| brassbaboon |
Mjolnir should also have a sonic blast ability (thunder). It should be made of stone, not metal. When thrown it should gain the cleave and/or great cleave abilities (meaning it can hit multiple targets).
If you are going for the comic book Mjolnir then it should be able to create a shield effect and both a gust of wind and a whirlwind effect.
Heck, the gust of wind might well be mythologically correct too.
| Jeraa |
Deities & Demigods (a 3.0 book) lists Mjolnir as a +5 chaotic distance ghost touch holy mighty cleaving returning thundering warhammer. Also says it weighs 2 tons, requiring Thors strength of 92 to wield, and does 4d8 points of damage instead of a warhammers normal amount. Victims of a crit need to make a DC 55 fort save or be deafened permanently. Also, unless you are also wearing Thors special gauntlets, you take 4d8 temperary Comstitution damage per round (the wielder, not the target). Also, Thor can throw it at any target he can see reguardless of distance.
However, something more managable would be a +x throwing returning thundering warhammer, x being whatever enhancement bonus you wanted. Maybe adding Distance in there as well.
| Foghammer |
You know, Thor is a GOD. Some of this stuff might actually be inherent to HIM, not his hammer.
+1 for logic
I also think there should be a prerequisite for wielding the hammer, such as a Belt of Giant's Strength (or whatever it's called now) with a certain bonus specified. Thor couldn't even hold the thing without the gauntlets and belt (mejingjard, IIRC, was the belt's name). Of course, a 92 Strength score is stupid to reach for, but just having the belt and such as a prereq is good for flavor, I think.
Borrowing weapon qualities from 3.5's Magic Item Compendium, I would look at Impact, Collision, Brutal Surge, Knockback, Resounding, and Screaming (could be refluffed to be more like Thundering). Also, may just be me, but I don't think Shock is out of place here. You can't thunder without the lightning.
EDIT: That list isn't exhaustive, just ones I haven't seen suggested here.
Set
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I'd add flaming to the list, since it's generally described as red-hot when in use (and requiring special gloves to wield without also burning it's holder). If the fire from the hammer can burn Thor's hands, it might also be the 'divine' sort of flame strike fire that can scoff at fire resistance...
Stuff like weather control and lightning throwing should remain native to Thor himself, and not the hammer, and he had a goat-pulled chariot, in the myths, instead of the comic-book Thor's hammer-powered flight / dimensional travel / time travel shenanigans.
An adamantine flaming, shock, thundering warhammer should be scary enough, with some sort of special property that causes it to do damage as a weapon X size classes larger, due to it's ridiculous weight.
I don't recall the hammer explicitly having increased powers against giants, just that Thor killed a lot of them with it. Maybe it's Bane (giant), maybe he's got Favored Enemy (giant), maybe being hit with Thor's hammer is just flat-out deadly to anything, giants included!
I don't remember, did he ever throw it in the mythic stories, or is that purely a comic book thing?
| martinaj |
If you want to make it an artifact, recall that artifacts are supposed to have drawbacks to them as well as benefits.
Mjolner was described as having a short handle, and the metal on the head of the hammer never completely cooled, so it would burn Thor's hand if he didn't wear a heavy gauntlet while wielding it. Mjolner could deal fire damage to the wielder each round they grasp it.
I'd suggest making it a hammer of thunderbolts as a base, along with the throwing and returning properties. In addition to the powers granted when properly wielded (wearing a Belt of Giant Strength, Gauntlets of Ogre Power, and the wielder knows the hammer is Mjolner) They gain the ability cast Control Weather 1/day, and they gain a fly speed as long as they hold the hammer (don't throw it while flying!).
However, the metal of the steel is hot to the touch, as if it's still fresh from the forge, and if someone wields it without proper protection they take 1d6 points of fire damage per round (as per a flaming weapon, but directed at the wielder). Beyond that, this was a weapon designed for a GOD, most mortals can't handle it. It flies with alarming force, and returns with it as well. Whenever a non-divine being throws the hammer, they must make a DC 25 strength check after catching it or be knocked prone.
You might also consider having the hammer draw the ire of giants or trolls, much like the Orbs of Dragonkind do for dragons.