More Elemental Weapon Enchantments. | EN World Tabletop RPG News & Reviews

Okay, once upon a time (during one of the "Why can't I have a +1 Flaming Flaming Flaming Longsword?" threads), we came up with a set of Greater elemental enchantments. I'm just trying to make sure the final version is still balanced, so feedback would be appreciated.

You know you love 'em.

Okay, once upon a time (during one of the "Why can't I have a +1 Flaming Flaming Flaming Longsword?" threads), we came up with a set of Greater elemental enchantments. I'm just trying to make sure the final version is still balanced, so feedback would be appreciated.

Here's the summary:
> Straight damage, about 2.5 times as much as the usual +1 enchantment
> Always on, no command word needed
> the Burst effect
> it's a Light source!
> Some detrimental effect with DC 15 that doesn't stack with itself. Some Fort, some Reflex, some Will. You only have to make one save attempt per turn, even if you're hit multiple times with the weapon.

for a total cost of +4.

The long versions:

GREATER FLAMING. A Greater Flaming weapon glows orange-red (light source as a torch), as if it were just pulled out of a forge. It deals 2d8 fire damage on a successful hit without the need for a command word. On a critical hit the flames intensify, adding an additional 1d10 fire damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon catches on fire, taking 1d6 fire damage in each subsequent round until they can make a Reflex save (DC 15), to put the fire out. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Fire damaging spell or power of 6th level or higher; Market Price: +4 bonus. (Note: The burning damage, and the Reflex saves to avoid it, start on the next round, and is non-magical.)

GREATER FROST. A Greater Frost weapon glows white (light source as a torch), and appears to be carved from ice. It deals 2d8 cold damage on a successful hit without the need for a command word. On a critical hit the cold intensifies, adding an additional 1d10 cold damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon freezes (as if under the effects of Slow for one round) unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Cold damaging spell or power of 6th level or higher; Market Price: +4 bonus

GREATER SHOCKING. A Greater Shocking weapon appears to have charges of electricity arcing over its surface (light source as a torch). It deals 2d8 electrical damage on a successful hit without the need for a command word. On a critical hit the electricity intensifies, adding an additional 1d10 electical damage (2d10 for a x3 weapon, 3d10 for a x4). Anyone struck by such a weapon becomes Shaken (-2 morale penalty on attack rolls, weapon damage, and saving throws) for one round unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Electric damaging spell or power of 6th level or higher; Market Price: +4 bonus

GREATER ACIDIC. A Greater Acidic weapon appears to be dripping glowing green acid (light source as a torch). It deals 1d4 acid damage for 4 rounds on a successful hit without the need for a command word; the damage from multiple hits stacks. On a critical hit the damage increases one size (1d6 for a x2 weapon, 1d8 for a x3 weapon, 1d10 for a x4 weapon); the duration remains 4 rounds. Anyone struck by such a weapon becomes Nauseated (you may only take a Move-Equivalent Action during your turn; attacks and spellcasting are not allowed) for one turn unless they make a Reflex save (DC 15) to scrape it off quickly. Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Acid damaging spell or power of 6th level or higher; Market Price: +4 bonus

GREATER SONIC. A Greater Sonic weapon glows blue (light source as a torch) and vibrates slightly. It deals 2d6 sonic damage on a successful hit without the need for a command word. On a critical hit the weapon vibrates with energy, adding an additional 1d6 sonic damage (2d6 for a x3 weapon, 3d6 for a x4). Anyone struck by such a weapon becomes Deafened for one minute unless they make a Fortitude save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, any Sonic damaging spell or power of 6th level or higher; Market Price: +4 bonus

GREATER CHARGED. A Greater Charged weapon glows yellow (light source as a torch). It deals 1d12 psychic damage on a successful hit without the need for a command word. On a critical hit the damage die increases (to 1d20 for a x2 weapon, 2d12 for a x3 weapon, 1d20+1d12 for a x4 weapon). Anyone struck by such a weapon becomes Fatigued (-2 STR, -2 DEX, cannot run or charge) for one minute unless they make a Will save (DC 15). Only one saving throw per round is needed. Bows, crossbows, and slings so enchanted bestow this effect upon their ammunition. Caster level: 12th; Prerequisites: Craft Magic Arms and Armor, any Concussion power of 6th level or higher or Mind Blast; Market Price: +4 bonus

Anyway, it's long, but a lot of it is just the standard redundant disclaimer stuff. Any opinions on the balance?

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