Magic items were lost in 4.0, there are too many and the abundance of magic items became all too much. Also without the ability of being able to combine enchantments, took the uniqueness away from magical enchantments.
So I like the 3.5 system, but, like the rest of D&DNext we are going to incorporate some elements of 4th edition.
The 3.5 system of enchantments is relatively comfortable in operating in, the DM could create items and hand them out, and the characters could make items (with the DMs discression).
1) I dislike the need for magic weapons and armor to have a mandatory +1 before its enchantment. If there is an enchantment on an item, it is quite apparent that with its enchantment or bonus, that it is better than other items of normal quality.
2)Enchantments should have the common, uncommon and rare notions attached. For rare or uncommon enchantments, maybe a player has to find a scroll of the enchantment or locate a special component that they have to acquire.
3) add a leveling progression or stages for the enchantment, as you will see below, i would probably layer costs sot that a
weak enchantment will cost 2,000 gp, a
moderate will cost 18,000gp and a
strong enchantment will cost 50,000 gp
if you want multiple enchantments, increase the new enchantment cost by 10-20%
weak enchantment: 1d6 electric damage
moderate enchantment: As above (2d6), 10% stun chance
Strong enchantment: As above (3d6), (20% stun chance), 10%(or 1/day) chain effect, deals electric damage to three enemies, chain range 10ft
weak enchantment: 1d6 fire damage, can set fire to flammible objects
moderate enchantment: as above (2d6), 10% Set ablaze, can set an enemy on fire dealing extra fire damage on the next round.
strong enchantment: as above (3d6), set ablaze (20%), abitilty to cast either scroching ray, Fireball or combust.
Weak enchantment: 1d6 frost damage
moderate enchantment: as above (2d6), 10% slow, slow enemy movement by 20%
Strong Enchantment: as above (3d6), (20% slow, 50% movement), Ice cage(1/day), upon a sucessful strike, a block of ice forms around the enemy trapping them, (lasts 1d6+3 rounds), traped enemy is aware of his surroundings
weak enchantment: increase critical range by 1 point(ex from 20, to 19-20; or 19-20 to 18-20)
moderate enchantment: as above, increase critical multiplier by +1x
strong enchantment: as above, Vorpal ability, coup de grace provides decapitation regardless of damage dealt
weak enchantment: upon a sucessful gain weapon die of temporary hit points
moderate enchantment: as above, after sucessfully killing an enemy, regain 1d10 hitpoints(not temp) and +2 str&dex(does not gain multiple stacks), bonus ability score lasts until end of next turn
strong enchantment: as above, soul storage, the weapon can hold 6 souls in the weapon, the after a kill the owner can choose to store the soul in the weapon (enemies stored cannot be ressurected, the only hope would be to recover the weapon and perform a ritual), the weilder can choose to consume a soul to regain 2d6 hit points and have +2 str&dex(until end of next turn). spending multiple charges will regain more hit points and extend the rounds the ability bonus lasts.
Weak enchantment: 25% chance to ignore critical hits and sneak attacks
moderate enchantment: 50% chance to ignore critical hits and sneak attacks
Strong Enchantment: 100% chance to ignore critical hits and sneak attacks
Weak enchantment: increase armor and saves by +1
moderate enchantment: as above (+3), (1/day) after a declared hit, you can make that enemy reroll
Strong Enchantment: as above, (1/day), for the rest of the day, gain resist 10 of an energy type of your choosing
weak enchantment: 1d6 holy damage
moderate enchantment: as above (2d6), wings of the angel, can fly (base speed) for characters level of rounds per day.
strong enchantment: as above (3d6), divine radiance (1/day) surrounded by a holy aura (30ft) that deals holy damage to enemies, x2 damage to evil outsiders and undead.
Just a few ideas..