Mulitple Elemental Weapon Enchants Question


Rules Questions


I keep seeing post where people are taking two or more elemental enchantments (flaming, frost, shock, acid, sonic), and having them work at the same time. I do not understand this.

On page 468 of the Rulebook, there are rules for activation talking about weapons that require a command to use:

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

Then you look at any of the elemental enchants and they are all carbon copies of each other, so lets look at Frost:

Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.

Based on the RAW and likely the RAI, I do not understand how people are using multiple at the same time. I looked at the 3.5 DMG and the rules from there are the exact same rules as are in PF. I realize that is becomes the DMs discretion, but in keeping with the rules and percieved spirit, it makes no sense.

Liberty's Edge

Arcaen wrote:

I keep seeing post where people are taking two or more elemental enchantments (flaming, frost, shock, acid, sonic), and having them work at the same time. I do not understand this.

On page 468 of the Rulebook, there are rules for activation talking about weapons that require a command to use:

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

Then you look at any of the elemental enchants and they are all carbon copies of each other, so lets look at Frost:

Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.

Based on the RAW and likely the RAI, I do not understand how people are using multiple at the same time. I looked at the 3.5 DMG and the rules from there are the exact same rules as are in PF. I realize that is becomes the DMs discretion, but in keeping with the rules and percieved spirit, it makes no sense.

I believe they are interpreting it as meaning that you would command the weapon to STOP being bathed in cold.

Personally I am with you on this one, having a +1 Flaming, Frost, Sonic Keen Greatsword is unspeakable lame and goes against logic. I know most people would be apt to simply shout "A wizard did it!" to explain away how it works but ... I'm sorry, no.

Liberty's Edge

Arcaen wrote:

Then you look at any of the elemental enchants and they are all carbon copies of each other, so lets look at Frost:

Frost: Upon command, a frost weapon is sheathed in icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given.

This debate has been gone over before...I think the final verdict was that the wording is vague. What a lot of people read it as:

"The effect remains until any other command is given."

It should actually read:

"The effect remains until the wielder gives the command to dismiss it."

Themetricsystem wrote:
Personally I am with you on this one, having a +1 Flaming, Frost, Sonic Keen Greatsword is unspeakable lame and goes against logic. I know most people would be apt to simply shout "A wizard did it!" to explain away how it works but ... I'm sorry, no.

It's also lame to take one level in each class, or to take nothing but melee combat feats with a wizard PC that never plans to use them, but the rules do allow for it.

Also, I think that mixing energy types can be very flavorful. A sword of fire and ice could have a cool backstory. Since each energy type represents an element, you could do some neat things if your campaign has strong elemental themes (as many magic systems do).

Scarab Sages

This has been covered by the devs. When you activate flaming/frost/shock/ whatever it stays on until you intentionally deactivate it. It is suppressed but active when sheathed so you can leave all the properties on without damaging your gear, and only deactivate a property when it is beneficial to you to do so.

James Jacobs posted about it a while ago. I'm sure someone here can find the post.

The command is supposed to reference the command you used to activate the property in the first place, and having a flaming/frost/sonic whatever with all three properties active at the same time is the intent.

Scarab Sages

did you ever find the post?


loganstarr wrote:

did you ever find the post?

James Jacobs Creative Director Oct 20, 2009, 12:01 AM | Flag |

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While it's a command word to activate or deactivate a weapon like a flaming or a frost weapon... once activated it stays on. Sheathing it suppresses the energy automatically, and when you draw the weapon later it's ready to go. You'd only want to turn off the energy effect, as a previous poster said, when you're facing something that using that type of energy against is a bad idea.

from

http://paizo.com/threads/rzs2k2i5?Why-are-weapon-energy-effects-command-wor d#20

Scarab Sages

Arkadwyn wrote:
loganstarr wrote:

did you ever find the post?

James Jacobs Creative Director Oct 20, 2009, 12:01 AM | Flag |

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While it's a command word to activate or deactivate a weapon like a flaming or a frost weapon... once activated it stays on. Sheathing it suppresses the energy automatically, and when you draw the weapon later it's ready to go. You'd only want to turn off the energy effect, as a previous poster said, when you're facing something that using that type of energy against is a bad idea.

from

http://paizo.com/threads/rzs2k2i5?Why-are-weapon-energy-effects-command-wor d#20

Linkified


Can't multiple elemental effects be activated by the same Command Word?

:Byronus


they can all have the same command word, but each one must be turned on separately (one at a time)

Even thought they have the same command word you still have to focus one each affect you wish to have activated.

Easy way is to just TURN THEM ALL ON, until you need to turn one off for some reason.


You would only turn one off against a creature that heals from that energy, not immune to but healed by. Otherwise they are all always on.

Silver Crusade

loganstarr wrote:

did you ever find the post?

I really just thought this was an ironic thread resurrection.


Example: A +2 Corrosive Flaming Shock Great Axe.

Command Word:
If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.


Corrosive:
Price +1 bonus
Aura moderate evocation; CL 10th; Weight —

DESCRIPTION

Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.


Flaming:
Price +1 bonus
Aura moderate evocation; CL 10th; Weight —

DESCRIPTION

Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given.


Shock:
Price +1 bonus
Aura moderate evocation; CL 8th; Weight —

DESCRIPTION

Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given.


If ALL three enchantments are triggered by the same Command Word, I imagine all three enchantments would be shut off by the same Word, and you can't pick and choose which effect stays or goes by "focusing" on the effect you want to keep/remove. It even states that non-nonsensical words are often chosen so the effects aren't turned on accidentally in normal conversation. It's a verbal on/off switch, pure and simple.

Also, looking at the Corrosive, Flaming, and Shock descriptions above, it would appear that chanting a new Command Word would automatically shut off any other active Command Word effects the item may have.

To activate the three elemental damage enchantments of the Corrosive Flaming Shock Great Axe at the same time, I believe they would all REQUIRE the SAME Command Word. :/

Looks like, if it's going to work, it's all or nothing.

:Byronus


One of the devs chimed about this quite awhile back, I think it was in the same thread as the quote above though...I don't have the link but maybe Jiggy will swing by

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