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Tauren

Moderate Abjuration: CL 12; Craft Magic Arms and Armor, greater heroism; Price +4 bonus.

LoRdaeRon Champion's

Description: The creation of Bertramson the Lost Smith of Lordaeron, only thirty-six suits of this armor were ever made. Legend says that each suit is fated to be worn by a great hero, and that hero shall be the last one to wear each suit. Champion's armor exists in varying shapes, sizes and varieties (some are studded leather, some chain, some half-plate; and at least six sets of full plate exist).

Powers: This suit of armor grants the wearer DR 5/ magic.

Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price +3 bonus.

MagisteRs

Description: Arcane spellcasters seek knowledge and power. This armor is enchanted to facilitate the quest, improving the wearer's ability to make potions and cast spells. Its emblem is a black cat with a silver star on its forehead. Only light armor can bear this enchantment.

Powers: The wearer gains a +2 competence bonus on Craft (alchemy) and Spellcraft checks. This armor is also beast armor, enhancing two ability scores by +1 (see the "Beast Armor" sidebar).

Faint Enchantment; CL 8; Craft Magic Arms and Armor, heroism; Price +4,200 gp.

MeRcenaRy

Description: Sellswords are the least loved of all Azeroth's soldiers, but as long as you can afford to pay them, they are handy in a pinch. Mercenary armor boosts two of a mercenary's most prized skills: horsemanship, and the ability to intimidate people. Only medium or heavy armor may receive this enchantment.

Powers: The wearer gains a +2 competence bonus on Intimidate and Ride checks. This armor is also beast armor, enhancing two ability scores by +2 (see the "Beast Armor" sidebar).

Faint Enchantment; CL 8; Craft Magic Arms and Armor, heroism; Price +13,200 gp.

Outrunner's

Description: The messengers of the Horde, the outrunners of the orcs win the Alliance's grudging respect for their endurance and tenacity — which, naturally, are qualities captured in enchanted suits of armor. Symbolized by the insignia of an iron-shod orc foot, only light or medium armor may receive this enchantment.

Powers: The wearer gains a +2 competence bonus on Survival checks and gains the Endurance feat. This armor is also beast armor, enhancing two ability scores by + 1 (see the "Beast Armor" sidebar).

Faint Enchantment; CL 8; Craft Magic Arms and Armor, bear's endurance, heroism; Price +8,100 gp.

Pillager's

Description: When the Horde unleashes the bulk of their forces, it dispatches specially trained scouts to loot the area. These individuals, though despised by the Alliance, are among the greatest Horde heroes — the pillagers. This armor is specially crafted to enhance a pillager's abilities to spot plunder. Its emblem is that of an upright orc hand clutching a gold necklace.

Powers: The wearer gains a +2 competence bonus on Search and Spot checks. This armor is also beast armor, enhancing two ability scores by +1 (see the "Beast Armor" sidebar).

Faint Enchantment; CL 8; Craft Magic Arms and Armor, heroism; Price +4,200 gp.

Reflecting

Description: As polished as the glassy mica slopes of Blackrock Mountain, this shield is a perfect mirror with a completely reflective surface.

Powers: Once per day, the wearer can use the shield to reflect a spell back at its caster exactly like the spell turning spell.

Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.

Renegade

Description: While many would-be knights aspire to the great heights, not all who embark on that path achieve such grand destinies. Many candidates die along the road to greatness, but many more turn bitter and become renegades: rogue knights without liege or honor. Not all renegades are evil, but most are forced to practice subterfuge to survive. This enchantment helps the wearer bluff his way out of a tight situation, or intimidate those he cannot bluff. Renegade armor has no particular signet or marking.

Powers: The wearer gains a +2 competence bonus on Bluff and Intimidate checks. This armor is also beast armor, enhancing two ability scores by +2 (see the "Beast Armor" sidebar).

Moderate abjuration; CL 8; Craft Magic Arms and Armor, heroism; Price +13,200 gp.

Spell Resistance

Description: Also known as magekiller armor, these items appear to be ordinary suits of armor or shields (except to spellcasters, who get an uneasy feeling when they look upon them).

Powers: These suits and shields grant the wearer spell resistance. The spell resistance can be 13, 15, 17 or 19, depending on the armor.

Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).

Swashbuckler's

Description: The knightly role is that of a heavily armed and armored champion, but some fighters eschew it for an approach with more finesse. Swashbuckler's armor, easily identifiable by the mark of the crossed warblades, is designed to help those who live that perilous lifestyle (especially those who fight against mobs of opponents). Only light armor may bear the swashbuckler property.

Powers: The wearer gains a +2 competence bonus on Jump and Tumble checks and gains a +3 luck bonus to Armor Class when two or more enemies are adjacent to her. This armor is also beast armor, enhancing two ability scores by +1 (see the "Beast Armor" sidebar).

Moderate abjuration; CL 16; Craft Magic Arms and Armor, greater inner fire, heroism; Price +11,700 gp.

Vigilant

Description: Given the threat of invasion that constantly looms, few roles are as critical to the defense of the land as the sentinel. All who perform guard duty prize vigilant armor, which is emblazoned with an eye set on the crossbar of a sword hilt. This armor makes the wearer more alert and responsive in the face of danger.

Powers: The wearer gains a +4 competence bonus on Listen and Spot checks and a +2 competence bonus on initiative checks. This armor is also beast armor, enhancing two ability scores by +3 (see the "Beast Armor" sidebar).

Moderate abjuration; CL 16; Craft Magic Arms and Armor, avatar, greater heroism; Price +37,800 gp

Wolf-Rider's

Description: Just as the Alliance honors its knights, so does the Horde honor its mounted champions, the wolf riders. Wolf-rider's armor is enchanted to help them manage their steeds in difficult circumstances. Easily recognizable by its baying wolf head emblem, only medium or heavy armor can bear the wolf-rider's property.

Powers: The wearer gains a +2 competence bonus on Handle Animal and Ride checks. This armor is also beast armor, enhancing two ability scores by +3 (see the "Beast Armor" sidebar).

Moderate abjuration; CL 8; Craft Magic Arms and Armor, heroism; Price +28,200 gp.

Magic weapons are some of the most sought-after items in all of Azeroth. A powerful weapon can be the difference between glorious victory and cold steel in your gut.

Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. 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 equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may be made of an unusual material, such as adamantine or truesilver. Roll d%: 01-95 indicates that the item is of a standard sort, and 96-100 indicates that it is made of a special material.

Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage: When a magic arrow, rifle bullet, or other sort of ammunition misses its target, there is a 50% chance it breaks or otherwise is rendered useless. Magic ammunition that hits is destroyed.

Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points: An attacker cannot damage a magic weapon or shield that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon struck. Each +1 of enhancement bonus also adds 1 to the weapon's hardness and hit points.

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon — by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect even functions against creatures not subject to critical hits, such as undead, elementals and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon's regular damage.

To generate a random magic weapon, roll d% and consult the table below.

Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities: Roll d%. If the item is a melee weapon, a 01-30 result indicates that the item sheds light, 31-45 indicates that something (a design, inscription or the like) provides a clue to the weapon's function, and 46-100 indicates no special qualities.

If the item is a ranged weapon, a 01-15 result indicates that something (a design, inscription or the like) provides a clue to the weapon's function, and 16-100 indicates no special qualities.

To generate a random weapon special ability, roll d% and consult the appropriate table below.

Magic Weapon Special Properties

Most magic weapons have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Weapons with a special property must have at least a +1 enhancement bonus.

Taôle 4-10: Uncommon Weapons

1 Add to enhancement bonus on Table 4-7: Magic Weapons to determine total market price.

2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01-50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51-100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

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