Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Wednesday, January 1, 2025

House Rules - New Magic Weapon Special Abilities (Fixed Cost Enhancements)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here have a fixed market value of the item, and do not modify attack or damage bonuses (except where specifically noted). These enhancements do not count against the modified bonus (enhancement bonus plus special ability bonus equivalent) of the weapon. 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.

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.

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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Saturday, December 18, 2021

House Rules - New Specific Magic Weapons

New Magic Weapons

Item
Cost
Weight
Astralsword
26,350 shillings
8 lbs.
Batblade
34,802 shillings
1 lb.
The Bleeding Sword
30,315 shillings
4 lbs.
Bow of the Ceniþ Marches
12,400 shillings
3 lbs.
Deathflail
44,335 shillings
5 lbs.
Devil Tongue
32,615 shillings
4 lbs.
Explorer's Bow
33,375 shillings
4 lbs.
Flayer Flail
3,435 shillings
20 lbs.
Fool's Sceptre
24,312 shillings
4 lbs.
Glass Dagger
11,969 shillings
1 lb.
Harp Bow
3,430 shillings
3 lbs.
Hawk Hatchet
6,308 shillings
2 lbs.
Heir's Dagger
5,702 shillings
1 lb.
Lance of the Stately Charger
50,310 shillings
10 lbs.
Mindthorn
25,320 shillings
2 lbs.
Morningstar of Justice
28,308 shillings
6 lbs.
Obsidian Spear
12,302 shillings
9 lbs. or 6 lbs.
Rending Daggers
26,604 shillings
2 lbs.
Sylvan Halberd
11,315 shillings
12 lbs.
Sword of Acarra
24,350 shillings
8 lbs.
Sword of the Crusader
12,315 shillings
4 lbs.
Sword of the Warlord
19,615 shillings
4 lbs.
Tactitian
30,315 shillings
4 lbs.
Thundermaul
22,336 shillings
12 lbs.
Vigor Blade
16,315 shillings
4 lbs.
Whip of Despair
25,801 shillings
2 lbs.
The following specific weapons usually are preconstructed with exactly the qualities desribed here.

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.

Astralsword: (Mercenaries) The astralsword is a +2 greatsword whose blade shimmers and winks while wielded. As a standard action, the wielder can aim the sword at a target and activate an identical blade summoned from an astral pocket to fire forth from the sword hilt, leaving the main blade in place. There are a total of 50 blades in the pocket space, when the blades are used up, the sword remains a +2 greatsword. The shimmering astralswordcan be used as a ranged attack and has a range increment of 30 feet. The ranged blade does 1d10 points of piercing damage and threatens a critical as the base weapon.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 26,350 shillings; Cost to Create: 13,350 shillings + 1,040 experience points. Weight: 8 lbs.

Batblade: (Mercenaries) A batblade is as dark as midnight from hilt to tip. Bat-like wings make up the guard and frequently the blade is wave and slim. It acts as a +2 dagger and grants the user the ability to fly at will, per the spell, as if cast by a 5th level caster. It also grants the wielder darkvision with a range of 60 feet as long as it is held. As a standard action, the user may activate a sonar-like ability to grant a +10 circumstance bonus to Spot checks when used to spot an invisible creature. This is a sonic supernatural ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, darkvision, fly; Cost: 34,802 shillings; Cost to Create: 17,552 shillings + 1,380 experience points. Weight: 1 lb.

The Bleeding Sword: (Book of Eldritch Might) This +2 longsword continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease devil chills.
  Aura: Moderate necromancy; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 30,315 shillings; Cost to Create: 15,316 shillings + 1,200 experience points. Weight: 4 lbs.

Bow of the Ceniþ Marches: (adapted from the Book of Eldritch Might II) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This +2 composite longbow is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: 12,400 shillings; Cost to Create: 6,400 shillings + 480 experience points. Weight: 3 lbs.

Deathflail: (Conjuration) A deathflail acts as a +2 flail and appears to be crafted from the bone and sinew of some great creature, a dragon most sages would argue. It remains pure white, and its haft is usually wrapped in gold or silver cloth. If the wielder brings a living opponent to the dying condition, it necromantically drains the target. If the subject fails a DC 13 Will save, it dies and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. These effects last for 10 minutes per Hit Die of the target.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Cost: 44,335 shillings; Cost to Create: 22,335 shillings + 1,760 experience points. Weight: 5 lbs.

Devil Tongue: (Mercenaries) A devil tongue is a +2 unholy longsword with a grip of darkened leather. The hilt is a devil's head, it's horns forming the hilt with its mouth open to the blade. As if a horrid, elongated tongue, the wavy blade extends from the devil's mouth, and a small cloud of dark particles forever emanates from the tip. Once per day, on a successful hit, the wielder can will the swoard to unleash a contagion spell on the target. The target must succeed at a DC 16 Fortitude save or contract a disease which strikes immediately with no incubation period. This infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. Which disease is inflicted is determined randomly.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 32,615 shillings; Cost to Create: 16,465 shillings + 1,292 experience points. Weight: 4 lbs.

Explorer's Bow: (Mercenaries) At first glance, an explorer's bow appears to be a simple, hastily made woodsman's bow, frequently with a few knobs and leaves remaining from the branch it was made from. Any ranger or druid worth their salt would know the woodsman runes carefully carved near the grip, denoting it as an explorer's bow. An explorer's bow is a +2 mighty (Strength 16) composite longbow that grants its wielder the Endurance feat, and once per day the power of protection from elements as the spell cast by a 6th level druid may be activated by the wielder. In addition, the wielder may never be truly lost, for any arrow shot from the bow while the word "north" is spoken by the wielder in the Sylvan tongue fall to earth pointing true north. Finally, the bow grants proficiency in it's use to any druid who holds it, and using it does not break their sacred vows.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, bear's endurance, endure elements, find the path; Cost: 33,375 shillings; Cost to Create: 16,875 shillings + 1,320 experience points. Weight: 4 lbs.

Flayer Flail: (Book of Eldritch Might) Made from the head and tentacles of a slain mind flayer, this +1 heavy flail can cast confusion (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.
  Aura: Moderate enchantment; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, confusion; Cost: 3,435 shillings; Cost to Create: 1,885 shillings + 124 experience points. Weight: 20 lbs.

Fool's Sceptre: (Magic Item Creation) When this +2 light mace scores a critical hit, the target must succeed at a DC 13 Will save or be confused for one round, as per the spell lesser confusion. In addition, once per day, the wielder of the fool's sceptre can cast confusion, as the spell.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, confusion, lesser confusion; Cost: 24,312 shillings; Cost to Create: 12,312 shillings and 960 experience points; Weight: 4 lbs.

Glass Dagger: (Mercenaries) One of the cruelest blades ever crafted, a glass dagger is a +3 dagger that appears to be made of glass with a line of dark liquid embedded through its axis from hilt to tip. If a successful hit is scored on a target, the dagger causes normal damage, and then vanishes. The would continues to hurt, and cannot be healed by any means short of a heal, limited wish, miracle, or wish spell. The dagger travels with the target in the wound, but on the ethereal plane. On the prime material, it cannot be seen of grapsed, or manipulated, as it is essentially not there. The dagger can only be safely pulled from the wound by grasping where the handle would be and saying a command word. If a dispel magic spell is cast on it, or the target comes in contact with an antimagic region (or another command word is spoken within hearing distance of the blade), the dagger vanishes forever, unleashing a poison spell on the target. The dagger is a control tool, usually being accompanied by a promise to remove the blade from a wound once the target performs a particular task.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 23,635 shillings; Cost to Create: 11,969 shillings + 1,333 experience points. Weight: 1 lb.

Harp Bow: (adapted from the Book of Eldritch Might II) This ornate harp can be played normally and also can be used as a +1 shortbow. Bard enjoy this item because it lets them use the Accompaniment feat while remaining armed.
  Aura: Faint evocation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 5+ ranks in Perform; Cost: 3,430 shillings; Cost to Create: 1,930 shillings + 120 experience points. Weight: 3 lbs.

Hawk Hatchet: (Mercenaries) The hawk hatchet is a favorite of woodsmen and rangers. Its handle is made from the strongest steel and it's blade head it formed into a hawk's head with the beak as the blade. It acts as a +1 throwing axe normally, but its damage ignores any hardness rating when causing damage to a nonliving object.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: 6,308 shillings; Cost to Create: 3,308 shillings + 240 experience points. Weight: 2 lbs.

Heir's Dagger: (Mercenaries) Each heir's dagger is crafted specifically for those of royal blood and it won't enact its special power for any other. An heir's dagger is a normal +1 dagger, but on command it can also detect poison as the spell as if cast by a 3rd level sorcerer.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, detect poison; Cost: 5,702 shillings; Cost to Create: 3,002 shillings + 216 experience points. Weight: 2 lbs.

Lance of the Stately Charger: (Magic Item Creation) This +2 hammering lance adds +20 feet to the mount's base speed for the purpose of determining how far it can charge. In addition, it adds its enhancement bonus to the Armor Class of both the wielder and mount, but only during a charge.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, phantom steed; Cost: 50,310 shillings; Cost to Create: 25,310 shillings and 2,000 experience points. Weight: 10 lbs.

Mindthorn: (Book of Eldritch Might II) This +2 rapier is jet black, made from an unknown material. It inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.
  Aura: Faint evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Cost: 25,320 shillings; Cost to Create: 12,820 shillings + 1,000 experience points. Weight: 2 lbs.

Morningstar of Justice: (Mercenaries) A morningstar of justice could eaily pass for a duke's scepter if not for the magnificent head of spikes at the business end. These are highly prized by Lawful watch guards, peaceful overseers, and pacifist priests the world over. The morningstar acts as a +3 morningstar to any who wield it. In addition, a wielder of Lawful alignment may activate the powers of a zone of truth spell or a hold person spell, at will, as if cast by a 10th level cleric.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, hold person, zone of truth, creator must be Lawful; Cost: 28,308 shillings; Cost to Create: 14,308 shillings and 1,120 experience points. Weight: 6 lbs.

Obsidian Spear: (Mercenaries) An obsidian spear acts as a +1 longspear or +1 spear but with twice the hardness and hit points. In addition, it is perfectly balanced for use as a spear thrown, in melee, or as a quarterstaff-like weapon with its handle end (but only for 1 attack). Thus, the weapon may deal piercing, slashing, or bludgeoning damage as the wielder sees fit.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: 12,302 shillings; Cost to Create: 6,302 shillings and 320 experience points. Weight: 9 lbs. or 6 lbs.

Rending Daggers: (Mercenaries) Known to be a favorite of the savage druids of the Banshee Wood, the mere sight of them has caused more than one explorer to surrender without a fight. Each rending dagger is forged by the wild elf druids and is almost always made from the retooled claws of a great beast. Their tips are slightly curved at the very ends and are perpetually sharp. These +2 daggers are only truly effective when wielded with one in each hand. If the wielder successfully hits with both dagger attacks, he latches on to the opponent's body and tears the flesh. This automatically deals an additional unmodifeied 2d4+4 damage. The cost and weight given are for two rending daggers.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic fang, summon monster V; Cost: 26,604 shillings; Cost to Create: 13,604 shillings and 1,040 experience points. Weight: 2 lbs.

Sylvan Halberd: (Mercenaries) The rangers and druids of Qualinda first used the mighty sylvan halberds as they battled to hold back the Acarran Empire's refugees from invading their lands. A sylvan halberd acts as a +2 halberd and bestows on its wielder the ability to speak with animals and cast animal friendship as a 10th level druid, three times per day each.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, animal friendship; Cost: 11,315 shillings; Cost to Create: 5,815 shillings and 440 experience points. Weight: 12 lbs.

Sword of Acarra: ((mercenaries) Rare in the extreme, the proud wielder of a famous sword of Acarra will indeed stand out in combat. There are very few left today, there there was a time during the Age of Legends when the tyrant Acarra fam,ily was said to have a number of troops fighting with them. This sword acts as a +2 ancient greatsword and its blade always glows faintly with a blue glow out to a 5-foot radius. As the blade is swung through the air, it leaves behind a fan of blue light that will rejoin with the blade once it is held still. As a full-round action, the wielder may swing the sword in a circular arc fast enough to create a small glowing circle resembling a small shield. This glowing force can be "detached" at will, hovering in the air in front of the user as if they had a free arm with which to hold it. The blue disk will provide the full benefit of a light steel shield. This effect can be dispelled and renewed as desired.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, shield; Cost: 24,350 shillings; Cost to Create: 12,350 shillings and 960 experience points. Weight: 12 lbs.

Sword of the Crusader: (Mercenaries) Heralded as a weapon of respect and station by the cavaliers of Viridia, a sword of the crusader acts as a +2 longsword. In addition, it grants a +10 competency bonus to the wielder's Ride skill, and when used mounted it increases the bonus for being on higher ground from +1 to +2.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, animal friendship, calm animal; Cost: 12,315 shillings; Cost to Create: 6,315 shillings and 480 experience points. Weight: 4 lbs.

Sword of the Warlord: (Mercenaries) Swords of th warlord are longswords with a straight-edged side and a serrated side each. They perform as a +2 serrated longsword and also grant the Leadership feat to the wielder.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm person; Cost: 19,615 shillings; Cost to Create: 9,815 shillings and 760 experience points. Weight: 4 lbs.

Tactician: (Mercenaries) Tactician is the name of the first sword of its kind, a +2 longsword of noble manufacture, the hilt made of two outfaced carvings of the faces to two battlefield leaders, grimacing in thought and determination. The weapon grants the wielder a +2 competence bonus to initiaive and if the wielder takes the Ready action, the charatcer may ready a full-round action rather than a partial action.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divination, haste; Cost: 30,315 shillings; Cost to Create: 15,315 shillings and 1,200 experience points. Weight: 4 lbs.

Thundermaul: (Mercenaries) The thundermaul is a +3 maul with and oversized, but balanced head. It is an impressive weapon, favored by barbarians and crusaders of the Lord of Storms. Once her hour, the hammer can be struck to the ground by the wielder, which causes a deafening thunderclap to sound and the ground the tremble. All targets within 15 feet of the wielder must make a DC 15 Reflex save or fall prone. Regardless of the first result, all targets within 15 feet of the wielder must make a successful DC 15 Will save or be deafened for 1d4 rounds.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shout; Cost: 22,336 shillings; Cost to Create: 11,336 shillings and 880 experience points. Weight: 12 lbs.

Vigor Blade: (Book of Eldritch Might II) This +1 longsword inflicts 1 point of temporary Strength damage upon the foes it strikes. In a given day, after it inflicts at least 5 points of Strength damage, it can cast bull's strength upon the wielder; the spell lasts for three hours. It can activate the bull's strength ability no more than once per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bull's strength, ray of enfeeblement; Cost: 16,315 shillings; Cost to Create: 8,315 shillings + 640 experience points. Weight: 4 lbs.

Whip of Despair: (Mercenaries) Also known as the Demon's Whip by the damned souls of the Abyss, the whip of despair is used for prolonged torture sessions and is a common symbol of station for high-ranking denizens of the layers of the infernal realms. Ths whip itself has a large, sturdy grip. The lash is made from the oily black hair of a balor, soaked in vile fluid to strengthen it further. Along it's length, dire shark teeth have been worked into its sinewy vines to further the pain. At it's core, it acts as a +2 whip.

The whip of despair inflicts 1d6+2 slashing damage to a target with a critical threat range of 19-20 and a critical multiplier of x2. A struck target must succeed at a DC 18 Fortitude save or suffer a -2 morale penalty to all attacks, saves, and skill checks for 1 minute and suffers the effects of the fear spell as if cast by a 10th level sorcerer.

When using a whip, add a +2 bonus on the opposed attack roll when attempting to disarm an opponent, including the roll to keep from being disarmed if the character fails to disarm the opponent.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, unholy blight, creator must be evil; Cost: 25,801 shillings; Cost to Create: 12,901 shillings and 1,020 experience points. Weight: 2 lbs.

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Saturday, December 6, 2014

House Rules - New Magic Weapon Special Abilities (+ Bonus Equivalents)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here 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.

Acid: (Quintessential Wizard) Dripping with green ichor, an acid weapon delivers acid damage to its targets. Upon command, the weapon turns into a solidified, shimmering piece of acid that burns through whatever it hits. An acid weapon deals an additional 1d4 points of acid damage on a successful strike. In addition, the target must make a DC 13 Fortitude save or suffer an additional 1d4 points of acid damage on the next round unless the acid is somehow neutralized. Spellcasters favor acid weapons for their potential to ruin an opponent's casting in later rounds.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +2 bonus.

Acidic: (Magic Item Creation) On command, an acidic weapon is sheathed in a viscous, dripping sheet of acid. The acid does not harm the wielder. An acidic weapon deals an extra 1d4 points of acid damage on a successful hit and half that amount (minimum 1 point) on the following round. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +1 bonus.

Acid Flare: (Magic Item Creation) An acid flare weapon functions as an acidic weapon but it also explodes with acid on a successful critical hit. The acid does not harm thew wielder. In addition to the extra acid damage from the acidic ability, an acid flare weapon deals an extra 1d6 acid damage on the following round, and half that damage (minimum 1 point) on the round immediately following. If the weapon's critical multiplier is x3, add an additional 2d6 (plus half on the following round) damage instead, and if the multiplier is x4, add an extra 3d6 (plus half on the following round) instead. Missile weapons bestow this property on their ammunition when used. Even if the acidic ability is not active, the weapon still deals its extra acid damage on a critical hit.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +2 bonus.

Ancient: (Mercenaries) An ancient weapon refers to a lost master secret to weaponsmithing in which the weapon itself is treated with rare strengthening oils and reforged under magical flame. A weapon treated thus has its hardness and hit points doubled.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: +1 bonus.

Bonding: (Mercenaries) A bonding weapon has a mystical hilt whose wrappings writhe to wrap themselves firmly around the wielder's hand, making it effectively impossible to perform a disarm maneuver on the wielder. The wielder may choose to cancel this ability at any time.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Bigby's grasping hand; Cost: +1 bonus.

Ceremonial: (Mercenaries) A ceremonial weapon is outfitted with many false gems and senseless runes. It also appears to be made of gold or bronze and does not detect as magical. These types of weapons are commonly allowed in court halls or banquets where normal weapons are not allowed. In combat, it also adds a +5 circumstance bonus to any Bluff or Diplomacy check.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, alter self; Cost: +1 bonus.

Cunning: (Magic Item Creation) A weapon with the cunning ability is strongest when wielded in secrecy, shadow, and silence. When a critical hit is scored against a flat-footed opponent or against an opponent who is denied his Dexterity bonus for whatever reason, the weapon's critical hit multiplier is increased by one step (for example, from x2 to x3). Only melee weapons can be enhanced with this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, darkness or silence; Cost: +1 bonus.

Destructive: (Magic Item Creation) A weapon with the destructive special ability is especially good at sundering weapons and overcoming hardness. Its enhancement bonus to damage is doubled when sundering or when attacking an object. This confers no special ability to damage non-living creatures such as constructs. Only melee weapons can possess this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: +1 bonus.

Explosive: (Magic Item Creation) On a successful critical hit, a magic item with this special ability erupts in concussive force, dealing 1d6 fire damage to every being within a 5-foot radius of the target (including the wielder if they are within 5 feet). If the critical hit multiplier of the weapon is x3, the damage is increased to 2d6, and if the critical multiplier is x4, then the damage is increased to 3d6. The explosive special ability can only be added to ranged weapons. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, fireball or flame strike; Cost: +2 bonus.

Focused: (Mercenaries) This weapon doubles as a magical focus for touch spells. A spellcaster wielding this weapon in battle may first cast a touch spell on it, which it holds for a number of rounds equal to the caster's level, awaiting discharge. On the first successful attack with the weapon thereafter, the spell discharges into the target along with any normal damage the weapon would normally inflict.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: +1 bonus.

Force: (Mercenaries) A weapon of force releases a magical, unseen blast of force when it successsfully strikes a target. The weapon immediately initiates a bull rush as a free action as if the wielder initiated it. Any additional bonus to attacks or damage can be added to the wielder's Strength in this bull rush. The wielder can suppress this ability at will.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull's strength, gust of wind; Cost: +3 bonus.

Hammering: (Magic Item Creation) Charge attacks made using a weapon with this special ability are resolved at touch attacks. The hammering weapon ignores armor bonuses, shield bonuses, and natural armor bonuses when determining whether an attack is successful. Only non-light blunt and piercing melee weapons can be enhanced with this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: +1 bonus.

Healing: (Mercenaries) A weapon of healing fills the wielder with positive energy. So long as the wielder holds the weapon, he regenerates 1 hit point per round to a maximum of 25 hit points per day.
  Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, aid, heal, regenerate; Cost: +5 bonus.

Heaven's Wrath: (Magic Item Creation) Ranged weapons imbued with this ability are soaked in powerful emanations from the eternal heavens. When launched, a bright flare of sacred energy springs up around them, in the shape of delicate, spectral swan's wings. If targeted against a being of evil alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal - if it results in a successful critical hit, the missile strikes for an additional 1d6 points of holy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Heaven's wrath missiles can also strike non-evil beings, but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, detect evil, true strike; Cost: +2 bonus.

Hell's Fury: (Magic Item Creation) Ranged weapons imbued with this ability are soaked in powerful emanations from the endless pits. When launched, a bright flare of profane energy springs up around them, in the shape of tattered, smoky bat's wings. If targeted against a being of good alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal - if it results in a successful critical hit, the missile strikes for an additional 1d6 points of unholy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Hell's fury missiles can also strike non-good beings, but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, detect good, true strike; Cost: +2 bonus.

Honourable: (Magic Item Creation) A weapon with this special ability is tailor-made for honest combat against honourable foes. The weapon grants a +1 insight bonus to Armor Class against any attack made while the wielder is either flat-footed or denied his Dexterity bonus. It also bestows a competence bonus to Sense Motive checks equal to to the weapon's enhancement bonus for the purpose of opposing Bluff checks in combat. Finally, an honourable weapon imposes a penalty to attack rolls equal to its enhancment bonus when used to attack a flat-footed opponent.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, detect thoughts or zone of truth; Cost: +1 bonus.

Howling Fury: (Magic Item Creation) A weapon of howling fury is a great boon to a barbarian or any other character who has the ability to rage or frenzy. A weapon with this special ability increases the duration of a rage or frenzy by a number of rounds equal to the enhancement bonus of the weapon.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, remove fear plus heroism or rage; Cost: +2 bonus.

Idiocy: (Magic Item Creation) A weapon of idiocy is quickened with the power of senseless chaos. It deals one point of temporary Intelligence damage when it hits a creature. A critical hit does not multiply the Intelligence damage. Creatures immune to critical hits such as plants or constructs, are immune to the Intelligence damage dealt by the weapon, as are beings which are immune to mind-affecting spells and spell-like effects. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, touch of idiocy; Cost: +2 bonus.

Invisible: (Mercenaries) This weapon has been empowered to be permanently invisible, as the spell greater invisibility. Spotting an invisible weapon on someone requires a DC 20 Spot check. Striking with an invisible weapon makes defense against it difficult and the wielder gains a +1 circumstance bonus on attack rolls with the weapon.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, greater invisibility; Cost: +2 bonus.

Invisible (Quintessential Wizard) This weapon quality may only be applied to ammunition such as arrows, bolts, or sling bullets. Ammunition imbued with this enhancement is renered invisible, allowing it to strike a target unawares. Invisible ammunition is extremely difficult to dodge, but they are also difficult to aim precisely. The user of invisible ammunition suffers a -2 circumstance penalty to their attack rolls. The target of invisible ammunition loses their Dexterity bonus to armor Class and all dodge bonuses against the attack. After being attacked with invisible arrows in a surprise round resulting from an ambush, the target and their allies may still be caught by surprise, allowing the attacker to take another partial action.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, invisibility; Cost: +1 bonus.

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, telekinesis; Cost: +1 bonus.

Overpowering: (Magic Item Creation) On a successful hit, a weapon with this special ability allows the wielder to make a free bull rush attempt against the target. The wielder does not need to move into the defender's square when doing so, and does not provoke an attack of opportunity. To resolve the bull rush attempt, make opposed Strength checks as normal, adding the weapon's enhancement bonus to the check. If the check succeeds, the opponent is moved back 5 feet for every 5 points by which thwe wielder's check exceeds theirs. If the check fails, the wielder does not need to move.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: +2 bonus.

Phantom: (Quintessential Wizard) A phantom weapon is cloaked under a dweomer to appear as a walking stick, wand, or other harmless item normally carried by a noble or arcane spellcaster. In any encounter against an opponent who is not aware of the weapon's true qualities, the attacker's first strike made with a phantom weapon catches the target flat-footed. The target does not expect the attack to be effective, weacking his guard and allowing the attacker to make a devastating strike. The phantom quality may not be applied to ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, major image; Cost: +2 bonus.

Proficient: (Mercenaries) A proficient weapon is imbued with a master wielder's skill, imparting the ability onto whoever currently hlds it forth in battle. Any type of melee weapon may benefit and the wielder may use it as if they had the appropriate Simple, Martial, or Exotic weapon skill with that particular weapon while holding it.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, divine power, keen, true strike; Cost: +1 bonus.

Reach: (Mercenaries) A weapon of reach contains dimensional magic to project an astral blade or head 5 feet in front of itself. Any Small or Medium weapon without reach may benefit from this effect. The reach weapon is then considered to have a reach of 10 feet even though the actual size of the weapon does not change. On command, the weapon may be used to strike at creatures up to 10 feet away from the wielder.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, astral projection; Cost: +3 bonus.

Resonating: (Magic Item Creation) A weapon with this special ability is a bard's best friend. Its magic resonates with and bolsters bardic music abilities. The wielder may add the weapon's enhancement bonus to all Perform skill checks which involve the use of bardic music abilities. The resonating special ability can only be applied to melee weapons.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, charm person, suggestion, creator must be a bard; Cost: +1 bonus.

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.

Ruinous: (Magic Item Creation) A weapon with this special ability inflicts gaping wounds which are hideous to look upon and which can potentially disfigure the victim permmanently. A ruinous weapon deals 1 point of Charisma damage when it hits a creature. A critical hit does not multiply the Charisma damage. Creatures immune to critical hits such as plants and constructs, are immune to the Charisma damagedealt by the weapon. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, symbol of fear or symbol of fear; Cost: +2 bonus.

Shattering: (Mercenaries) A shattering weapon is mercilessly dense and powerful. It deals double damage to any nonliving object it strikes. An object must have no movement of it's own, and must have a hardness rating to be subject to this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: +1 bonus.

Shredding: (Magic Item Creation) A weapon with this special ability strikes especiall vicious blows which shred natural armor like tissue. On a successful crtiical hit, the weapon imposes a -2 penalty to natural armor. This penalty is cumulative and can lower the target's natural armor bonus below 0, but only to a negative value equivalent to the original natural armor bonus. Natural armor damaged in this manner heals at the rate of 1 + the target's Constitution modifier (minimum 1 point) per day. Only slashing melee weapons or slashing ranged weapons can possess this property.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, keen edge; Cost: +1 bonus.

Spellbreaker: (Quinessential Wizard) Imbued with a strong anti-magical aura, a spellbraker cleaves through magical proections with ease. When a spellbreaker hits a target, there is a chance it destroys spells such as mage armor, Shield, or stoneskin. When making anattack with a spellbreaker, its special ability activates on one of two conditions. First, if the attack misses, but would have hit if not for a magical spell that improves the target's Armor Class, that spell immediately becomes the target of a dispel magic cast by a 5th-level wizard. If more than one spell improves the target's Armor Class, randomly determine which spell is affected. Second, it the spellbreaker hits, but a spell reduces the damage it causes, such as stoneskin, the weapon's ability activates against that enchantment.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Forge Ring, dispel magic, antimagic field; Cost: +3 bonus.

Skill: (Quintessential Wizard) A weapon imbued with the skill property grants its wielder proficiency with the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +1 bonus.

True Death: (Magic Item Creation) A weapon with the true death ability is the bane of those who count on their allies' ability to raise or resurrect them should they fall in combat. A creature killed by a blow from a true death weapon must immediately attempt a Fortitude save; if the save is failed, the body is immediately disintegrated. On a succcessful save, the body is not disintegrated. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, destruction or disintegrate; Cost: +3 bonus.

Virulent: (Magic Item Creation) A weapon with the virulent special ability carries within itself a magical plague which sickens and weakens those struck by it. On a successful critical hit, the target must attempt a DC 14 Fortitude save or suffer initial damage of 1d2 points of temporary Strength damage and then make another save 10 rounds later or suffer secondary damage of 1 point of temporary Constitution damage. The effects of multiple critical hits stack. Creatures immune to critical hits and those immune to magical poison are immune to this additional damage. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cloudkill or poison; Cost: +2 bonus.

Wizard Hammer: (Quintessential Wizard) A wizard hammer destroys prepared spells before a spellcaster has a chance to cast them. If a spellcaster who must prepare spells is struck by this weapon, he must make a DC 20 Will save of lose his highest level spell from those he has currently prepared. If the spellcaster has more than one spell prepared at his highest level, randomly determine which one he loses.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, greater dispelling, insanity; Cost: +4 bonus.


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