Please help with new magic weapon special ability my campaign created.... [Archive] - Wizards Community

Post/Author/DateTimePost
Salernodc

03-28-07, 12:40 PM
Powered: a powered weapon deals more damage than a normal weapon of its variety. The weapon deals damage one step higher than normal. Thus a powered longsword deals 1d0 with every successful hit.

Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Bigby’s forceful hand, bull’s strength, keen edge; Market Price: +1 bonus.

High Powered: The weapon deals damage two steps higher than normal. Thus a mighty powered lonssword deals 1d12 with every successful hit.

Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, Bigby’s grasping hand, bull’s strength, keen edge; Market Price: +3 bonus.

Mighty Powered: The weapon deals damage three steps higher than normal. Thus an extraordinary powered longsword deals 3d6 with every successful hit.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Arms and Armor, Bibgy’s clenched fist, bull’s strength, keen edge; Market Price: +6 bonus.

Epic/Awesome Powered: The weapon deals damage four steps higher than normal. Thus an epic/awesome powered longsword deals 2d10 with every successful hit.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Arms and Armor, Bigby’s crushing hand, bull’s strength, keen edge; Market Price: +8 bonus.

Our campaign created these 2 non-epic abilities and 2 epic abilities for magic weapons. But did we use the right imrpovement steps? Does it go from (for example) 1d8/1d10/1d12/3d6/2d10....?

OR....1d8/1d10/1d12/3d6/4d6?

Thanks kindly for any help. I appreciate the insight....
Mad Mage

03-28-07, 12:48 PM
For a longsword sized for a medium creature, this is how the damage should scale from normal to what appears to be a maximum, according to pg. 114 of the 3.5 Edition Player's Handbook.

1d8
1d10
1d12
2d4
2d6
2d8
2d10