Wednesday, May 5, 2010

Mondays & Magic: 5 more Magical Weapon Properties

This monday to celebrate the release of 101 magical weapon properties we have a preview of 5 magical weapon properties straight out of that book, By Steven D. Russell with special thanks to Dennis "Ogre" Baker.



Illustration by Sade

Boomeranging: This thrown weapon allows you to attack a creature as if you were able to make iterant attacks with it though it does not return to your hand. The very first time a creature is attacked by your second attack action in a round, that creature makes a Will save (DC 10+½ your character level + your Strength or Dexterity modifier) or be caught flat-footed. At the end of your last attack for the round, the weapon then returns to you.

Strong transmutation; CL 12th; Craft Magic Arms and Armor; telekinesis; Price +2 bonus and + 2,000 gp.

Designer’s Note:
A problem with fixed DCs on magical items is that they are only good for a fixed level of play, so in an attempt to make them work at low, medium and high levels of play I have made the DCs 10 + ½ the wielder’s character level + the wielder’s Strength or Dexterity modifier. This covers its uses as a melee weapon (even by those Weapon Finesse swashbuckler types) and its use as a ranged weapon, even for those glorious, if somewhat foolish, improvisational uses of throwing your sword.

Disorienting: when a disorienting weapon successfully deals damages to a creature, that creature must make a Will save (DC 10+½ the wielder’s character level + the wielder’s Strength
or Dexterity modifier), or the creature for 1d4 rounds suffers a -4 circumstance penalty to initiative checks, attack rolls, Acrobatics, Fly, Jump, Perception, and Swim checks. Also whenever the creature moves, it must roll 1d8 to randomly determine the actual direction traveled. If the save is successful your opponent
is immune to this weapon’s disorienting special quality for 24 hours, but not its disorienting burst special quality if it possesses one (see below). This is a mind-affecting curse effect.

Faint enchantment; CL 5th; Craft Magic Arms and Armor; confusion; Price +1 bonus.

Fiendfang: When you draw this weapon from its sheath for the first time during an encounter, choose an energy descriptor (acid, cold, electricity, fire, or sonic) and an ability damage type (Str, Dex, Con, Int, Wis or Cha). This blade deals +2d6 points of the chosen energy type and 1 point of the chosen ability damage upon a failed save (DC 10+ ½ your character level + your Strength or Dexterity modifier), and a poison spell effect (DC 10+ ½ your character level + your Constitution modifier). You gain a
+10 circumstance bonus to Diplomacy checks when dealing with any evil outsider. This weapon has an overwhelming evil aura and is treated as evil for the purpose of overcoming damage reduction.

Moderate necromancy[evil]; CL 7th; Craft Magic Arms and Armor; Energy Substitution; enervation, poison, lightning bolt; Price +3 bonus.

Leviathan’s Foe: A leviathan’s foe weapon deals additional damage to creatures that are larger than you (see table below).

Number of Size Categories Larger / Additional Die Damage
1 size category +1d6
2 size categories +2d6
3 size categories +3d6
4 size categories +4d6
5 or more size categories +5d6

Strong conjuration; CL 7th; Craft Magic Arms and Armor; monster summoning IV; Price +2 bonus.

Loyal: A loyal weapon is attuned to a particular person at the time of enchantment. Thereafter, the weapon can’t do damage to him or to anyone who is loyal to the chosen person. If it’s used to
strike such a person, the wielder must make a Strength check (DC 20) each time or drop the weapon, as it tries to leap from his hand. Even if the wielder retains his grip on the weapon, it
deals no enchantment or Strength damage due to the struggle. Weapons without an enhancement bonus can be enchanted in this
way, although the enchanted weapon must still be a masterwork weapon.

Faint abjuration; CL 5th; Craft Magical Arms and Armor;sanctuary; Price +500 gp.

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