New Weapon / Armor Enchantments


3.5/d20/OGL


Here are a few new weapon enchantments I’ve been kicking around, all comments appreciated. Are they any good? Balanced? Already been done?

Freeze-this weapon enchantment works like frost except on a critical hit the target is immobile for 1d4 rounds. +2

Burn-this weapon enchantment works like flaming except on a critical hit the target catches on fire for 1d4 rounds. +2

I thought about a saving throw, but that seemed a bit much since you have to hit a crit, then confirm the crit, then roll the 1d4.

Righteous/Zealot/infidel (name work in progress)-this weapon enchantment make a weapon a bane weapon against all targets that do not worship the same god as the wielder. The target must be intelligent enough to understand the concept of a god. +3 or +4?

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell back at the cast of the spell. This requires a reflex save against the spell DC. +2 or +3?

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell at any target in his line of sight that is with in the range of the spell that was cast upon him. This requires a reflex save against the spell DC. The target of the reflective spell gets to make all the saving throws that the original target would have had to make. +3 or +4?

Magnetic-this enchantment can only be applied to metal shield. If the wielder of this shield is struck in melee he may choose to active the magnetic enchantment to lock the attacker’s weapon on to the wielders shield. To avoid this the attacker must make a reflex save of X. +2 or +3

Fizz

I just threw these up quickly at work. I have some hammering to do on them but not much time now. I know some of these are rough.

Dark Archive Bella Sara Charter Superscriber

Fizzban wrote:


Freeze-this weapon enchantment works like frost except on a critical hit the target is immobile for 1d4 rounds. +2

I'd really like to see a save on this, and even still, it's probably a +3 ability. Is immobile actually a state in the game? In some ways, this is like a lesser vorpal sword as written - if you get a crit and automatically paralyze the opponent, the very next attack is going to be a coup de gras. What effect to the various elemental orb spells have? I'd use that instead.

Fizzban wrote:
Burn-this weapon enchantment works like flaming except on a critical hit the target catches on fire for 1d4 rounds. +2

What are the effects of catching on fire? How much damage? Can it be put out? Again, I'd probably use the effect from the fire themed elemental orb spell.

Fizzban wrote:
I thought about a saving throw, but that seemed a bit much since you have to hit a crit, then confirm the crit, then roll the 1d4.

Oops, see above.

Fizzban wrote:
Righteous/Zealot/infidel (name work in progress)-this weapon enchantment make a weapon a bane weapon against all targets that do not worship the same god as the wielder. The target must be intelligent enough to understand the concept of a god. +3 or +4?

In practice, given that you are almost certainly going to be fighting those who do not worship the same god as you (unless your playing drow or something) this is going to be a +2 weapon that does an extra +2d6 damage. That's effectively a +2 weapon with an additional 2d6 un-typed damage, which is better than having a +2 flaming frost weapon. The intelligence limitation somewhat cuts against it, but I'd still say this is closer to +5 than it is to +4, and +3 isn't even in the ballpark. This is effectively a bane weapon against all humanoids and dragons as well as a substantial number of outsiders.

Fizzban wrote:

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell back at the cast of the spell. This requires a reflex save against the spell DC. +2 or +3?

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell at any target in his line of sight that is with in the range of the spell that was cast upon him. This requires a reflex save against the spell DC. The target of the reflective spell gets to make all the saving throws that the original target would have had to make. +3 or +4?

Isn't there already armor that does this with all spells? If so, I'd use that and scale back the bonus.

Fizzban wrote:
Magnetic-this enchantment can only be applied to metal shield. If the wielder of this shield is struck in melee he may choose to active the magnetic enchantment to lock the attacker’s weapon on to the wielders shield. To avoid this the attacker must make a reflex save of X. +2 or +3

I'd use the improved disarm mechanics and have the shield grant that feat as a bonus feat (like the sword that grants cleaving). It's probably a +1 ability if you do that.

Scarab Sages

Fizzban wrote:
Here are a few new weapon enchantments I’ve been kicking around, all comments appreciated. Are they any good? Balanced? Already been done?

First of all -- ask yourself if you were a player, would you want a rapier wielding person with said weapon use this against you?

Freeze-this weapon enchantment works like frost except on a critical hit the target is immobile for 1d4 rounds. +2

Freezing burst is a +2 enhancement and the person only takes an additional 1d10 points of damage on a critical. Immobile is an incredibly big deal if there is no chance of a save.

Burn-this weapon enchantment works like flaming except on a critical hit the target catches on fire for 1d4 rounds. +2

I hate catching fire as a rule for D&D. I feel that it is cumbersome and just one additional thing to think about. (And why only 1d4 rounds? if they are on fire, then they are on fire.)

Righteous/Zealot/infidel (name work in progress)-this weapon enchantment make a weapon a bane weapon against all targets that do not worship the same god as the wielder. The target must be intelligent enough to understand the concept of a god. +3 or +4?

I don't like this at all. Just the idea of it feels broken to me. +4 is probably a fair bonus adjustment, but it really feels VERY powerful. It effectively gives the wielder an additional +2 to hit and damage and an additional +2d6 damage -- to every semi intelligent creature -- because why would you fight someone of your own faith?

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell back at the cast of the spell. This requires a reflex save against the spell DC. +2 or +3?

Reflective-this enchantment can only be applied to a reflective metal weapon, armor, or shield. A reflective weapon can reflect a ray or line spell at any target in his line of sight that is with in the range of the spell that was cast upon him. This requires a reflex save against the spell DC. The target of the reflective spell gets to make all the saving throws that the original target would have had to make. +3 or +4?

Most ray spells don't have a spell DC. You can figure one out, but felt that it was worth mentioning. I don't like that it is only a reflex save. It feels too easy to make it happen. Maybe make it an attack roll with a DC of 10 + the caster's attack roll to deflect and 20 + caster's attack roll to re-direct.

Magnetic-this enchantment can only be applied to metal shield. If the wielder of this shield is struck in melee he may choose to active the magnetic enchantment to lock the attacker’s weapon on to the wielders shield. To avoid this the attacker must make a reflex save of X. +2 or +3

Don't like this one either. Why wouldn't it work against the wielder's sword? The mechanics seem too loose to work right. Reflex save doesn't feel right -- maybe a Strength check?

Don't know if the above helps. Those are my immediate thoughts at any rate.


Echo Sebastian's and Moff's points, all of which are on the mark. And before Fakey jumps in, "enchantment" in 3e jargon is defined as follows (straight from the SRD): "All enchantments are mind-affecting spells." The (somewhat cop-out) replacement word seems to be "enhancement." Granted, a lot of AD&D-philes like myself miss the old enchant an item spell, but that's been replaced by feats these days, and the terminology revised. Of course, come 4e it'll all change again...


Kirth Gersen wrote:
Echo Sebastian's and Moff's points, all of which are on the mark. And before Fakey jumps in, "enchantment" in 3e jargon is defined as follows (straight from the SRD): "All enchantments are mind-affecting spells." The (somewhat cop-out) replacement word seems to be "enhancement." Granted, a lot of AD&D-philes like myself miss the old enchant an item spell, but that's been replaced by feats these days, and the terminology revised. Of course, come 4e it'll all change again...

I had the word enhancement and I thought I was wrong so I changed it lol. I will never change!!!! Even in 4.837 ed. my items will be enchanted!!!

Fizz

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