon with the Fire Touch property deals an additional point of fire damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Heat Metal, Flame Blade, Fireball or Burning Hands; Price +1250
Lawful
A weapon with this property overcomes DR/Lawful.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-chaotic; Price +500
Lesser Bane
A weapon with this property functions like a Bane weapon. However, it only grants a +1 bonus to effective enchantment bonus against the selected creature type (thereby overcoming DR/Magic), and only a +1d6 to damage.
Faitn Conjuration; CL 5, Craft Magic Arms and Armor and Summon Monster I; Price +1000
Locked
A weapon with the Locked property inflicts a -2 penalty to all attack and damage rolls made with the weapon unless a command word is spoken by the wielder after bringing it to a position from where it may be drawn or attacked with.
Faint Abjuration; CL 3, Craft Magic Arms and Armor, Alarm; Price +500[/B]
Magical
A weapon with the Magical property counts as a magic weapon for the purpose of overcoming damage reduction.
Faint Evocation; CL 3, Craft Magic Arms and Armor, Magic Weapon; Price +500
Reactive
A weapon with this property grants a +1 to Initiative checks when kept on the body. A character may not have the benefit of more than one reactive weapon at a time.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Nerveskitter or Sign (SC); Price +500
Sanctified
A weapon with this property overcomes DR/good.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-evil; Price +500
Sonic Touch
A weapon with the Sonic Touch property deals an additional point of sonic damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Sonic Blast (SC); Price +1500
Note: Under this system, very low cost enchantments like Illuminating from MIC should be Lesser Enchantments.
So, here's a few. I welcome ideas for both names and the enhancements itself. I will likely make more, and make some for armors too. I just need ideas, which have been rather scarce recently, at least in my head.
Either way, I submit this for EACHing :smallsmile:
Lesser Enhancements
A lesser enhancement functions similar to any other weapon enhancement seen in the Dungeon Master's Guide. However, a lesser enhancement only needs the base weapon to be of masterwork quality, instead of having a full +1 magical enhancement bonus. Lesser Enhancements also all have a set price, and are fairly cheap.
Lesser enhancements also do not penetrate DR/Magic, unless specifically stated to do so.
Weapons
List of Lesser Enhancements
Name|Description|Price (GP)
Fire Touch|Weapon deals +2 Fire damage|1250
Electric Touch|Weapon deals +2 Electricity damage|1250
Cold Touch|Weapon deals +2 Cold damage|1250
Acid Touch|Weapon deals +2 Acid damage|1250
Sonic Touch|Weapon Deals +2 Sonic Damage|1500
Brave|Weapon grants bonuses vs Fear effects|1000
Magical|Weapon counts as magical|500
Sanctified|Weapon penetrates DR/Good|500
Desecrated|Weapon penetrates DR/Evil|500
Chaotic|Weapon penetrates DR/Chaos|500
Lawful|Weapon penetrates DR/Lawful|500
Reactive|Weapon grants +1 to Initiative|500
Locked|Weapon difficult to use without command word|500
Lesser Bane|Bonuses against a creature type|1000
Weapon Enhancements
Acid Touch
A weapon with the Acid Touch property deals an additional point of acid damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Acid Arrow, Acid Fog or Acid Breath (SC); Price +1250
Brave
A weapon with the Brave property grants a +4 bonus to all saves against Fear effects. A character may not have the benefit of more than one brave weapon at a time.
Faint E; CL 4, Craft Magic Arms and Armor and Remove Fear; Price +1000
Chaotic
A weapon with this property overcomes DR/Chaos.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-lawful; Price +500
Cold Touch
A weapon with the Cold Touch property deals an additional point of cold damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Chill Metal or Chill Touch; Price +1250
Desecrated
A weapon with this property overcomes DR/evil.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-good; Price +500
Electric Touch
A weapon with the Electric Touch property deals an additional point of electricity damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Shocking Grasp, Call Lightning or Lightning Bolt; Price +1250
Fire Touch
A weapon with the Fire Touch property deals an additional point of fire damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Heat Metal, Flame Blade, Fireball or Burning Hands; Price +1250
Lawful
A weapon with this property overcomes DR/Lawful.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-chaotic; Price +500
Lesser Bane
A weapon with this property functions like a Bane weapon. However, it only grants a +1 bonus to effective enchantment bonus against the selected creature type (thereby overcoming DR/Magic), and only a +1d6 to damage.
Faitn Conjuration; CL 5, Craft Magic Arms and Armor and Summon Monster I; Price +1000
Locked
A weapon with the Locked property inflicts a -2 penalty to all attack and damage rolls made with the weapon unless a command word is spoken by the wielder after bringing it to a position from where it may be drawn or attacked with.
Faint Abjuration; CL 3, Craft Magic Arms and Armor, Alarm; Price +500[/B]
Magical
A weapon with the Magical property counts as a magic weapon for the purpose of overcoming damage reduction.
Faint Evocation; CL 3, Craft Magic Arms and Armor, Magic Weapon; Price +500
Reactive
A weapon with this property grants a +1 to Initiative checks when kept on the body. A character may not have the benefit of more than one reactive weapon at a time.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Nerveskitter or Sign (SC); Price +500
Sanctified
A weapon with this property overcomes DR/good.
Faint Transmutation; CL 3, Craft Magic Arms and Armor and Align Weapon and creator must be non-evil; Price +500
Sonic Touch
A weapon with the Sonic Touch property deals an additional point of sonic damage in addition to any other damage it might deal.
Faint Evocation; CL 5, Craft Magic Arms and Armor and Sonic Blast (SC); Price +1500
Note: Under this system, very low cost enchantments like Illuminating from MIC should be Lesser Enchantments.
So, here's a few. I welcome ideas for both names and the enhancements itself. I will likely make more, and make some for armors too. I just need ideas, which have been rather scarce recently, at least in my head.
Either way, I submit this for EACHing :smallsmile: