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View Full Version : Passive bonuses of a weapon enchant on ammunition



SangoProduction
2015-04-15, 09:06 AM
In the book: When the Sky Falls (almost certainly 3rd party, but that's not a concern), there's an +2 weapon enchantment, called Voidwrought, that gives you a +1 insight bonus (+2 if you have an 'engram') to attacks and damage, as well as 60ft of darkvision, and see through 60ft of magical darkness (or if you already have those abilities, double their range).

What are the rules for such bonuses on ammo? For stuff that's normal for weapons (ie, those affecting the stuff you attack with...except the defending enchantment...) it makes sense, because if you don't use it, you don't do the extra damage or whatever. For a +1 Voidwrought arrow, or such, it would only be 360 gp. Would you have to carry it? Wield it? Tape it to your forehead?
Sure, it is not worth a +2, and especially not on your main weapon, but being only 360 gp to get it's bonuses seems a tad bit insane, since it knocks out an entire section (of admittedly limited) spells.

Well, what if it was some other type of passive bonus, like acid resistance x. How would you allow someone to gain the advantage of that on a weapon (ammunition, or full weapon, doesn't matter).

SangoProduction
2015-04-15, 10:11 AM
Actually, something like Eager and Warning are passive bonuses that weapons could get from 1st party books. How would you need to use these enchantments. And could you put them on ammunition?