Magic Weapon Enchantments (3.5e Variant Rule)
Magic Weapon Enhancements Variant
The concept behind this rule is really quite simple. I realized in the realms of epic that an extra enchantment seems to cost a lot more than the actual benefit it provides should be. Elemental damage bonuses are not too powerful since everything seems to have energy resistance. Keen is just a feat that a fighter type has probably already chosen.
But then there are some that provide effects that really are as powerful as they should be. These are the ones that create effects that are still useful at epic levels.
The following list gives an adjustment to gold cost to certain enchantments put on a weapon (ones not listed go by the regular SRD cost):
- Ki Focus, Mighty Cleaving, Throwing (4,000 gp -- normally the cost from +1 to +2 because that is what these are worth)
- Returning (8,000 gp)
- Flaming, Frost, Shock, Keen, Thundering (+1 modifier or 22,000 gp -- normally the cost from +5 to +6)
- Disruption (16,000 gp)
- Flaming Burst, Icy Burst, Shocking Burst (+2 modifier or 48,000 gp -- normally the cost from +5 to +7)
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