Saturday, December 6, 2014

House Rules - New Magic Weapon Special Abilities

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalent) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor Piercing: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. An armor piercing missile ignores the armor, natural armor, and shield bonuses of its target. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, armor piercing missile; Cost: 750 shillings; Cost to Create: 375 shillings and 30 experience points.

Heart Seeker: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A heart seeker missile inflicts double damage on a target. The enchantment adds one to the critical multiplier of the weapon (i.e. a x2 multiplier would become a x3). The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, heart seeker missile; Cost: 1,400 shillings; Cost to Create: 700 shillings and 56 experience points.

Karmic: (Book of Eldritch Might II) This weapon gains a +2 attack and damage bonus when it successfully strikes a foe in legitimate combat (striking an inanimate object out of battle does not count). The bonus is good for one attack, which - if successful - confers that same bonus on the next attack. The next attack after a miss, however, carries a penalty of -1 to attack, but not damage.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bless, magic weapon; Cost: +1 bonus.

Knockback: (Book of Eldritch Might II) This quality can apply only to ranged weapons. Any creature struck by this weapon must make a Strength check with a DC of 20. Those who fail are knocked back 5 feet.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekonesis; Cost: +1 bonus.

Pain: (Fury in the Wastelands: The Orcs of Tellene) This enhancement can only be placed on a missile weapon such as an arrow, bolt, or javelin. Unlike normal weapon enhancements, the missile does not have to be a masterwork item or otherwise enchanted to be the subject of this enhancement. A creature struck by a pain missile must make a DC 14 Fortitude save in order to perform any action other than lying on the ground writing in agony. This effects lasts for five rounds, and the save must be made every round. The cost listed is to enchant a single missile. Missiles such as arrows, bolts, or bullets break after one use. This enchantment grants no benefit if the missile is used as a melee weapon. Thrown weapons such as javelins, throwing spears, and throwing axes lose their magical ability after one use.
  Aura: Moderate transmutation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, pain missile; Cost: 325 shillings; Cost to Create: 163 shillings and 13 experience points.

Reusable: Reusable is a special ability that can be added to any magic consumable ammunition, such as sling stones, arrows, or bolts. Reusable magic ammunition is not consumed when it strikes or misses a target. If recovered, it can be used again.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, major creation, mending; Cost: +1 bonus.

Stinging: (Dragon Magazine #353) A weapon with this ability ignores the absolute protection offered by armor against certain weapons. Stinging weapons are typically covered in tiny barbs and spines that do not negatively affect its usefulness in any way. This ability can only be applied to whips and similar weapons whose damage is partially or fully blocked by armor. The weapon deals normal damage against creatures with armor or natural armor.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, gaseous form; Cost: 1,000 shillings.

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