Bow Enchantments [Archive] - Wizards Community

Post/Author/DateTimePost
Spec_Specter

03-07-07, 09:34 PM
What are some of the best (strongest or most usefull) Enhancements one could put on a bow?

(if it's from a supplement book can you please tell me which one)
Vharuck

03-07-07, 09:39 PM
I believe the best is straight enhancement bonus. Why? Becuase all those other situational bonuses, like fiery, icey, or whatever, can be enchanted on your ammo.

More expensive? True, but it's really actually tactically practical.
runestar

03-07-07, 09:44 PM
Splitting from champions of ruin. +3, splits any arrow you fire into 2 identical arrows(sans the original splitting enhancement).
Tyrf_Halden

03-07-07, 09:44 PM
Thats true. Have sets of 10 or 20 arrows that are situational. I've had a bow that added flaming (or whatever that is called on a bow, been playing Sorcerer for too long now) and our DM had us fight something that absorbed fire damage, but took double damage from cold. It basically made my attacks pointless.
But if you have sets of 10 or 20, you can have all sorts of different abilities for a cheap price. It would be like having multiple bows with enchantments on them. I just find that enchanting the arrows would be more practical.
enygmatic_me

03-07-07, 09:49 PM
non-type damage and enhancement enchantments are always the way to go in my opinion. Wounding, Penetrating, and things along those lines are the types I would suggest putting on the bow itself. Leave the elemental stuff for the arrows.
Nat_20

03-07-07, 09:50 PM
Dont enchanted items have a Command word that activates them, like in the description dosent it say "On command, becomes flaming" im pretty sure you can just turn off enchantments.

Edit: Sorry that was of subject, i say just the strait up +1 and up.
enygmatic_me

03-07-07, 09:57 PM
Dont enchanted items have a Command word that activates them, like in the description dosent it say "On command, becomes flaming" im pretty sure you can just turn off enchantments.

Weapon and Armor enchantments are constant unless suppressed by the likes of anti-magic fields.
Tyrf_Halden

03-07-07, 10:01 PM
Oh, I bet you can make them have command words. There are some abilities that I can think of that you would not active all the time, that way you can pull a trick out of your hat and have some fun =).
Evil Wizard:"Hahaha! You can't hurt me with that sword! It has no element"
Party's Fighter says a word, *fwoosh* Sword Ignites.: "Oh really?"
Evil Wizard: "Ah ****. RUN AWAY!"
Dragonsblood

03-07-07, 10:03 PM
I've always been a big fan of merciful enhancements for any weapon. It's an extra 1d6 damage for a +1 enhancement that can't be beaten with elemental resistances like flaming, etc can. You do subduel damage so you can interrogate NPCs later or safely knock out mind controlled friends. The only real disadvantage to this enhancement is that enemy healers can bring an unconscious foe back into the fight, but if that's a real issue you have the option of turning it off.

Seeking is handy for rogues that like ranged weapons so they can still sneak attack concealed foes. This might be better for ammo though.

Holy is almost always useful in any campaign (or unholy in some evil campaigns).
bikerrule_3

03-07-07, 10:03 PM
correct me if im wrong but dont bows and crossbows embue the enhancements placed on them to the ammo the fire ?
Dragonsblood

03-07-07, 10:07 PM
Weapon and Armor enchantments are constant unless suppressed by the likes of anti-magic fields.

No...you turn them on/off by command. Check the SRD.

http://www.d20srd.org/srd/magicItems/magicWeapons.htm
itwasntme

03-07-07, 10:11 PM
You do know that with enchantments like Fire/Ice can be turned on/off to your will right? so if a monster is absorbing your Firedamage then turn it off

But stright enchanment is useoly my bet on the Arrows and haveing as many other mods on the Bow is best

You can turn on/off the enchantments on the bow without haveing to look for a differnt arrow

Fire can be on or ice or shock or something eles for your pleasure if your arrows arnt working no need to change quiver you just make it change type at your pleasure and keep fireing with the arrows you allready have there is no need to carry 20 of each differnt type mod on your arrows

and yes Bows give there enchantment to the arrows
RavenDrake

03-07-07, 10:12 PM
Weapon and Armor enchantments are constant unless suppressed by the likes of anti-magic fields.

Absolutely wrong.

All of the Energizing effects (Flaming, Frost, Shocking and thier burst versions) are command word activated. Go back and read their description.

(Note: Burst weapons are command activated for thier basic Property, but thier Critical effect is use Activated and always triggers on critical, regardless of whether the energizing effect is active).

As for Best enhancemnt for a bow... First I'd focus on improving it's Enhancement bonus. Once you get to +3 or so, I'd look up Seeking(DMG) which negates concealment(if it comes up often in your games). Otherwise Id focus on saving up for Splitting (Champions of Ruin, as Runestar mentioned). Exit Wound (+2, Complete Warrior) makes an excellent complement to Splitting as it allows arrows that miss to continue on in a straight line and potentially hit other targets behind them.
itwasntme

03-07-07, 10:14 PM
Some Enchantments are at will or w/e that the person wielding can turn on/off

I vote on Extra Dice damage things

Like Fire/Shock/Ice/Acid/Vicius/Merc

things like that or things that help in other ways like Brillnt NRG or Vorpol or w/e

(Tho Vorpol is a bit much)
mugguod

03-07-07, 10:27 PM
Unless the creature is actually healed by the energy effect. Leaving flame/ice/shock turn on doesn't matter much. Only the extra 1d6 of damage is energy type, the regular damage done by the arrow is just that: regular damage.

The best enhancement bang/buck is a composite bow; +1 damage/75gp up to your STR modifier. But don't get one higher rated than your own STR modifier; you're automatically not profficient (too weak to pull the bowstring all the way back?)
runestar

03-07-07, 10:30 PM
You could in theory, just leave your bow at +1, and rely on the wizard casting greater magic weapon to increase its enhancement bonus. This leaves more room for other weapon enhancements.:)

Bow enhancements combine with your arrow enhancements(though similar enhancements overlap), which can make for some powerful, albeit expensive combinations.

Holy is not a bad property to have either. Leave bane to your arrows.
itwasntme

03-07-07, 10:39 PM
i useoly prever extra dice damage it gives you that +1 damage or more

after all a +1 Enchantment is +1 to hit/damage
if your to hit is good enough as it is then a +1 enchantment mod that allows an extra 1-6 (Or more depending on the mod) damage is worth it in my mind

the only problem is if you only make your bow a +1 and let the mage cast greater magic weapon people will start calling you a leecher

if your a fighter then just have a wand that gives you that power and put your skills into UMD sense you have nothing eles to put them into

OR just get the arrows to have the enchantment on them and the bow gives the arrows all the special good things
mugguod

03-07-07, 11:10 PM
correct me if im wrong but dont bows and crossbows embue the enhancements placed on them to the ammo the fire ?

You're right, but if you choose "flaming" on the bow it's always flaming. When you have to go after a red dragon, might as well be just a MW bow. If you buy enhanced ammo, you can save have a variety (flame/ice/shock/__bane), and use them as appropriate. You could even use only normal ammo for the easy encounters, saving the good ammo for the BBEG.

Don't remember where to look up the cost of enhanced ammo.
Spec_Specter

03-07-07, 11:59 PM
I believe the best is straight enhancement bonus. Why? Becuase all those other situational bonuses, like fiery, icey, or whatever, can be enchanted on your ammo.

More expensive? True, but it's really actually tactically practical.

Normally I agree, but I was going Arcane Archer and I already get a +5 to my Arrows which would make any bonus on my bow null...

So I figured I would load up on effects ^_^

I usually try to stay away from the Elemental Bonuses as they are easily negated and aren't as, well, fun >.>


the Splitting sounds nice, but not only does no one I know have the book, I don't think anyone has so much as seen it before
I'ld feel more comfertable using something from a book that's more acsessable so as my DM would feel more secure
(I usually go by the 'You have to have the book to use the book' rule)
runestar

03-08-07, 12:46 AM
the only problem is if you only make your bow a +1 and let the mage cast greater magic weapon people will start calling you a leecher
Just buy them a pearl of power 3 to compensate for the expended slot if need be.:)
Josephvaile

03-08-07, 07:54 AM
I for one like extra damage, because you get +2 to attack already (+1 from masterwork, +1 from enchantment) and brilliant aura from Arms and Equipment manual lets you choose from +1d6 of either all five elements or four elements -Sonic, I can't remember all to well, and only one bonus at a time. Take that if you want versitility. Dont' enchant arrows, they go faster than you might think, definatly for a character whose job is to be the archer. But in my opinion it is generally better to have a composite longbow with the absolute best strength modifier situated to your characters stats, and a +2 modifier to your weapon at level 10, you need other items. But depending on your level, this is how I would build the bow.
+1-+1 modifier (needed to be otherwise enchanted)
+2- Shock, if you are facing evil things, Acid if good.
+3- Frost
+4- Flaming
+5- Caustic (the acid +1d6 dmg.)
+6- and distance or something useful for your range, crits
+7 and up, add +1 bonuses.

That is just my opinion, but go with what you want to do more, hit more or deal more damage.
runestar

03-08-07, 08:19 AM
because you get +2 to attack already (+1 from masterwork, +1 from enchantment)
It is only +1, since the enhancement bonus from being masterwork does not stack with the enhancement bonus of the bow being +1.
brilliant aura from Arms and Equipment manual lets you choose from +1d6 of either all five elements or four elements -Sonic, I can't remember all to well, and only one bonus at a time. Take that if you want versitility.
Too overcosted for my liking. I might as well spend the money on 3 elemental resistance enhancements(acid, cold, shock). On average, I should end up doing more damage.
Dont' enchant arrows, they go faster than you might think, definatly for a character whose job is to be the archer.
True, but it is tempting nonetheless, since the properties of arrows stack with those of bows. Imagine firing +10arrows from a +1 splitting bow with +6 worth of other properties...:cool: But you will definitely want arrows made out of special materials.
mugguod

03-08-07, 08:59 AM
True, but it is tempting nonetheless, since the properties of arrows stack with those of bows. Imagine firing +10arrows from a +1 splitting bow with +6 worth of other properties...:cool: But you will definitely want arrows made out of special materials.

Enhansed arrows do not stack with enhanced bow. Only the higher enhancement applies.

You might be able to combine different effects (e.g. +1 Flaming Longbow fires +3 Arrows hits for 1d8+3 plus 1d6 Fire) but I can't find a rule to support this.

Tried to look cost of enhanced arrows last night. If I read it right, enhancing 50 arrows cost the same as enhancing the bow.
runestar

03-08-07, 09:23 AM
That's what I meant. +1 arrows with +9 worth of other enhancements, fired from a +1 bow with splitting and +6 worth of other enhancements, with a wizard casting greater magic weapon on the bow to bump it up to +5.:)
Spec_Specter

03-08-07, 10:01 AM
How good would you think 'Explosive' from Complete Warrior be?

sounds intresting, but it looks like a +3 bonus just for an aditional +2d4 damage :\
(in a five-foot burst)
RavenDrake

03-08-07, 12:31 PM
How good would you think 'Explosive' from Complete Warrior be?

sounds intresting, but it looks like a +3 bonus just for an aditional +2d4 damage :\
(in a five-foot burst)

Well, on the plus-side it's 2d4 points of untyped magic damage which means it will hit the target and all adjacent foes(well, all adjacent to the square struck for dealing with large beasties) and ignores DR... however it can't be turned off(which means no sniping into melee with your buddies nearby) AND it gives a ruddy reflex save to halve the damage. I'd deffinitely say it's not worth the investment.

Bloodseeking (also from CW) is a far better investment as it removes the Armour bonus for Cover. Coupled with Seeking from the PHB(which negates concealment) and, short of hiding in a hemisphere of Icewall or other sealed room, you can shoot just about anybody anywhere, as long as you can figure exactly where they are.
tarkin

03-08-07, 01:52 PM
There are certain weapon enchantments that make a lot of sense to put on your bow instead of your arrows.

Speed for example.

Others, such as Bane, and Holy, are better for ammo.

Also, there are a few that are not allowed on ammo, but are fine on a bow.

I now house Rule to let people get a Bow of Spell Storing, but am not foolish enough to House Rule to let them make Arrows of Spell Storing. (Arrows of Spell Storing would cost a lot less than a potion, but be a lot more powerfull. They are blatantly abusive as compared to existing magic enchantments. If your DM is stupid enough to let you buy an Arrow of Spell storing at the standard 1/50 the price of a sword of Spell Storing, spend all your cash to get as many as you can buy, forget about buying anything else.)
StarFyre

03-08-07, 01:59 PM
not sure on the bow..but make special light arrows (low weight..use mithril or something so that the shaft as well as the arrow head is metal)...

then make them brilliant energy :P and use the spell on the bow that allows you to create arrows when you draw the string back.

The arrow would be lost but it would be a 'template' so to speak for the spell to link it with the drawing of the bow...

I know this can be done with a WISH and there was some character with that a long time ago...a bow that creates arrows when drawn (Solar Aasimon's have them)...

:D

Now you would have a bow that creates arrows that can go through walls :)

Sanjay
Bhaal006

03-08-07, 02:34 PM
Telekinetic Burst and Collision from the XPH
WinDReiN

03-08-07, 02:44 PM
Would a Ironguard spell protect you from adamantine or silver weapons, considering the top of the arrow can be made of metal and the lower part made of wood?
Say a ballista fires such arrows, would the wooden part deal blunt dmg?
Spec_Specter

03-08-07, 10:34 PM
I ended up going with Force and Speed >.>
runestar

03-08-07, 11:30 PM
Speed seems a tad overcosted at +3. In general, I try to avoid enhancements whose benefits can be replicated by spellcasting. The wiz has haste, which duplicates the benefits of haste very nicely.:)
Venator

03-09-07, 02:02 AM
Holy is probably the best bang/buck enchant that is not setting specific. It gives +2d6 Holy damage and makes the weapon (ammo) good aligned. By the time you can affoard such an enchant, itll end up working on almost everything.

Splitting is clearly the best enchant around. Its probably the single most powerful magical enhancement period, unless you count "slaying".
WinDReiN

03-09-07, 07:44 AM
Bane enhancement is not bad, especialy against your favourite enemys, I.E. undead.
Josephvaile

03-09-07, 07:55 AM
That's what I meant. +1 arrows with +9 worth of other enhancements, fired from a +1 bow with splitting and +6 worth of other enhancements, with a wizard casting greater magic weapon on the bow to bump it up to +5.:)

Huh??? You still can only get +5 enchantments on special abilities, now I'm extremly confused. Still, just not worth it to go through half of your starting gold to enchant arrows, that if you are good with combo-ing feats, items, and class abilities, you should be able to loose a numerous amount of arrows, I like to call it the one man blackend sky. Buy more useful items, like AC bumps, stat bumps, all around useful EQ, like Rope of Climbing, Decanter of Unendless Water, or the such. Arrows also take up lots of space, my advice is either the Quiver of Ehlonna for lower levels and the Quiver of Unendless Arrows at higher levels.
RavenDrake

03-09-07, 11:36 AM
Huh??? You still can only get +5 enchantments on special abilities, now I'm extremly confused.

Actually you can have any ammount of special abilities on a regular weapon so long as your total effective enhancement bonus value is less than +10 including special abilities and enhancement bonus.

So you can have a +1 enhancement bonus and up to +9 worth of special abilities on an arrow. And all of those will join with any special abilities on the bow, and the attack will use the better of the bow or arrow's enhancement bonus.

Of course, you don't ALWAYS want to burn heavily enchanted magic arrows, but the option is there if you need it.