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| equipment:weapons:weaponenchantments [2025/06/06 18:02] – [Magic Weapon Damage Types] elfinlocks | equipment:weapons:weaponenchantments [2025/09/10 00:22] (current) – [Magic Weapon Damage Types] vondor |
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| Weapons may be enhanced through Magical means, akin to how they can be improved mundanely through [[equipment:mwk|Masterworking]]. During [[:chargen|Character Creation]], you may purchase the following enhancements at their listed values. During gameplay, such weapons may be found, crafted (with the appropriate skills), or bartered for (although they are typically much more expensive). | Weapons may be enhanced through Magical means, akin to how they can be improved mundanely through [[equipment:mwk|Masterworking]]. During [[:chargen|Character Creation]], you may purchase the following enhancements at their listed values. During gameplay, such weapons may be found, crafted (with the appropriate skills), or bartered for (although they are typically much more expensive). |
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| Most Magic Weapons fall into a **Tier**, of +1 to +5. A single weapon may never have more than a combined total of +10 in enchantment effects. | Most Magic Weapons fall into a **Tier**, of +1 to +5. A single weapon may never have more than a combined total of +10 in Magical effects. |
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| Instead of a unique effect, you may instead buy simple enchantments for your weapon. Each enchantment level purchased grants your weapon its listed tier towards attack **and** damage rolls with the weapon in question. For example, a +5 simple magic weapon grants the wielder +5 [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]] to attack and damage rolls. Below is a table demonstrating the values of enchantment tiers: | Instead of a unique effect, you may instead buy simple Effects for your weapon. Each Magic Tier purchased grants your weapon its listed bonus towards attack **and** damage rolls with the weapon in question. For example, a +5 simple magic weapon grants the wielder +5 [[chargen:common_terms#enhancement_bonuses|Enhancement Bonus]] to attack and damage rolls. Below is a table demonstrating the values of Magic Tiers: |
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| ===== Table: Magic Weapon Costs ===== | ===== Table: Magic Weapon Costs ===== |
| {{tablelayout?rowsHeaderSource=Auto}} | {{tablelayout?rowsHeaderSource=Auto}} |
| ^ Weapon Enchantment Tier ^ TU Value ^ | ^ Magic Weapon Tier ^ TU Value ^ |
| | +1 Weapon | 20 | | | +1 Weapon | 20 | |
| | +2 Weapon | 80 | | | +2 Weapon | 80 | |
| ==== Adaptive (20 TU) ==== | ==== Adaptive (20 TU) ==== |
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| An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired. This enchantment may only be applied to composite bows. | An adaptive bow responds to the strength of its wielder, acting as a bow with a strength rating equal to its wielder’s Strength bonus. The wielder can fire it with a lesser Strength bonus (and cause less damage) if desired. This Effect may only be applied to composite bows. |
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| ==== Advancing (+2) ==== | ==== Advancing (+2) ==== |
| ===== Magic Weapon Damage Types ===== | ===== Magic Weapon Damage Types ===== |
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| The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a nonlethal weapon if the weapon also has the Deadly effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. | The following effects adjust the damage type of your weapon from it's normal category of slashing, bludgeoning, or piercing. You may only apply these effects to a nonlethal weapon if the weapon also has the [[equipment:weapons:weaponenchantments#deadly_1|Deadly]] effect. All of these are [[chargen:common_terms#enhancement_bonuses|Enhancement Bonuses]], and their [[game_systems:combat:damage|damage]] is adjusted by their [[game_systems:combat:energy_damage|Elemental Type]] - the base value of the Enhancement Dice bonus used for Magic Weapons is 1d10. |
| | When a weapon is drawn you may decide if the Magic Weapon Damage is active or not. Turning it off or on takes a Half Action. |
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| ==== Anarchic (+1) ==== | ==== Anarchic (+1) ==== |
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| This ability changes the weapons damage type to (Chaotic), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This effect changes the weapons damage type to [[game_systems:combat:energy_damage#anarchic|Anarchic]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Axiomatic (+1) ==== | ==== Axiomatic (+1) ==== |
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| This ability changes the weapons damage type to (Lawful), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#axiomatic|Axiomatic]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Corrosive (+1) ==== | ==== Corrosive (+1) ==== |
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| This ability changes the weapons damage type to (Acid), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#acid|Acid]], and it loses its other damage types while active. The weapon now inflicts 1d8 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Flaming (+1) ==== | ==== Flaming (+1) ==== |
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| This ability changes the weapons damage type to (Fire), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#fire|Fire]], and it loses its other damage types while active. The weapon now inflicts 2d6 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Frost (+1) ==== | ==== Frost (+1) ==== |
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| This ability changes the weapons damage type to (Cold), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#cold|Cold]], and it loses its other damage types while active. The weapon now inflicts 1d8 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Hammering (+1) ==== | ==== Hammering (+1) ==== |
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| This ability may only be applied to Bludgeoning weapons, and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability may **only** be applied to Bludgeoning weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Holy (+1) ==== | ==== Holy (+1) ==== |
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| This ability changes the weapons damage type to (Good), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#holy|Holy]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Rending (+1) ==== | ==== Primal (+1) ==== |
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| This ability may only be applied to Slashing weapons, and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#primal|Primal]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| | ==== Rending (+1) ==== |
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| | This ability may **only** be applied to Slashing weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Resonant (+1) ==== | ==== Resonant (+1) ==== |
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| This ability changes the weapons damage type to (Sonic), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#sonic|Sonic]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Shock (+1) ==== | ==== Shock (+1) ==== |
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| This ability changes the weapons damage type to (Electricity), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#electricity|Electricity]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Skewering (+1) ==== | ==== Skewering (+1) ==== |
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| This ability may only be applied to Piercing weapons, and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability may **only** be applied to Piercing weapons, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Unholy (+1) ==== | ==== Unholy (+1) ==== |
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| This ability changes the weapons damage type to (Evil), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to [[game_systems:combat:energy_damage#unholy|Unholy]], and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ==== Venom (+1) ==== | ==== Venom (+1) ==== |
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| This ability changes the weapons damage type to (Poison), and it loses its other damage types while active. The weapon deals additional damage equal to the weapons base damage, ie. if the weapon deals 1d8, it now deals 2d8. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped.This ability may be combined with other damage types per the Hybrid Damage type section below. | This ability changes the weapons damage type to Venom, and it loses its other damage types while active. The weapon now inflicts 1d10 of additional damage whilst active. This ability may be activated as a swift action (or part of a draw action) and disabled as a swift action or if the weapon is dropped. This ability may be combined with other damage types per the Hybrid Damage type section below. |
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| ===== Hybrid Weapon Damage Types ===== | ===== Hybrid Weapon Damage Types ===== |
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| Multiple damage type enchantments can be applied to a single weapon at the following enchantment rate: | Multiple magical damage effects may be applied to a single weapon at the following cost: |
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| * **Two Enhancements:** +3 Bonus | * **Two Effects:** +3 Bonus |
| * **Three Enhancements:** +5 Bonus | * **Three Effects:** +5 Bonus |
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| The weapons deal half of each type of damage. The same damage enchantments may be stacked. These hybrid enchantments often take on new forms of damage and are often referred to by the following hybrid names, but each type should be discussed with your GM. | A magical weapon with hybrid damage inflicts half of each damage type. The same damage type may be stacked with itself, if desired. These hybrid Effects often take on new forms of damage and are often referred to by the following hybrid names, but each type should be discussed with your GM. |
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| * **Axomatic/Unholy:** Infernal | * **Axomatic/Unholy:** Infernal |