Alternate Magic Weapon System


Homebrew and House Rules


Hello all.
This is an alternate magic weapon system. It is not meant to be used with the current magic weapon system, especially on the same weapon. In this system their are only 5 levels to a weapon. Each enchantment also has 5 levels. you can mix and match levels for the effect you want or go all 5 levels of one enchantment. Their are no static +1 to hit/damage for this system. I plan to add more soon (tonight, maybe?), but I thought I'd put these up for comments now. feel free to ask questions or give constructive criticism.

Flaming
Level 1: Add 1d4 Fire damage
Level 2: Add 1d4 Fire damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 Fire damage, this bonus damage is multiplied on a critical hit and is applied to all enemies within 5 ft of the target
Level 4: Add 2d4 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target
Level 5: Add 2d4 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target, as a swift action, the wielder can convert all of the weapons damage to fire damage for 1 round

Frosting
Level 1: Add 1d4 cold damage
Level 2: Add 1d4 cold damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 cold damage, this bonus damage is multiplied on a critical hit and the target is slowed for 1 round/ level of the weapon*
Level 4: Add 2d4 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*
Level 5: Add 2d4 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*, as a swift action, the wielder can convert all of the weapons damage to cold damage for 1 round
*Only applies if the target took cold damage from the weapon.

Shocking
Level 1: Add 1d4 electricity damage
Level 2: Add 1d4 electricity damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d4 electricity damage, this bonus damage is multiplied on a critical hit and the target is Blinded for 1 round/ level of the weapon
Level 4: Add 2d4 electricity damage and the target is deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon
Level 5: Add 2d4 electricity damage and the target is Deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon, as a swift action, the wielder can convert all of the weapons damage to electricity damage for 1 round

Defending
Level 1: +2 Bonus to Fighting Defensively and Full Defensive
Level 2: +2 Bonus to Fighting Defensively and Full Defensive and a +1 shield bonus to AC
Level 3: +2 Bonus to Fighting Defensively and Full Defensive, a +1 shield bonus to AC*, and +4 AC vs crit confirmation rolls
Level 4: +2 Bonus to Fighting Defensively and Full Defensive, a +2 shield bonus to AC*, and +4 AC vs crit confirmation rolls
Level 5: +4 Bonus to Fighting Defensively and Full Defensive, a +3 shield bonus to AC*, and +4 AC vs crit confirmation rolls
*This bonus stacks with two weapon defense, but not with other shield bonuses.

Slaying
Level 1: Doubles weapon's threat range (does not stack with similar effects)
Level 2: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon
Level 3: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke
Level 4: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke, Punishing strike (see below)
Level 5: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per stirke, Greater Punishing strike (see below)

Punishing Strike: in addition to it's normal effects, a critical hit damages one of the targets body parts. Roll a d12 to determine which body part was struck. Multiple hits on the same limb upgrade it to a Greater Punishing stirke. 10 points of magical healing, a regenerate spell, or a successful treat deadly wounds negates the penalties
1-2: Left Leg: base speed -10
3-4: Right Leg: base speed -10
5-6: Left arm: -2 on attack rolls and skill checks involving left arm
7-8: Right arm: -2 on attack rolls and skill checks involving Right arm
9-11: Body: Target is fatigued for 1 minute, or until they take a standard action to recover
12: Head: Target is dazed for 1 round

Greater Punishing Strike: On a confirmed natural 20 critical, one of the target's body parts is brutally maimed. Roll a d12 to determine which body part was struck. With the exception of a 12, requires a regenerate to cure. On a normal critical hit, you perform a punishing strike instead
1-2: Left Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
3-4: Right Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
5-6: Left arm: severed/maimed, arm cannot be used
7-8: Right arm: severed/maimed, arm cannot be used
9-11: Body: Target is exhausted, also suffers a -4 on fortitude saves
12: Head: Target is decapitated or their head is bashed in. Instant death (if the target has a head and needs it)
*If both legs are severed, the target's base speed is reduced to 5 ft as a full round action requiring their arms.

Ranged (can only be applied to ranged weapons and shurikens ( but not other thrown weapons))
Level 1: Range increment is doubled
Level 2: Range increment is doubled, Miss chance is negated
Level 3: Range increment is doubled, Miss chance is negated, partial cover and cover is negated
Level 4: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target
Level 5: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target, can make 1 additional attack per round with the weapon, does not stack with similar effects

Throwing (Can only be applied to thrown weapons (but not shurikens), bonuses cannot be used on melee attacks with thrown weapons)
Level 1: Range increment is doubled
Level 2: Range increment is doubled, and returns to it's wielder just before the next round (as per returning property)
Level 3: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss)
Level 4: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line as a full attack action.*
Level 5:Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line or a 25 ft cone as a full attack action.*
*1 attack roll is made and is applied to all creatures in the area of effect. Note that a swarm is considered one creature and this is considered an area of effect.

Reaping (This weapon is imbued with unholy power. It bestows one permanent negative level on any good creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Evil, +1d6 damage vs good outsiders
Level 2: Overcomes DR/Evil, +1d6 damage vs good outsiders, +1d6 vs all other good creatures
Level 3: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is shaken for 1 round per level of the weapon
Level 4: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is Frightened for 1 round per level of the weapon
Level 5: Overcomes DR/Evil, +2d6 damage vs good all good aligned creatures, on a confirmed Critical hit, target is Panicked for 1 round per level of the weapon

Savior (This weapon is imbued with holy power. It bestows one permanent negative level on any evil creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Good, +1d6 damage vs evil outsiders
Level 2: Overcomes DR/Good, +1d6 damage vs evil outsiders, +1d6 vs all other evil creatures
Level 3: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability)
Level 4: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability)
Level 5: Overcomes DR/Good, +2d6 damage vs all evil aligned creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command also supressess this ability), You can take 1 point of con damage as an immediate action to heal all allies within 30 a humber of hp equal to your HD +5. This con damage cannot be avoided, but can be healed and recovered normally. If you do not have a con score, use cha instead. Only sentient creatures (int 3+) can use this ability.


I'm not a number cruncher so I am not sure how it is balanced but I do like the flavor. I especially like the throwing line that makes throwing builds viable.


Couple of things I forgot to change/add before I put it up was Flaming/Frosting/Shocking the damage is supposed to be d6, and any weapon that is at least level 1 overcomes DR/magic. After I finish weapons I plan on adding armor and shields to follow suit.


So I've uploaded an updated version of my new magic weapon system. I have corrected the damage for the energy properties, fixed defending (it went against one of my goals)and added spoilers to avoid the massive wall of text. I've also added a few more. This is all I plan on adding for now, but if you can think of any that should be added, feel free to let me know. Questions and comments would be appreciated and I plan on working on shields and armor next.

Corrosive:

Corrosive
Level 1: Add 1d6 acid damage
Level 2: Add 1d6 acid damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d6 acid damage, this bonus damage is multiplied on a critical hit and the target takes the bonus damage again on the following round
Level 4: Add 2d6 acid damage and the target takes the bonus damage again on the following round, this bonus damage is multiplied on a critical hit and the target takes the bonus damage again on the following round
Level 5: Add 2d6 acid damage and the target takes the bonus damage again on the following round, this bonus damage is multiplied on a critical hit and the target takes the bonus damage again on the following round, as a swift action, the wielder can convert all of the weapons damage to acid damage for 1 round

Flaming:

Flaming
Level 1: Add 1d6 Fire damage
Level 2: Add 1d6 Fire damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d6 Fire damage, this bonus damage is multiplied on a critical hit and is applied to all enemies within 5 ft of the target
Level 4: Add 2d6 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target
Level 5: Add 2d6 Fire damage and this damage is applied to all enemies within 5 ft of the target, this bonus damage is multiplied on a critical hit and is applied to all enemies within 10 ft of the target, as a swift action, the wielder can convert all of the weapons damage to fire damage for 1 round

Frosting:

Frosting
Level 1: Add 1d6 cold damage
Level 2: Add 1d6 cold damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d6 cold damage, this bonus damage is multiplied on a critical hit and the target is slowed for 1 round/ level of the weapon*
Level 4: Add 2d6 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*
Level 5: Add 2d6 cold damage and the target is entangled for 1 round*, this bonus damage is multiplied on a critical hit and and the target is slowed for 1 round/ level of the weapon*, as a swift action, the wielder can convert all of the weapons damage to cold damage for 1 round
*Only applies if the target took cold damage from the weapon.

Shocking:

Shocking
Level 1: Add 1d6 electricity damage
Level 2: Add 1d6 electricity damage, this bonus damage is multiplied on a critical hit
Level 3: Add 2d6 electricity damage, this bonus damage is multiplied on a critical hit and the target is Blinded for 1 round/ level of the weapon
Level 4: Add 2d6 electricity damage and the target is deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon
Level 5: Add 2d4 electricity damage and the target is Deafened for 1 round(by a peal of thunder), this bonus damage is multiplied on a critical hit and and the target is blinded for 1 round/ level of the weapon, as a swift action, the wielder can convert all of the weapons damage to electricity damage for 1 round

Defending:

Defending
Level 1: +2 CMB &CMD in regards to Feint and Disarm
Level 2: +2 CMB &CMD in regards to Feint and Disarm, +2 Bonus to Fighting Defensively and Full Defensive
Level 3: +2 CMB &CMD in regards to Feint and Disarm, +2 Bonus to Fighting Defensively and Full Defensive, and +4 AC vs crit confirmation rolls
Level 4: +2 CMB &CMD in regards to Feint and Disarm, +2 Bonus to Fighting Defensively and Full Defensive+4 AC vs crit confirmation rolls, a +1 shield bonus to AC*,
Level 5: +2 CMB &CMD in regards to Feint and Disarm, +4 Bonus to Fighting Defensively and Full Defensive, +4 AC vs crit confirmation rolls, a +1 shield bonus to AC*, and Parry as an immediate action**
*This bonus stacks with two weapon defense, but not with other shield bonuses.
**When attacked, you can make an attack roll as an immediate action. If your attack roll equals or exceeds theirs, the attack misses. You suffer a -2 on attack rolls until the end of your next turn when you attempt to parry.

Slaying:

Slaying
Level 1: Doubles weapon's threat range (does not stack with similar effects)
Level 2: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon
Level 3: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per strike
Level 4: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per strike, Punishing strike (see below)
Level 5: Doubles weapon's threat range (does not stack with similar effects), +4 on critical confirmation roles with weapon, cumulative 1 point of bleed damage per strike, Greater Punishing strike (see below)

Punishing Strike: in addition to it's normal effects, a critical hit damages one of the targets body parts. Roll a d12 to determine which body part was struck. Multiple hits on the same limb upgrade it to a Greater Punishing strike. 10 points of magical healing, a regenerate spell, or a successful treat deadly wounds negates the penalties
1-2: Left Leg: base speed -10
3-4: Right Leg: base speed -10
5-6: Left arm: -2 on attack rolls and skill checks involving left arm
7-8: Right arm: -2 on attack rolls and skill checks involving Right arm
9-11: Body: Target is fatigued for 1 minute, or until they take a standard action to recover
12: Head: Target is dazed for 1 round

Greater Punishing Strike: On a confirmed natural 20 critical, one of the target's body parts is brutally maimed. Roll a d12 to determine which body part was struck. With the exception of a 12, requires a regenerate to cure. On a normal critical hit, you perform a punishing strike instead
1-2: Left Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
3-4: Right Leg: severed/maimed, land speed is halved, requires DC 15 acrobatics check to move*
5-6: Left arm: severed/maimed, arm cannot be used
7-8: Right arm: severed/maimed, arm cannot be used
9-11: Body: Target is exhausted, also suffers a -4 on fortitude saves
12: Head: Target is decapitated or their head is bashed in. Instant death (if the target has a head and needs it)
*If both legs are severed, the target's base speed is reduced to 5 ft as a full round action requiring their arms.


Ranged:

Ranged (can only be applied to ranged weapons and shurikens ( but not other thrown weapons))
Level 1: Range increment is doubled
Level 2: Range increment is doubled, Miss chance is negated
Level 3: Range increment is doubled, Miss chance is negated, partial cover and cover is negated
Level 4: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target
Level 5: Range increment is doubled, Miss chance is negated, all cover is negated provided the attacker knows of a path to the target, can make 1 additional attack per round with the weapon, does not stack with similar effects

Throwing:

Throwing (Can only be applied to thrown weapons (but not shurikens), bonuses cannot be used on melee attacks with thrown weapons)
Level 1: Range increment is doubled
Level 2: Range increment is doubled, and returns to it's wielder just before the next round (as per returning property)
Level 3: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss)
Level 4: Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line as a full attack action.*
Level 5:Range increment is doubled, and returns to it's wielder immediately after the attack (hit or miss), the weapon can be used as a 50 ft line or a 25 ft cone as a full attack action.*
*1 attack roll is made and is applied to all creatures in the area of effect. Note that a swarm is considered one creature and this is considered an area of effect.

Reaping:

Reaping (This weapon is imbued with unholy power. It bestows one permanent negative level on any good creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Evil, +1d6 damage vs good outsiders
Level 2: Overcomes DR/Evil, +1d6 damage vs good outsiders, +1d6 vs all other good creatures
Level 3: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is shaken for 1 round per level of the weapon
Level 4: Overcomes DR/Evil, +2d6 damage vs good outsiders, +1d6 vs all other good creatures, on a confirmed Critical hit, target is Frightened for 1 round per level of the weapon
Level 5: Overcomes DR/Evil, +2d6 damage vs all good aligned creatures, on a confirmed Critical hit, target is Panicked for 1 round per level of the weapon

Savior:

Savior (This weapon is imbued with holy power. It bestows one permanent negative level on any evil creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/Good, +1d6 damage vs evil outsiders
Level 2: Overcomes DR/Good, +1d6 damage vs evil outsiders, +1d6 vs all other evil creatures
Level 3: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command is also used suppress this ability)
Level 4: Overcomes DR/Good, +2d6 damage vs evil outsiders, +1d6 vs all other evil creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command is also used suppress this ability)
Level 5: Overcomes DR/Good, +2d6 damage vs all evil aligned creatures, on command, the weapon deals +1d6 damage, but all damage is nonlethal (the command is also used suppress this ability), You can take 1 point of con damage as an immediate action to heal all allies within 30 a number of hp equal to your HD +5. This con damage cannot be avoided, but can be healed and recovered normally. If you do not have a con score, use cha instead. Only sentient creatures (int 3+) can use this ability.

Anarchist:

Anarchist (This weapon is imbued with chaotic power. It bestows one permanent negative level on any lawful creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/chaotic, +1d6 damage vs law outsiders
Level 2: Overcomes DR/chaotic, +1d6 damage vs law outsiders, +1d6 vs all other law creatures
Level 3: Overcomes DR/chaotic, +2d6 damage vs law outsiders, +1d6 vs all other law creatures
Level 4: Overcomes DR/chaotic, +2d6 damage vs law outsiders, +1d6 vs all other law creatures, as a swift action, you can randomly change the weapon's damage type (1d3; 1=slashing, 2=piercing, 3=bludgeoning) You can change it back to it's natural damage type as a free action.
Level 5: Overcomes DR/chaotic, +2d6 damage vs all law aligned creatures, as a swift action, you can randomly change the weapon's damage type (1d3; 1=slashing, 2=piercing, 3=bludgeoning, You can change it back to it's natural damage type as a free action.), on a confirmed critical hit, the target is confused for 1d4 rounds.

Order:

Order (This weapon is imbued with lawful power. It bestows one permanent negative level on any chaotic creature attempting to wield it.The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.)
Level 1: Overcomes DR/law, +1d6 damage vs chaotic outsiders
Level 2: Overcomes DR/law, +1d6 damage vs chaotic outsiders, +1d6 vs all other chaotic creatures
Level 3: Overcomes DR/law, +2d6 damage vs chaotic outsiders, +1d6 vs all other chaotic creatures
Level 4: Overcomes DR/law, +2d6 damage vs chaotic outsiders, +1d6 vs all other chaotic creatures, as an immediate action, you can assume the damage dice from this weapon rolled average, instead of rolling for damage
Level 5: Overcomes DR/law, +2d6 damage vs all chaotic aligned creatures, as an immediate action, you can assume the damage dice from this weapon rolled average, instead of rolling for damage, as a standard action, you can make an attack and instead of rolling to hit you may "take 10" on it

Positive:

Positive
Level 1: +1d6 points of damage vs. undead
Level 2: +1d6 points of damage vs. undead, Ghost touch
Level 3: +2d6 points of damage vs. undead, Ghost touch, glows if undead are within 30 ft
Level 4: +2d6 points of damage vs. undead, Ghost touch, glows if undead are within 30 ft, can score critical hits on and sneak attack incorporeal creatures
Level 5: +2d6 points of damage vs. undead, Ghost touch, glows if undead are within 30 ft, can score critical hits on and sneak attack incorporeal creatures, Undead are instantly destroyed on a confirmed critical hit

Negative:

Negative
Level 1: +1d6 negative energy damage on strike to both wielder and target
Level 2: +1d6 negative energy damage on strike to both wielder and target, Ghost Touch
Level 3: +2d6 negative energy damage on strike to both wielder and target, Ghost Touch
Level 4: +2d6 negative energy damage on strike to both wielder and target and this damage is multiplied on a critical hit, Ghost Touch
Level 4: +2d6 negative energy damage on strike to both wielder and target and this damage is multiplied on a critical hit, Ghost Touch, bestows one negative level on the target and the wielder on a confirmed critical hit (DC 16 fort save to prevent negative levels from becoming permanent)

Eldritch:

Eldritch
Level 1: +1d6 points of damage vs constructs
Level 2: +1d6 points of damage vs constructs, Spell Storing*
Level 3: +1d6 points of damage vs constructs, Spell Storing*, Targeted Dispel Magic on confirmed critical hit**
Level 4: +1d6 points of damage vs constructs, Spell Storing*, Targeted Dispel Magic on confirmed critical hit, can use the weapon to ready a counter spell action (using the weapons dispel magic feature)
Level 5: +1d6 points of damage vs constructs, Spell Storing*, Targeted Dispel Magic on confirmed critical hit, can use the weapon to ready a counter spell action (using the weapons dispel magic feature), if the weapon is not holding a spell, any spell countered or dispelled is stored in the weapon (if appropriate)
*As the existing weapon special property, except the spell can be of any level up to one level below that of the weapon.
**This uses the weapon's caster level for the caster level of the dispel magic. This can be used even if the target is immune to critical hits.

Cost and Caster Level:

A weapon's caster level is equal to 4 times it's level. cost is as follows
Cost is as follows:
Level 1: +2,000 gp
Level 2: +18,000 gp
Level 3: +50,000 gp
Level 4: +98,000 gp
Level 5: +162,000 gp

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