Magic Weapons

Weapons may be enchanted in various ways, to give bonuses to hit, damage, or other sundry effects. These are described here. A weapon may have a maximum flat bonus of +5, and 0-9 bonuses accrued from enchantments. Flat bonuses add to the to hit and damage of a weapon, including those placed on ranged weapons. Weapons with an enhancement bonus beyond +10 exist, but are surpassingly rare. For each +1 above 10, multiply the cost by 1.2. Firearms may not be magically enchanted. Any given enchantment may only be added to the same weapon once, unless otherwise noted.

Those enchantments marked with an \* may be applied to ranged weapons, in which case the effect either applies to the ammunition, or is further explained in the description.

This weapon does an extra d6 of cold damage when it hits.

Corroding:

This weapon does an extra d6 of corrosive damage when it hits.

Distance:

This may only be added to a ranged weapon. The range increment of the weapon doubles.

Flaming:

This weapon does an extra d6 of fire damage when it hits.

Hallowed:

This weapon does double dice damage against undead.

Indestructible: The weapon’s HP, Hardness, and Health are doubled. This may be applied multiple times to a weapon, and its effects stack.

Keen:

This weapon’s critical threshold is decreased by 1.

Shielding:

The weapon grants its wielder a +2 shield bonus to AC, or a +3 bonus if the weapon is wielded in both hands.

Spell Storing:

This enhancement allows spells to be stored within a weapon, and released as a standard action. As a +1 enhancement, up to three spell levels may be placed in a weapon, this increases to six at +2, and ten at +3.

Targeting:

This may only be placed on a ranged weapon. This weapon treats miss chance as 1 lower (min 0).

Voltaic:

This weapon does an extra d6 of electricity damage when it hits.

Bane:

Against one type of creature (ie Animals or Undead), this weapon is at +3 to hit and damage, and does an extra 2d6 damage.

Berserkerang:

Each time you are hit while wielding this weapon, gain a +2 to hit and damage with your next attack within one round, to a maximum of twice your CB. This effect is cumulative, and resets to 0 once you hit.

Blighted:

This weapon has been empowered by an outer lord, and does an extra d8 of unholy damage when it hits.

Heavy:

This enchantment causes a weapon to do damage as if it were twice as large.

Holy:

This weapon has been blessed by a deity, and does an extra 2d4 of holy damage to any target who does not worship the blessing deity.

Igniting:

This weapon does an extra d6 of fire damage. Further, any creature struck by this weapon must make a FR with a DC equal to 14 + attacker’s CB, or be *on fire*.

Mage-Slaying:

This weapon deals double base weapon damage to creatures who are able to cast spells. This extra damage is multiplied on a critical hit.

Poisoning:

This weapon does an extra 2d6 poison damage.

Returning:

This may only be added to a thrown weapon. This weapon may return itself to the thrower as no action, so long as it is within the 2nd range increment.

Smiting:

This is an aligned weapon, and does an extra 2d6 damage against one alignment component (eg. Chaotic), as well as counting as the opposed alignment (eg. Lawful) for overcoming DR. The extra damage done is of the same type as the base weapon. The alignment of a weapon may not be changed. A creature of the opposed alignment who attempts to wield the weapon is *shaken* while doing so, and doesn’t gain a bonus to damage while wielding the weapon.

Arrow Blocking:

When targeted by an attack from a ranged weapon, you may attempt to block it with this weapon as a quick action. Your attack roll replaces your AC.

Defending:

This weapon lets you add your P mod (up to ⅓ your level) to your AC as a shield bonus.

Forceful:

This weapon does an extra 2d8 force damage.

Speed:

This weapon may be used to make an extra attack at a creature’s highest CB when making a full attack. This does not stack with other magical effects which provide the same benefit.

Dancing:

This weapon has the ability to animate and fight on it’s own, independent of its wielder. It must stay within 5ft of its wielder, and may make a full attack action each round using its wielder’s full attack bonus, and deals damage as though held by the wielder. It does not gain bonuses to damage from temporary effects affecting the wielder. It requires a move activation to activate this feature. It may do this for a maximum of ten rounds per day, the rounds need not be sequential.

Dark-Born:

This weapon absorbs light, and the area 10ft around it is always dim light or darker. The wielder gains miss chance 2 against all attacks.

Light-Blessed:

This weapon shines as a torch, and has a blade made of light. It always targets touch AC and ignores DR and DD granted by armor.

Consuming:

Every time a creature with at least half the HD of the wielder is slain by this weapon, the wielder gains the effects of the *Heal* spell.

Vorpal:

This may only be placed on a slashing melee weapon. When a 28, 29, or 30 is rolled on the dice, the target is decapitated if the attack hits. This effect does not activate if the attacked creature has no head.

Specific Magic Weapons:

 Bow of Shooting Stars
 Dagger of Life Drinking
 Eye-gouger
 Mage Knife
 Obsidian Axe
 Spear of Thunder
 Sword of Luck

This is a longbow, inscribed with patterns of stars. The range increment of this bow is double that of a normal longbow. Arrows shot from this bow glow faintly, and provide dim light in a 5ft radius for 1 minute after they land. Arrows shot from this bow are at a +1 to hit and do 1 extra point of force damage.

Dagger of Life Drinking:

This is a dagger made of bronze, and its pommel is a black stone, carved into the shape of a skull. Once per long rest, when attacking with this dagger, the attacker may choose one attack, and heal a number of HP equal to the amount of damage dealt by the dagger. This intention must be declared before rolling to hit, and it applies on the next successful hit with the dagger. Damage from sneak attack, criticals, and other categories is included in this. The dagger has +1 to hit and damage.

Eye-gouger:

This is a short-sword, made of steel, and its pommel is set with an agate which looks remarkably like an open staring eye. This weapon is +2 to hit and damage, and when a critical hit is scored, the target is *blinded*.

Mage Knife:

This dagger is forged of brass, with four garnets set into the hilt. When this dagger is used to kill a creature, the wielder regains a spell slot of a level equal to ⅓ the slain creature’s HD (rounded down).

Obsidian Axe:

This is a greataxe, with the head crafted from a single shard of obsidian. In spite of this rock’s normally brittle nature, the axe has hardness 30, and is difficult to destroy. The axe is at +1 to hit and damage, and any creature hit by the axe must make a V resist or be *staggered* for one round. DC 15 + CB + E. On a critical hit, they are *stunned* for one round on a failed resist, and *staggered* for 1d4 rounds on a success.

Spear of Thunder:

This is a short spear, with its shaft made from copper, and its head made of iron. It is engraved with lightning bolts. Once per long rest, this spear can be thrown as a ranged weapon, and when doing so it transforms into a bolt of lightning, as per the spell *Lightning Bolt*. The base damage of the bolt is 15d6. The spear otherwise functions as a *Voltaic* weapon, but once this ability is used the *Voltaic* ability is lost until after the next long rest.

Sword of Luck:

This is a longsword, well crafted, with a hilt made of silver, with a red stone set in the pommel. The wielder of this sword gains +1 to AC and to all resistances. Further, once per short rest, they may roll with advantage on one 1dW roll. The sword is a +2 to hit and damage. The red gem in the pommel may be consumed to cast *Limited Wish*. Once this is done, the stone turns to ash, and the sword loses all magical properties, becoming a Masterwork longsword.