New weapon enhancement


Homebrew and House Rules


I saw the saw the spell weaponwand from the inner sea magic guide and thought it would make a useful weapon enhancement.

So here is my attempt at it

Wand Storing When the command word is spoken the weapon opens revealing a space large enough to hold a wand. After a wand is inserted the weapon returns to it's original shape. A character who wields the weapon is also considered to be wielding the wand as well. You can attack normally with the weapon or use the weapon as if it were the encased wand. If the effect created by the wand requires an attack roll to successfully strike a foe, you may make the attack roll as if you were making an attack with the weapon at its highest bonus (including any bonuses the weapon would normally receive) rather than just a normal attack with the wand—doing so does not allow you to add the weapon’s damage to the wand’s attack roll, but instead allows you to use your skill with the weapon to boost your chance of hitting with the spell.

Moderate Transmutation; CL ?; Craft Magic Weapons and Armor Weaponwand; Price +2

I'm not sure what the CL should be, also not completely set on the price. A +2 means a cost of 18000 minimum, assuming average wealth by level 7 at the earliest though 10th is more likely,but I'm not sure balance wise what it should cost.

Thoughts?


a +1 price would be more appropriate. wands usually don't have a high caster level, not a very high DC, and 50 consumable charges.

for that price of +1, i'd allow you to add your weapon's damage to the wand. i see this being used by fighters, rogues and magi. i'd allow additional charges to apply to iterative attacks with the weapon. maybe have it remove the need for a UMD check. i'd give it a caster level of 5th.

but i would limit the enchantment to apply to touch/ray spells that deal hit point damage.


For a standard action attack it shouldn't be that expensive and should add the weapon damage, for expense aim for a value that makes it an appealing option after level 6, I'd say a flat 10,000 gold. Otherwise I agree with Shuriken Nekogami.

Possibly have it count as +2 and allow the wand to always charge the weapon, for up to one strike per round. Meaning a +1 wandstoring weapon instead of a +3 one. I imagine vamperic touch for 3d6 or shocking graps for 5d6 might be appealing options, but seriously for 1 strike per round at a level where +3 weapons are the norm is not a big deal, as long as you allow only a single touch or ray attack to transfer you shouldn't be running into anything wild. Also every imbued strike drains gold resources, I might use this for my next villain...

Worst thing I imagine is ray of enfeeblement for a cheap 1st lvl wand, it is only likely to inflict a -1 to hit and damage though trying to stack it up only drains charges for a general 'no additional effect'.


You have to compare this to other features, and the nearest equivalent is spell storing which offers a single spell for +1 enhancement cost. Wands are different, but they are still quite powerful. Less so in a single strike, but more so in the number of charges.

I would suggest:
Wand spell level 1st = +1 enhancement
Wand spell level 2nd = +2 enhancement
Wand spell level 3rd = +3 enhancement
Wand spell level 4th = +4 enhancement


Dabbler wrote:

You have to compare this to other features, and the nearest equivalent is spell storing which offers a single spell for +1 enhancement cost. Wands are different, but they are still quite powerful. Less so in a single strike, but more so in the number of charges.

I would suggest:
Wand spell level 1st = +1 enhancement
Wand spell level 2nd = +2 enhancement
Wand spell level 3rd = +3 enhancement
Wand spell level 4th = +4 enhancement

Though the intent is to make the wand replacable...


Remco Sommeling wrote:
Dabbler wrote:

You have to compare this to other features, and the nearest equivalent is spell storing which offers a single spell for +1 enhancement cost. Wands are different, but they are still quite powerful. Less so in a single strike, but more so in the number of charges.

I would suggest:
Wand spell level 1st = +1 enhancement
Wand spell level 2nd = +2 enhancement
Wand spell level 3rd = +3 enhancement
Wand spell level 4th = +4 enhancement

Though the intent is to make the wand replacable...

I didn't explain myself: that's the cost of the weapon feature to allow it to fit a wand. You can then attach any wand of the maximum spell level or lower to the weapon and use until it runs out of charges, then replace it.

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