34 New Magic Weapon Properties [Archive] - Wizards Community

Post/Author/DateTimePost
The_Apologist

07-01-07, 07:25 PM
These babies run the gamut from +1 to +5. Have you ever felt like there aren't enough +4 and +5 weapon properties? Sick of being stuck with brilliant energy or vorpal? Gander upon these beauties and let me know what you think:

Magical Weapon Properties

Acidic (+1 Bonus)
Upon command, an acidic weapon drips with a potent magical acid. This acid does not harm the wielder or the weapon. The effect remains until another command is given. An acidic weapon deals an additional 1d6 acid damage on a successful hit. Ranged weapons so crafted bestow the acid energy on their ammunition.

Acidic Burst (+2 Bonus)
An acidic burst weapon functions as an acidic weapon that also explodes with acid upon stricking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the acidic ability (see above), an acidic burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of acid damage instead, and if the multiplier is x4, add 3d10 points of acid damage. Ranged weapons so crafted bestow the acid energy upon their ammunition. Even if the acidic ability is not active, the weaopn still deals its extra acid damage on a successful critical hit.

Nightmarish (+4 Bonus)
A nightmarish weapon always appears frightful and terrifying. It is often soaked in permanent, magical blood and covered in barbs and spikes. An enemy struck with this weapon must make a DC 16 will save. If they pass this save, the weapon deals damage as normal and nothing else happens. If they fail this save they must then make a DC 16 fortitude save. If they pass this save they take 3d6+7 extra points of damage. If they fail this save they immediately die. This is a mind-affecting fear effect and a death effect.

Biting (+1 Bonus)
An enemy struck with this weapon must make a DC 13 Fortitude save or take a -1 pain penalty to attack rolls, saving throws and skill checks for 1 round. This is a pain effect.

Angelic (+5 Bonus)
Angelic weapons are holy weapons of the highest magnitude. The weapon's enhancement bonus against evil creatures is treated as two higher than normal, and the weapon deals an extra 2d6 points of damage to evil creatures. If a critical hit is confirmed against an evil creature with an angelic weapon, the weapon makes a blinding flash of light. Evil creatures within 10 feet of the critical hit must make a DC 20 Fortitude save or be blinded for 1d4 rounds. The creature hit with the critical attack automatically fails their save.

Demonic (+5 Bonus)
Demonic weapons are evil weapons of the highest magnitude. The weapon's enhancement bonus against good creatures is treated as two higher than normal, and the weapon deals an extra 2d6 points of damage to good creatures. If a critical hit is confirmed against a good creature with a demonic weapon, the weapon releases a blast of noxious vapors. Good creatures within 10 feet of the critical hit must make a DC 20 Fortitude save or be sickened for 1d4 rounds. The creature hit with the critical attack automatically fails their save.

Inevitable (+5 Bonus)
Inevitable weapons are lawful weapons of the highest magnitude. The weapon's enhancement bonus against chaotic creatures is treated as two higher than normal, and the weapon deals an extra 2d6 points of damage to chaotic creatures. If a critical hit is confirmed against a chaotic creature with an inevitable weapon, the weapon emits a grid of perfectly spaced light. Chaotic creatures within 10 feet of the critical hit must make a DC 20 Reflex save or be paralyzed for 1 round and slowed for 1d4 rounds thereafter. The creature hit with the critical attack automatically fails their save.

Slaadic (+5 Bonus)
Slaadic weapons are chaotic weapons of the highest magnitude. The weapon's enhancement bonus against lawful creatures is treated as two higher than normal, and the weapon deals an extra 2d6 points of damage to lawful creatures. If a critical hit is confirmed against a lawful creature with a slaadic weapon, the weapon emits a wave of random flashes of light and wildly fluctuating sound. Lawful creatures within 10 feet of the critical hit must make a DC 20 Will save or be confused for 1d4 rounds. The creature hit with the critical attack automatically fails their save.

Balance (+2 Bonus)
Balance weapons deal an extra 1d6 points of damage to creatures that are either lawful or chaotic, and extra 1d6 damage to creatures that are either good or evil. If a character is neutral on both axes, the weapon has no effect. If the character is both lawful or chaotic and good or evil, the weapon deals 2d6 extra damage to them.

True (+1 Bonus)
A true weapon comes with a sheath. It is attuned to one wielder, the true master of the weapon. A True weapon refuses to be drawn from its sheath except by its true master. The true master of a weapon is set at creation. The true master may designate another to become the true master, but after another is designated the original true master is no longer the true master, and the weapon will not be drawn for him. True weapons may also be set to transfer their ownership to another true master upon the death of a current true master; many true weapons are set so that ownership passes to the oldest male descendant of a line of noble blood, for example.

Desperate Flame (+1 Bonus)
When the current HP of the wielder of a desperate flame weapon drops below 1/2 of that character's maximum HP, that weapon becomes a flaming burst weapon, dealing 1d6 extra fire damage on a successful melee hit and an additional 1d10 extra fire damage on a successful critical hit. If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the flaming burst weapon property.

Desperate Chill (+1 Bonus)
When the current HP of the wielder of a desperate chill weapon drops below 1/2 of that character's maximum HP, that weapon becomes a freezing burst weapon, dealing 1d6 extra cold damage on a successful melee hit and an additional 1d10 extra cold damage on a successful critical hit. If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the freezing burst weapon property.

Desperate Shock (+1 Bonus)
When the current HP of the wielder of a desperate shock weapon drops below 1/2 of that character's maximum HP, that weapon becomes a shocking burst weapon, dealing 1d6 extra shocking damage on a successful melee hit and an additional 1d10 extra shocking damage on a successful critical hit. If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the shocking burst weapon property.

Desperate Acid (+1 Bonus)
When the current HP of the wielder of a desperate acid weapon drops below 1/2 of that character's maximum HP, that weapon becomes an acidic burst weapon, dealing 1d6 extra acid damage on a successful melee hit and an additional 1d10 extra acid damage on a successful critical hit. If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the acidic burst weapon property.

Desperate Speed (+2 Bonus)
When the current HP of the wielder of a desperate speed weapon drops below 1/2 of that character's maximum HP, that weapon becomes a speed weapon, granting one additonal attack in the wielder's full-round action. If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the speed weapon property.

Desperate Wounding (+2 Bonus) [Ed. Note: I've house ruled Wounding to be a +3 weapon property; feel free to treat this one as a +1 bonus if you're using the default rules]
When the current HP of the wielder of a desperate speed weapon drops below 1/2 of that character's maximum HP, that weapon becomes a wounding weapon, dealing 1 constitution damage to the target of a successful hit (increased to 2 on a critical hit.) If the wielder's current HP become equal to or greater than 1/2 of that character's maximum HP, it no longer has this property. This weapon property does not stack with the wounding weapon property.

Blazing (+3 Bonus)
This weapon functions as a flaming weapon, except it deals an additional 3d6 fire damage on a successful hit instead of an additional 1d6 fire damage. This property does not stack with the flaming weapon property.

Wintry (+3 Bonus)
This weapon functions as a freezing weapon, except it deals an additional 3d6 cold damage on a successful hit instead of an additional 1d6 cold damage. This property does not stack with the freezing weapon property.

Lightning (+3 Bonus)
This weapon functions as a shocking weapon, except it deals an additional 3d6 shocking damage on a successful hit instead of an additional 1d6 shocking damage. This property does not stack with the shocking weapon property.

Meltdown (+3 Bonus)
This weapon functions as an acidic weapon, except it deals an additional 3d6 acid damage on a successful hit instead of an additional 1d6 acid damage. This property does not stack with the acidic weapon property.

Blazing Burst (+4 Bonus)
This weapon functions as a flaming burst weapon, except it deals an additional 3d6 fire damage on a successful hit instead of an additional 1d6 fire damage; in addition, it automatically deals 3d10 extra fire damage on a critical hit regardless of its critical hit multiplier. This property does not stack with the flaming burst weapon property.

Wintry Burst (+4 Bonus)
This weapon functions as a freezing burst weapon, except it deals an additional 3d6 cold damage on a successful hit instead of an additional 1d6 cold damage; in addition, it automatically deals 3d10 extra cold damage on a critical hit regardless of its critical hit multiplier. This property does not stack with the freezing burst weapon property.

Lightning Burst (+4 Bonus)
This weapon functions as a shocking burst weapon, except it deals an additional 3d6 shocking damage on a successful hit instead of an additional 1d6 shocking damage; in addition, it automatically deals 3d10 extra shocking damage on a critical hit regardless of its critical hit multiplier. This property does not stack with the shocking burst weapon property.

Meltdown Burst (+4 Bonus)
This weapon functions as an acidic burst weapon, except it deals an additional 3d6 acid damage on a successful hit instead of an additional 1d6 acid damage; in addition, it automatically deals 3d10 extra acid damage on a critical hit regardless of its critical hit multiplier. This property does not stack with the acidic burst weapon property.

Tetra Elemental (+4 Bonus)
Upon command, a tetra elemental weapon becomes sheathed in a clutch of flame, a coat of ice, a sheet of electrical energy, and it drips with acid. These energy forms do not harm the wielder or the weapon. The effects remain until another command is given. A tetra elemental weapon deals an additional 1d6 fire damage, an additional 1d6 cold damage, an additional 1d6 shocking damage and an additional 1d6 acid on a successful hit. Ranged weapons so crafted bestow the acid energy on their ammunition. At the wielder's option one or more forms of energy may be excluded from this property, allowing only some elements to be "turned on" at once. For every type of energy excluded from the weapon at any given time, reduce the extra damage dealt by 1d6.

Elemental Burst (+5 Bonus)
This weapon functions as a Tetra Elemental weapon, plus on a critical hit it deals 1d10 extra damage for each energy type that did at least 1 point of damage to the target. The extra 1d10 damage is of the same type as the energy damage dealt. This property does not stack with the Tetra Elemental property, nor does the extra 1d10 damage scale based on critical hit multiplier.

Despair (+2 Bonus)
On a successful hit, the target takes 1 wisdom damage. This damage is increased to 2 on a critical hit.

Hellhowl (+4 Bonus)
On a successful hit, the target takes 2 wisdom damage. This damage is increased to 4 on a critical hit.

Devastating (+5 Bonus)
On a successful hit, the target takes 2 constitution damage. This damage is increased to 4 on a critical hit.

Stretching (+1 Bonus)
This may only be used on melee or reach weapons. With the use of a command word, the weapon's reach extends 5 feet. Melee weapons become reach weapons while this magical property is in effect, no longer allowing attacks on creatures adjacent to the target.

Whiplash (+2 Bonus)
This may only be used on melee or reach weapons. With the use of a command word, the weapon's reach extends to equal a whip of the creature's size. The weapon can no longer be used to attack adjacent targets. However, the wielder may make disarm, grapple and trip attempts at the weapon's full reach. Unlike a whip, the weapon does damage as normal. On a successful grapple check, a whiplash weapon deals damage as though it had struck the target with a single normal attack.

Curing (+1 Bonus)
Once per day, a creature touched with this weapon heals 3d6 points of damage.

Curing Arc (+3 Bonus)
Once per day, all creatures within 10 feet of the wielder of the weapon heal 6d6 points of damage. The wielder may exclude certain targets from this radius at his option.

Merciful Bounty (+4 Bonus)
This weapon is treated as a merciful weapon. In addition, if the wielder threatens a critical with a natural 20 on this weapon and then confirms that critical, the target takes nonlethal damage equal to their maximum hit points. This special property has no effect on creatures immune to critical hits or nonlethal damage, and only triggers on a roll of natural 20 regardless of the weapon's critical threat range.


I only own about a dozen source/splat books, so forgive me if I've carbon-copied (or near enough) an existing weapon property, or if I used a name that's already rented out. Feel free to respectfully inform me of such. Also, feel free to borrow, steal, alter at will, suggest changes, critique or whatever.
Watsyurname529

07-01-07, 09:01 PM
A lot of them look good, although, the Acidic Property has already made; its called Corrosive, its in the Magic Item Compendium.
CaptainPicard

07-01-07, 10:45 PM
I like the idea of the Desperate qualities. The +5 aligned properties seem rather underpowered and don't give negative levels to opposite aligned creatures who wield them right now. I'd make them +4 and say that creatures of the opposite alignment gain 3 negative levels when holding them.

Balance seems a bit too powerful, since Holy and them are +2 as well and only effect 3 alignments each, whereas Balance does the same to 4 alignments and has a partial effect on 4 others. I'd move it up to +3.

Very nice ideas, though. I'll definitely be using the Desperate qualities soon.
NobodyRemembersThis

07-01-07, 11:16 PM
Despair, hellhowl, and Devastating are too strong. Hvae them only deal that damage on a crit and they'd be fine. Or, give them a Fort Save to negate it.

Personally, I think Despair should be a fear effect. Shaken for 1 round, 2 rounds on a successful crit mebbe?
bondious

07-01-07, 11:21 PM
As written, then I agree that "Balance" might be too much for a +2. If changed so that it only affects 4 alignments (LG, CG, LE and CE), then I'd say it's okay because it has not damage reduction to overcome (there's no "DR/Neutral").

That's my take, anyhow, and I myself came up with a very similar property called "Neutral". Pretty much the same thing as "Balance", but deals a straight 2d6 damage to anyone without a "neutral component" to their alignment, and has no effect against someone WITH a "neutral component".


Also, I agree that the Angelic (Demonic, etc) weapons don't have enough "oomf" to them to be +5 weapons. And Nightmare, I think anyway, should be +5 and its effects should MAYBE be activated on a critical hit.
The_Apologist

07-01-07, 11:39 PM
Point taken on the +5 aligned properties, but they *are* bane weapons versus an entire alignment. I did forget to inflict negative levels on opp-aligns that grab them, though, good thought. In any event, I'd rather make them powerful enough to be +5 weapons than turn them down to +4, since my concept was to have some seriously awesome +5 properties besides vorpal.

As for Despair being too powerful, it's not as powerful as Wounding, which actually kills you if you drop to 0 Con, and according to the PHB that's a +2 ability. It allows no save and activates on normal hits, and deals 2 on criticals. I don't think Despair or Hellhowl are too much, but if people think so...

And yeah, I guess Nightmarish would work better on critical hits or as a +5, but who's going to fail 2 DC 16 saves by the time you have a weapon with a +5 property on it? It'd be practically worthless at that point. You're banking on a pair of crit fails against an enemy that isn't immune to death effects or fear effects.
tarkin

07-02-07, 11:44 AM
Acidic (+1 Bonus)
Question, does this leave a trail of acid for monsters to follow? Similar to the way a flaming weapon is a bright light that attracts attention That was part of the orginal reason why Acidic was not carried over to 3.5 originally. People disagreed about it.

Nightmarish (+4 Bonus)
This looks a bit strong. Every hit, they must make two saves, failing both = death, failing just the first is an extra 3d6+7. I could see failing the second = 2d6 of damage.
Also, this really should be a mind affecting power, so mindless creatures are immune to it. I would also think about making it only on a critical, and dropping the first save.

Biting (+1 Bonus)
I like this one.

Angelic (+5 Bonus), Demonic (+5 Bonus),Inevitable (+5 Bonus and Slaadic (+5 Bonus)
These are basically the standard Holy/Unholy (+2) with a crit effect for that automatically affects the victim (reasonable power, but definitely better than +1, call it +2) and ALSO affects all near them on a save (again, definitely better than a +1, call it +2). I.E. You have something worth +6, not +5. To make it +5, I would either lower the save DC to 16, or reduce duration from 1d4 to 1d2.

Balance (+2 Bonus)
I like this one a lot. It is definitely a good idea.

True (+1 Bonus)
I would actually make this cheaper. Call it a set + 6,000 gp, instead of a variable +1. It is not a combat related power, so it does not need to increase in price with an increase in power of the weapon.

Desperate weapons
Interesting idea. Fairly balanced.


Blazing (+3 Bonus), Wintry (+3 Bonus), Lightning (+3 Bonus), Meltdown (+3 Bonus)
I dislike the idea, but it is clearly well balanced.

Blazing Burst (+4 Bonus), Wintry Burst (+4 Bonus), Lightning Burst (+4 Bonus), Meltdown Burst (+4 Bonus)
I dislike the idea, but it is clearly well balanced.

Tetra Elemental (+4 Bonus) and Elemental Burst (+5 Bonus)
It is already legal to have one command word activate all the elemental abilities, and 4 seperate command words deactivating four seperate abilities.
Either
A. This idea is useless, it already is possible to create by individually
or
B. You are taking 4 +1 abilities and adding in the ability to deactivate individual powers WITHOUT takeing the standard action you are supposed to require.


Despair (+2 Bonus), Hellhowl (+4 Bonus)
Nice take on Wounding. Reasonaly priced, as wisdom is less valuable than Con in a fight, to most people.

Devastating
There are already multiple ways to increase Con damage in addition to Wounding. Not sure I see this as worthwhile.

Stretching (+1 Bonus)
This should only be allowed on NON-reach weapons. On reach weapons, it is worth +2.

Whiplash (+2 Bonus)[/B
Bad idea, and probably worth at least +3.. Whips are poorly designed things, and it is VERY unclear what happens with one larger than normal. Clich here to see the Balor for a Large creature with a Whip - reach is identical to a Large creature with a spiked chain. (http://www.d20srd.org/srd/monsters/demon.htm#balor)

[B]Curing (+1 Bonus)
1. Does this ability harm undead?
2. If it does not harm undead, it should have a set price, probably around 6,000 gp.
3. If it does harm undead, this is prices well.
4. How does it activate? Command word/thought? Free action?

Curing Arc (+3 Bonus)
Similar question, however, this alone is probably a +5 weapon if it harms undead, around 30,000 gp if it helps your allies. Mass healing spells are high level, cause in a fight you often need to heal all your allies.

Merciful Bounty (+4 Bonus)
Definitely a +5 power, not +4. This will win almost all battels on a crit. It is most similar to Vorpal, only it works on any crit, not just a 20.
Irbian

07-02-07, 11:57 AM
Merciful bounty looks insane with some luck feats that grant you criticals...
The_Apologist

07-02-07, 05:45 PM
Merciful bounty = nonlethal vorpal. I figured that it wasn't worth a +5 because of all of the things that are immune to nonlethal damage as opposed to the (relatively) few things that resist being vorpalized.

Thanks for the good feedback. I'm glad to hear such reasonable and polite evaluations of my work.
RavenDrake

07-02-07, 08:49 PM
The only issues I have to bring up(that haven't been mentioned yet by others) are with your Blazing/Wintry/Lightning/Meltdown and their burst versions.

They essentially duplicate an existing Epic weapon enhancement group(The Firey Blast (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#fieryBlast)/Icy Blast (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#icyBlast)/Lightning Blast (http://www.d20srd.org/srd/epic/magicItems/weapons.htm#lightningBlast) enhancements.

I would have to warn against them on that principal, though in all honesty I really don't see them as being that powerful....
The_Apologist

07-04-07, 03:38 PM
Forget the ELH, and by "forget" I'm being euphemistic. That was the biggest waste of $60 I've ever spent. Seriously. I don't consider it a book, even.
Thor_Dog_of_Thunder

07-04-07, 05:12 PM
I think you should make it so Devistating weapons do not stack with wounding. A weapon that could deal 3 con damage a swing at +7 seems a bit much. Put that on a scimatar with keen or oil of keen blade and you are dropping dragons in 7 to 9 attacks.

Putting both on a splitting crossbow with rapid fire would be equally as ugly.