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Elemental Enchantments

Elemental weapons

  The artificiery for creating elemental weapons has been another technological lead spurned on from the Last War. These weapons contain powerful motes of elemental power contained within more mundane shells that can be unleashed for short periods of time before needing to recharge. Their relative low cost and ease of creation compared to true magical weapons made them a favourite adornment for officers and elite units during the War, and now even in peace they are still a common masterpiece for a crafter to show the completion of their training. There are eight common formats of elemental weapons in circulation, each corresponding to the type of damage it deals. While most creators will have their own names for their creations, the colloquial terms are also recorded here.   Kindle soul (melee weapon): Uncommon
    A kindle soul weapon contains an ember of the eternal flames of the elemental plane of fire that, given the right fuel, can erupt once more. Once per day you may speak the command word “ignite”, causing the weapon to erupts in flames that are harmless to you for one minute. While ignited, the weapon counts as magical, emits bright light up to 15ft and dim light a further 15ft, and deals an extra 1d4 fire damage on a hit.
Frost shard (melee weapon): Uncommon
    A frost shard weapon contains a crystal of absolute ice from the elemental plane of ice, that once unleashed, can begin freezing the world around it before it has to cool once more. Once per day you may speak the command word “Freeze”, causing the weapon to freeze over in ice that are harmless to you for one minute. While the weapon is frozen it counts as magical, the speed of all other creatures within 5ft of you is reduced by 5ft, and it deals an extra 1d4 cold damage on a hit.
  Gloom mist (weapon): Uncommon
    A gloom mist weapon contains a shred of the darkness of the Shadowfell, that given the correct yearning, can spread for a time in the material plane. Once per day you may speak the command word “Despair”, causing the weapon to exude a black fog for one minute. While exuding this fog the weapon counts as magical and deals an extra 1d4 necrotic damage on a hit for one minute. While the fog lasts, the weapon causes the world to darken within a 15ft sphere of the weapon, changing bright light to dim light and dim light to non-magical darkness.
  Live spark (weapon): Uncommon
    A live spark weapon contains a spark of living lightning from the elemental plane of air that when discharged will dance across foes until forced to recharge once more. Once per day you may speak the command word “Surge”, causing white lightning that is harmless to you to dance along the weapon for one minute. While charged as such the weapon counts as magical and deals an extra 1d4 lightning damage on a hit for one minute. Furthermore, once per turn, after you hit a creature with a live spark weapon you may choose another creature within 5ft of it. The second creature takes takes lightning damage equal to the ability modifier used for the weapons damage.
  True power (melee weapon): Uncommon
    A true power weapon is laced with magics and energy that have but one purpose, to enhance the blows of their wielder when they need it most. Once per day you may speak the command word “Fell”, causing the weapon to vibrate in your grasp. While vibrating as such the weapon counts as magical and deals an extra 1d4 force on a hit for one minute. Furthermore, once per turn, after you hit a creature with a true power weapon you may choose to unleash its might, forcing the creature up to 10ft directly away from you so long as the path is unblocked.
  Life bane (weapon): Uncommon
    A life bane weapon secretes an ancient poison from a forgotten civilisation that is antithesis to life itself. Once per day you may speak the command word “Drip”, causing the weapon to release a single drop of this venom, harmless to you, that coats the blade for one minute. While the blade is covered the weapon counts as magical and deals an extra 1d4 poison damage on a hit for one minute. Furthermore, any creature hit by the weapon cannot regain hit points by any means until the end of your next turn.
  Dawn light (weapon): Uncommon
    A dawn light weapon holds a glimmer of the holy light of the Upper Planes that can be revealed only briefly on this mortal world. Once per day you may speak the command word “Shine”, causing any reflective surface of the weapon to glimmer and glint as if in direct sunlight for one minute. While glimmering the weapon counts as magical and deals an extra 1d4 Radiant damage on a hit for one minute. Furthermore, any creature hit by the weapon emits bright light for up to 5ft and dim light a further 5ft, has disadvantage on stealth checks and cannot benefit from being invisible until the end of the weapons minute.
  Strong water (melee weapon): Uncommon
    A strong water weapon has the reagents for the powerful acids of the elemental plane of water sealed within it, ready to combine and unleash their caustic secrets. Once per day you may speak the command word “React”, causing the sealed reagents to meet and the weapon to produce a hissing mixture of caustic gas and liquid that is harmless to you. While the blade is hisses it counts as magical and deals an extra 1d4 acid damage on a hit for one minute. Furthermore, once per turn, when you hit a creature with a strong water weapon you may choose to speed up the reaction, causing the AC of the creature to decrease by 1 until the start of your next turn as the acid eats through their defences
  Mind sear (melee weapon): Uncommon
    A mind sear weapon is a seemingly innocuous weapon at first glance, but in truth harbours the madness of the Far Realms that can be released for a time by those brave or foolish enough. Once per day you may speak the command word “Ia” to cause the weapon to warp into new and unsettling geometries, harmless to you, that cut mind and body alike. While the blade is warped it counts as magical and deals an extra 1d4 psychic damage on a hit for one minute. Furthermore, once per turn, when you hit a creature with a mind seer weapon you may choose to unleash the madness within or the victim. The creature has -1 to the first saving throw it makes before the start of your next turn.
  Storm force (melee weapon): Uncommon
    A storm force weapon harbours the echoes of primordial thunder from the elemental plane of air that when allowed to resonate can ring with the force of the heavens for a time. Once per day you may speak the command word “SMASH”, causing the weapon to ring in your grasp with sound of thunder. While ringing as such the weapon counts as magical and deals an extra 1d4 thunder damage on a hit for one minute. Furthermore, once per turn, when you hit a creature you may choose to unleash primordial thunder into them. The next attack the creature makes is at disadvantage.

Gems for enchantment

  Many enchantment processes use gems in their spell work, either whole as arcane anchors or as powder to enhance other materials. Some gems even have an affinity for certain elements, planes or magical glyphs, allow artificers and enchanters to more easily channel that element through them. The table below shows some of the gems with known elemental affinities. When seeking to enchant or create a magic item that has a connection with a certain damage type, it may be possible for a skilled enough creator to supplement some of the material costs with a matching gem. If possible, gems associated with the damage type count as twice their value for the creation of the item or enchantment, up to half the cost of the item or enchantment. This represents the crafter being able to spend less resources and effort to complete the spells.   Furthermore, Enchanters and Artificers will normally buy gems in larger amounts for better prices due to their uses for them.
Damage type Associated gems
Acid Tiger eye (translucent brown with golden center)
Carnelian (opaque orange to red-brown)
Amber (transparent watery gold to rich gold)
Cold Azurite (opaque mottled deep blue)
Blue quartz (transparent pale blue)
Zircon (transparent pale blue-green)
Aquamarine (transparent pale blue-green)
Blue spinel (transparent deep blue)
Blue sapphire (transparent blue-white to medium blue)
Star sapphire (translucent blue sapphire with white star-shaped center)
Fire Coral (opaque crimson)
Garnet (transparent red, brown-green, or violet)
Spinel (transparent red, red-brown, or deep green)
Fire opal (translucent fiery red)
Star ruby (translucent ruby with white star-shaped center)
Jacinth (transparent fiery )
Ruby (transparent clear red to deep crimson)
Force Rhodochrosite (opaque light pink)
Star rose quartz (translucent rosy stone with white star-shaped center)
Amethyst (transparent deep purple)
Lightning Lapis lazuli (opaque light and dark blue with yellow flecks)
Citrine (transparent pale yellow-brown)
Topaz (transparent golden yellow)
Yellow sapphire (transparent fiery yellow or yellow green)
Nectrotic Obsidian (opaque black)
Jet (opaque deep black)
Black pearl (opaque pure black)
Black sapphire (translucent lustrous black with glowing highlights)
Poison Malachite (opaque striated light and dark green)
Turquoise (opaque light blue-green)
Chrysoprase (translucent green)
Jade (translucent light green, deep green, or white)
Alexandrite (transparent dark green)
Black opal (translucent dark green with black mottling and golden flecks)
Peridot (transparent rich olive green)
Emerald (transparent deep bright green)
Psychic Banded agate (translucent striped brown, blue, white, or red)
Moss agate (translucent pink or yellow-white with mossy gray or green markings)
Eye agate (translucent circles of gray, white, brown, blue, or green)
Onyx (opaque bands of black and white, or pure black or white)
Sardonyx (opaque bands of red and white)
Peal (opaque lusterous, white, yellow, or pink)
Opal (translucent pale blue with green and golden mottling)
Radiant Chalcedony (opaque white)
Moonstone (translucent white with pale blue glow)
Diamond (transparent blue-white, canary, pink, brown, or blue)
Thunder Hematite (opaque gray-black)
Bloodstone (opaque dark gray with red flecks)
Quartz (transparent white, smoky gray, or yellow)

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