Slack 'n' Hash

Magic Weapons

Presented here are some magic items that should be suitable for any campaign, but were originally designed for use in the Shadegate campaign setting.

Blackout Dart: This dart becomes a darkness spell when thrown. It is consumed in the attack.
     Faint evocation; CL 5th; Craft Magic Arms and Armour, darkness; Price 1,000 gp; Cost 0 gp + 20 XP.

Nightstriker: Nightstriker weapons are of immense use to characters in Gloomshield or any other place where light is in short supply. A character wielding a weapon with this enchantment may reroll his miss chance percentile roll once to see if he actually hits, if the enemy is concealed by darkness. The effects of this weapon do not stack with the Blind-Fight feat.
     Faint transmutation; CL 5th; Craft Magic Arms and Armour, darkvision; Price +1 bonus.

Shadow Touch: In a world where a man's worth is measured by the strength of his sword-arm, the idea of a weapon that could wither and atrophy a warrior's muscles to nothing inspires more than a little fear. Shadow touch weapons often have blackened blades so they resemble their namesakes, or glow faintly with a chill blue aura, just like a chill touch spell.
     Shadow touch weapons deal 1d6 points of temporary Strength damage in addition to normal damage. Bows, crossbows and slings with this enchantment bestow the shadow touch ability upon their ammunition.
     Moderate necromancy; CL 8th; Craft Magic Arms and Armour, chill touch or ray of enfeeblement; Price +2 bonus.

Dazzling: Dazzling weapons are feared by those who depend on their wits, speed and precision, for those attributes are most at risk when attacked with such a weapon. Dazzling weapons often have an aesthetic feature about them that hints at their capability, such as dizzying spiral patterns on the blade or pommel.
     A character struck by a dazzling weapon must make a DC 15 Will save or be dazzled (-1 penalty on attack rolls, Search checks, and Spot checks) for 1d6 rounds.
     Moderate transmutation; CL 8th; Craft Magic Arms and Armour, flare; Price +1 bonus.

Eroding: Eroding weapons are both loved and hated by wizards and sorcerers on the False World because they can break down an enemy's spell resistance.
     A creature struck by an eroding weapon temporarily loses 1d6 points from his or her spell resistance. Any lost Spell Resistance returns at a rate of 3 points per day, or twice that if the victim gets total rest for that day. Bows, crossbows and slings with this enchantment confer this ability upon their ammunition.
     Strong abjuration; CL 11th; Craft Magic Arms and Armour, Greater Spell Penetration, Spell Penetration; Price +3 bonus.

Forceful: Forceful weapons are designed with one thing and one thing alone in mind; damage. Their design, which is attributed to dwarves, seems to have very few frills; when wielded, they inflict more damage: in many cases, striking the victim twice as hard. What in fact happens, however, is that the weapon, rather than hitting harder, in fact hits the target with a short blast of force in addition to the damage from the weapon instead. The victim, if hit, takes 1d6 points of force damage. These weapons often have the symbol of a fist worked into their design: the head of a forceful mace, for example, may be a giant fist, or a forceful sword might have a stylised clenched fist as its pommel.
     Bows, crossbows and slings with this enchantment bestow the forceful ability upon their ammunition.
     Moderate evocation; CL 8th; Craft Magic Arms and Armour, magic missile; Price +1 bonus.

Impact: Damage, and plenty of it! That's the typical orcish requirement for a weapon, and as such the impact enchantment is very much in demand. Impact weapons have higher damage multipliers. For example, a battleaxe of impact deals ×4 damage rather than ×3. Such weapons often look ferocious too: axes have especially broad heads with nasty-looking spikes; swords are leaf-bladed.
     Only mêlée weapons can be enchanted for impact.
     Moderate transmutation; CL 10th; Craft Magic Arms and Armour, keen weapon; Price +2 bonus.

Sickening: Many wars on the False World are wars of attrition: whichever side wins is the side that can withstand the other's attacks for the longest. Any weapon that saps the enemy's endurance is therefore valued. Sickening weapons often have images of disease or sickliness worked into their decoration; skulls on the pommel, or handles of bone are not uncommon, nor are faintly disturbing colour schemes, such as purple/yellow or cyan/pink.
     A sickening weapon does just that. Characters struck by a sickening weapon must make a Fortitude save (DC 15) or be sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for 1d6 rounds.
     Moderate necromancy; CL 8th; Craft Magic Arms and Armour, poison; Price +2 bonus.

Tracing: The tracing weapon offers swordsmen a lucky streak, enabling them to strike again and again with increasing accuracy. Tracing weapons often feel remarkably light and well balanced, and a relief of a guiding hand is often worked into the hilt or the ricasso of a sword that bears this power.
     A tracing weapon appears to exhibit no special characteristics in the first round of combat. However, the round after a tracing weapon hits, the wound and weapon begin to glow, granting the wielder a +2 circumstance bonus to attack rolls against that opponent. Bows, crossbows and slings with this enchantment bestow the tracingability upon their ammunition. This effect lasts for 1d6 rounds from the last hit. Its effects are not cumulative; the wielder only receives one circumstance bonus on her attack roll.
     Moderate transmutation; CL 8th; Craft Magic Arms and Armour, faerie fire, magic weapon or greater magic weapon; Price +1 bonus.


Last modified: 26/11/08. All material ©2003-8 its creators.

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