janusmaxwell
2015-03-15, 07:07 PM
So, I'm doing a thing.
I don't really understand why enchanting weapons with things that just make it a "Plus 1" can stack several times, but the various elemental enchantments can't stack with each other, so you're options are either "something" or "Something burst"
So I wrote up a very basic idea regarding stackable enchantments that will/could/should be available to players in my campaign. (first ever, so excuse me if I'm doing stuff that's already considered bad/wrong/nope) So far, I've got down just the Fire enchantments, but I want to do this effect for more.
Weapons that add extra effects on confirmed critical hits, which increase based on the critical multiplier of the weapon, do not increase if the critical multiplier of the weapon has been enhanced by mundane or magical means. Instead, the base critical multiplier of the weapon is to be used. Example: A Mercurial sword's Crit Multiplier has gone from x2 to x4, but the Flaming Burst enchantment will operate as though the sword had the x2 multiplier.
Fire enchantments.
Level 1: Flaming
--+1d6 Fire Damage (Ranged weapons grant effect to ammunition)
-----On Command, the weapon becomes wreathed in flames.
-----Craft Magic Arms and Armor and Flame Blade, Flame Strike, or Fireball. Price=+1 enchantment
Level 2: Flaming Burst
--+1d6 Fire Damage and an extra 1d10 on a confirmed Crit (x3 Crit=2d10 and x4 Crit=3d10)
-----Craft Magic Arms and Armor and Flame Blade, Flame Strike or Fireball. Price=+2 enchantment
Level 3: Searing. Fire Enchantments beyond this level are only available for Metal weapons. Type of metal doesn’t matter.
--+2d6 Fire Damage and an extra 1d10 on a confirmed Crit. Also Ignores 5 points of Fire Resistance on Target.
-----On Command, the weapons blade/head/point turns a pure, charred black, and any water contacting the weapon at this time will hiss and steam. -----(Not enough to make a fogbank or mist) Anyone besides the wielder touching the head at this time will take 1d6 non-lethal scalding damage
-----Craft Magic Arms and Armor and Firestorm or Delayed Blast Fireball. Price=+3 enchantment
Level 4: Searing Blast
--+2d6 fire Damage and an extra 2d10 on a confirmed Crit. (x3 Crit=3d10 and x4 Crit=4d10) and Ignores 5 points of Fire Resistance on Target.
-----Craft Magic Arms and Armor and Firestorm or Delayed Blast Fireball. Price=+4 enchantment
Level 5 (Dragon/Salamander/Moor Gault)’s Kiss (Only available for swords that do/are capable of Slashing Damage)
--+3d6 Fire Damage and an extra 2d10 on a Confirmed Crit. Ignores 10 points of Fire resistance on Target, OR Targets with Fire Immunity will effectively have 20 Fire Resistance.
-----On Command, Orange glowing cracks will spread throughout the body of the weapon. (similar effect to magma vents through earths crust, purely -----cosmetic) Anyone besides the wielder touching the blade of the weapon at this time will take instantly take 1d6 Fire Damage, and then another 1d6 -----every round thereafter until the weapon is dropped
-----Must be forged in the breath of a Red/Gold/Brass Dragon of Mature Adult or older. Price=+5 Enchantment.
I plan on doing similar effects to the major elemental groups (Fire/Electricity/Cold/Acid) Plus the Alignment boosts (Holy/Unholy/Anarchic/Axiomatic) and then making Sonic and Force Enchantments as well.
I'm not going to set-up these weapon enchantments to all be in levels of 5. The alignment enchantments will have a stack of 3 and depending on how OP Sonic or Force enchantments would be, those will have 3 levels or 4 levels.
So while I've got "Metal and Swords" for the Fire enchantment restrictions, the Electric Enchantments have the restrictions of "Bludgeoning weapons" and then only for weapons with the word "Hammer" in the description/name; and for Cold, the restrictions are "Piercing weapons" and then "Ranged piercing weapons" (might limit it to just bows...)
So that leaves Acid and the other enchantment's (Acid restriction, Daggers? Maybe have Sonic Enchantment's granting Speed/Flurry of Blows? Hmmm) details are in the air. If anybody has ideas regarding their own fluff or RAW or both for this stacking idea, or have an opinion on it, I'd like to hear it.
A secondary idea I came up with that is closely tied to the "Stackable Enchantments" above is the "Shards of the Planes"
Shards of the various Planes of existence, such as the Elemental Plane of Fire exist in various worlds and settings. Only 1 of these shards from a given plane exists in a given setting/world. A mortal who finds a shard can bond it to their soul and draw power from it. The bond lasts for as long as the mortal wills it, or until their death. (some Shards will not remain or bond with Undead creatures) and a mortal can only have 1 Shard bonded to them at a time.
When bonded to a shard, a mortal can take a free action to bestow an enchantment on any weapon they are wielding at that moment, or if they are unarmed, they may enchant their Unarmed strikes. (Hmm...make the Unarmed strike lethal, or say that if they're not a Monk or have the Feat then their punch/kick is still non-lethal)
The Shards of the Planes are considered Legacy for the effect that as ECL increases, the available enchantment grows as well. For the Elemental Shards, the 5 levels of Enchantment are able to bestowed at ECL: 3/6/9/12/15. So for the Flame Shard, a PC with ECL 3 can give a weapon the "Flaming" quality as a free action.
Here's where things get squiffy. I've got ideas about how to divvy up the enchantments for the stacks of 3 or 4. Like the 3 level enchantments are available at ECL 6/12/18, but it would probably be better to have them on 5/10/15. And the 4 Levels are available at ECL 4/8/12/16.
Furthermore, should the Shards allow the bonded mortals to bypass the requirements for the higher enchantments? So that the Fire Shard can let a person have "Searing" on a non-metal weapon and the "Dragon's Kiss" doesn't have to be on a sword. (Tempted to have that be the case for the sheer lulz of an improvised weapon like a broken chair-leg having Searing Blast)
Also, what if the weapon/whatever has an enchantment on it? I'm thinking that the stackable enchantments won't work if the sword and shard intermingle. Just have the case be "Whichever effect is stronger" so the Fire Shard at "Searing Blast" can't be used on a weapon that's Flaming to make it a "Dragon's Kiss" weapon. For the most part there shouldn't be an effect/problem with Ghost Touch/Keen/+1 but what are some others that could be a massive pain?
What are people's thoughts on the Shards? Conceptually, fluff/RAW, Opinion or whatever you feel like.
I don't really understand why enchanting weapons with things that just make it a "Plus 1" can stack several times, but the various elemental enchantments can't stack with each other, so you're options are either "something" or "Something burst"
So I wrote up a very basic idea regarding stackable enchantments that will/could/should be available to players in my campaign. (first ever, so excuse me if I'm doing stuff that's already considered bad/wrong/nope) So far, I've got down just the Fire enchantments, but I want to do this effect for more.
Weapons that add extra effects on confirmed critical hits, which increase based on the critical multiplier of the weapon, do not increase if the critical multiplier of the weapon has been enhanced by mundane or magical means. Instead, the base critical multiplier of the weapon is to be used. Example: A Mercurial sword's Crit Multiplier has gone from x2 to x4, but the Flaming Burst enchantment will operate as though the sword had the x2 multiplier.
Fire enchantments.
Level 1: Flaming
--+1d6 Fire Damage (Ranged weapons grant effect to ammunition)
-----On Command, the weapon becomes wreathed in flames.
-----Craft Magic Arms and Armor and Flame Blade, Flame Strike, or Fireball. Price=+1 enchantment
Level 2: Flaming Burst
--+1d6 Fire Damage and an extra 1d10 on a confirmed Crit (x3 Crit=2d10 and x4 Crit=3d10)
-----Craft Magic Arms and Armor and Flame Blade, Flame Strike or Fireball. Price=+2 enchantment
Level 3: Searing. Fire Enchantments beyond this level are only available for Metal weapons. Type of metal doesn’t matter.
--+2d6 Fire Damage and an extra 1d10 on a confirmed Crit. Also Ignores 5 points of Fire Resistance on Target.
-----On Command, the weapons blade/head/point turns a pure, charred black, and any water contacting the weapon at this time will hiss and steam. -----(Not enough to make a fogbank or mist) Anyone besides the wielder touching the head at this time will take 1d6 non-lethal scalding damage
-----Craft Magic Arms and Armor and Firestorm or Delayed Blast Fireball. Price=+3 enchantment
Level 4: Searing Blast
--+2d6 fire Damage and an extra 2d10 on a confirmed Crit. (x3 Crit=3d10 and x4 Crit=4d10) and Ignores 5 points of Fire Resistance on Target.
-----Craft Magic Arms and Armor and Firestorm or Delayed Blast Fireball. Price=+4 enchantment
Level 5 (Dragon/Salamander/Moor Gault)’s Kiss (Only available for swords that do/are capable of Slashing Damage)
--+3d6 Fire Damage and an extra 2d10 on a Confirmed Crit. Ignores 10 points of Fire resistance on Target, OR Targets with Fire Immunity will effectively have 20 Fire Resistance.
-----On Command, Orange glowing cracks will spread throughout the body of the weapon. (similar effect to magma vents through earths crust, purely -----cosmetic) Anyone besides the wielder touching the blade of the weapon at this time will take instantly take 1d6 Fire Damage, and then another 1d6 -----every round thereafter until the weapon is dropped
-----Must be forged in the breath of a Red/Gold/Brass Dragon of Mature Adult or older. Price=+5 Enchantment.
I plan on doing similar effects to the major elemental groups (Fire/Electricity/Cold/Acid) Plus the Alignment boosts (Holy/Unholy/Anarchic/Axiomatic) and then making Sonic and Force Enchantments as well.
I'm not going to set-up these weapon enchantments to all be in levels of 5. The alignment enchantments will have a stack of 3 and depending on how OP Sonic or Force enchantments would be, those will have 3 levels or 4 levels.
So while I've got "Metal and Swords" for the Fire enchantment restrictions, the Electric Enchantments have the restrictions of "Bludgeoning weapons" and then only for weapons with the word "Hammer" in the description/name; and for Cold, the restrictions are "Piercing weapons" and then "Ranged piercing weapons" (might limit it to just bows...)
So that leaves Acid and the other enchantment's (Acid restriction, Daggers? Maybe have Sonic Enchantment's granting Speed/Flurry of Blows? Hmmm) details are in the air. If anybody has ideas regarding their own fluff or RAW or both for this stacking idea, or have an opinion on it, I'd like to hear it.
A secondary idea I came up with that is closely tied to the "Stackable Enchantments" above is the "Shards of the Planes"
Shards of the various Planes of existence, such as the Elemental Plane of Fire exist in various worlds and settings. Only 1 of these shards from a given plane exists in a given setting/world. A mortal who finds a shard can bond it to their soul and draw power from it. The bond lasts for as long as the mortal wills it, or until their death. (some Shards will not remain or bond with Undead creatures) and a mortal can only have 1 Shard bonded to them at a time.
When bonded to a shard, a mortal can take a free action to bestow an enchantment on any weapon they are wielding at that moment, or if they are unarmed, they may enchant their Unarmed strikes. (Hmm...make the Unarmed strike lethal, or say that if they're not a Monk or have the Feat then their punch/kick is still non-lethal)
The Shards of the Planes are considered Legacy for the effect that as ECL increases, the available enchantment grows as well. For the Elemental Shards, the 5 levels of Enchantment are able to bestowed at ECL: 3/6/9/12/15. So for the Flame Shard, a PC with ECL 3 can give a weapon the "Flaming" quality as a free action.
Here's where things get squiffy. I've got ideas about how to divvy up the enchantments for the stacks of 3 or 4. Like the 3 level enchantments are available at ECL 6/12/18, but it would probably be better to have them on 5/10/15. And the 4 Levels are available at ECL 4/8/12/16.
Furthermore, should the Shards allow the bonded mortals to bypass the requirements for the higher enchantments? So that the Fire Shard can let a person have "Searing" on a non-metal weapon and the "Dragon's Kiss" doesn't have to be on a sword. (Tempted to have that be the case for the sheer lulz of an improvised weapon like a broken chair-leg having Searing Blast)
Also, what if the weapon/whatever has an enchantment on it? I'm thinking that the stackable enchantments won't work if the sword and shard intermingle. Just have the case be "Whichever effect is stronger" so the Fire Shard at "Searing Blast" can't be used on a weapon that's Flaming to make it a "Dragon's Kiss" weapon. For the most part there shouldn't be an effect/problem with Ghost Touch/Keen/+1 but what are some others that could be a massive pain?
What are people's thoughts on the Shards? Conceptually, fluff/RAW, Opinion or whatever you feel like.