Info

Vermin

Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.

Banishment

Description: These weapons are inscribed with blue runes that are normally dormant, but flare to bright light when activated.

Powers: Once per day, on command as a free action, the wielder of a weapon of banishment can make a banishment attempt. The wielder declares her intention and makes a normal attack; if she hits, the target is temporarily phased out of existence, as if it were the subject of a banish spell (see WoW RPG, Chapter 17: Spells). The banishment lasts for 1d4 rounds. If the attack misses, the banishment has no effect but is still used up for that day.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, banish; Price +2 bonus.

Brilliant GneRgy

Description: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight.

Powers: The weapon always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Agility, deflection, dodge, natural armor and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs and objects. This property can be applied only to melee weapons, thrown weapons and ammunition.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, burning hands, gaseous form; Price +4 bonus.

CoRRupting

Description: Weapons with this enhancement glow a reddish purple and bear a distinct taint of evil.

Powers: Whenever the weapon deals damage, a portion of that damage continues to affect the target in the form of a corrupting green cloud that envelops it for 1d6 rounds. The amount of damage the corruption deals is equal to one-quarter of the damage the weapon dealt with its successful strike. For example, if the weapon deals 20 points of damage, the corruption cloud deals 5 points of damage per round for the ld6 rounds.

This weapon bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when — weapon is no longer wielded. . . This negative level never y y I results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

The cloud sticks to the target, following it even across planes, but any healing spell removes it — even cure minor wounds. Corruption damage stacks with itself.

Moderate transmutation; CL 11th; Craft Magic Arms and Armor, shadow strike, creator must be evil; Price +2 bonus.

Dancing

Description: Ribbons and metallic cords hand from this weapon's haft, and it seems restless in the hand.

Powers: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it, and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can't dance (attack on its own) again for 4 rounds.

Strong transmutation; CL 15th; Craft Magic Arms and Armor, fly; Price +4 bonus.

Defending

Description: Images of shields and protective runes are carved into this weapon.

Powers: A defending weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.

Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield of faith; Price +1 bonus.

DisRuprion

Description: This dark weapon has a faint gray aura.

Powers: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A

weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)

Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.

Distance

Description: This weapon is unremarkable in appearance, but the bearer's vision is sharper.

Powers: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.

Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.

FieRy WRath

Description: Weapons of this sort are sheathed in a flickering flame. The fire deals no additional damage; it instead protects the wielder.

Powers: The wielder gains fire resistance 5. Furthermore, if the wielder takes a critical hit, the weapon immediately triggers a fire shield that lasts 1 round, dealing 1d6 + 8 points of fire damage to the creature dealing the critical hit and to any creature that strikes the wielder.

Approximately 25% of these weapons use the alternative version of the fire shield effect (the "warm shield"). In this case, the weapon provides cold resistance 5 instead of fire resistance, and the fire shield deals cold damage and wards against cold effects. Weapons with this variant burn with a bluish-colored flame.

Moderate evocation; CL 8th; Craft Magic Arms and Armor, resist energy, fire shield; Price +2 bonus.

Flaming

Description: Upon command, a flaming weapon is sheathed in fire.

Powers: The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra +1d6 points of fire damage on a successful hit. Projectile weapons so crafted bestow the fire energy upon their ammunition.

Moderate evocation; CL 10th; Craft Magic Arms and Armor and blazing column, immolation or rain of fire; Price + 1 bonus.

Flaming BuRst

Description: This weapon is warm to the touch.

Powers: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra +1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra +2d10 points of fire damage instead, and if the multiplier is x4, add an extra +3d10 points of fire damage. Projectile weapons so crafted bestow the fire energy upon their ammunition.

Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Strong evocation; CL 12th; Craft Magic Arms and Armor and blazing column, immolation or rain of fire; Price + 2 bonus.

FluRRy

Description: Weapons with this power can turn even low-level warriors into blazing whirlwinds of fury. They are light to the touch, and wind whispers about them — until the weapon's power activate, and the sound rushes to a roar.

Powers: Upon striking a successful critical hit, the weapon grants its wielder another attack at his highest base attack bonus. The wielder can make the attack only with the flurry weapon.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bloodlust; Price +3 bonus.

FoefindeR

Description: This enhancement can be added only to ranged weapons. The weapon bears a small eye carved somewhere upon it, but it otherwise unremarkable. Typically, casual archers use weapons of this type for those rare circumstances when they cannot engage in direct melee combat.

Powers: The wielder gains the benefits of the Point Blank Shot and Precise Shot feats.

Moderate transmutation; CL 8th; Craft Magic Arms and Armor, arcane missile; Price +2 bonus.

FRost

Description: Upon command, a frost weapon is sheathed in icy cold.

Powers: The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra +1d6 points of cold damage on a successful hit. Bows, crossbows and slings so crafted bestow the cold energy upon their ammunition.

Moderate evocation; CL 8th; Craft Magic Arms and Armor, frost nova; Price +1 bonus.

Ghost Touch

Description: This weapon appears indistinct; you can see through it.

Powers: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.

Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.

Healing

Description: This weapon sheds a red glow. When its healing property activates, the weapon becomes pearly white, and the glow changes to white.

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