Magic Weapons
Magic weapons are the adventurer's bread and butter, and there first enchanted weapon is often a cause for celebration, long remembered even after the weapon itself has fallen by the wayside.
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Table of Contents
Lesser Magic Weapons General Magic Weapons Artifacts |
Lesser Magic Weapons
The Perfect Chef's Knife.
This impossibly sharp knife is not intended for combat, but for cooking. On the other hand, anything with the descriptor 'impossibly sharp' will almost certainly work for cutting foes. Cost: 600sp Additional Enchantments: 3 Effect: This knife acts as a light blade with the Basic Magic Enhancement that adds +10% when using the Cooking talent. |
Variable Ammunition
Add this bundle to a ranged weapon to grant it a wide range of ammunition but in limited amounts.
Cost: 2000sp
Additional Enchantments: 2
Effect: The weapon gains five charges, and regains these charges at dawn each day. They can be spent to turn one shot into one of the following types. As many charges as you need can be added to one shot.
Smoke: At the point where the hit lands it generates 3m of smoke.
Impact: Inflict an additional 1d10 damage.
Elemental: Change the type to an elemental one and add 1d5 damage.
Sleep: The target must make a Physical Prowess test or fall asleep for 1d10 minutes.
Shrapnel: Inflict the weapon's damage to all targets in a 1m radius, but targets can make an Agility test to half.
Add this bundle to a ranged weapon to grant it a wide range of ammunition but in limited amounts.
Cost: 2000sp
Additional Enchantments: 2
Effect: The weapon gains five charges, and regains these charges at dawn each day. They can be spent to turn one shot into one of the following types. As many charges as you need can be added to one shot.
Smoke: At the point where the hit lands it generates 3m of smoke.
Impact: Inflict an additional 1d10 damage.
Elemental: Change the type to an elemental one and add 1d5 damage.
Sleep: The target must make a Physical Prowess test or fall asleep for 1d10 minutes.
Shrapnel: Inflict the weapon's damage to all targets in a 1m radius, but targets can make an Agility test to half.
General Magic Weapons
General Magic Weapons are moderately unusual weapons that can still be relatively easily made, and sometimes even modified. Unfortunately there more impressive power usually comes with a downside.
Life's Bane
The lack of variation between Bane spells means it is possible, but difficult, to craft a weapon that affects all living things equally.
Cost: 9000sp
Additional Enchantments: 1
Effect: Against any living foe this weapon counts as a Bane weapon, inflicting an additional 1d10 damage.
Staged Crafting: As this weapon in both unusual and expensive it is possible to craft it in three stages of 5000sp each. Each stage can be used on a Bane weapon on 2 types of targets.
Downside: The weapon cannot harm anything the Bane wouldn't affect once complete.
The lack of variation between Bane spells means it is possible, but difficult, to craft a weapon that affects all living things equally.
Cost: 9000sp
Additional Enchantments: 1
Effect: Against any living foe this weapon counts as a Bane weapon, inflicting an additional 1d10 damage.
Staged Crafting: As this weapon in both unusual and expensive it is possible to craft it in three stages of 5000sp each. Each stage can be used on a Bane weapon on 2 types of targets.
Downside: The weapon cannot harm anything the Bane wouldn't affect once complete.
Death's Bane
Bane enchantments can be modified, with difficulty, to encompass all forms of non-living beings - undead, constructs and others - into one group.
Cost: 9000sp
Additional Enchantments: 1
Effect: Against any non-living foe this weapon counts as a Bane weapon, inflicting an additional 1d10 damage.
Staged Crafting: As this weapon in both unusual and expensive it is possible to craft it in three stages of 5000sp each. Each stage can be used on a Bane weapon on 2 types of targets.
Downside: The weapon cannot harm anything the Bane wouldn't affect once complete.
Bane enchantments can be modified, with difficulty, to encompass all forms of non-living beings - undead, constructs and others - into one group.
Cost: 9000sp
Additional Enchantments: 1
Effect: Against any non-living foe this weapon counts as a Bane weapon, inflicting an additional 1d10 damage.
Staged Crafting: As this weapon in both unusual and expensive it is possible to craft it in three stages of 5000sp each. Each stage can be used on a Bane weapon on 2 types of targets.
Downside: The weapon cannot harm anything the Bane wouldn't affect once complete.
Pride Hunter
Each of these weapons is designed to fight a certain type of foe but isn't nearly as effective against others. Cost: 5100sp Additional Enchantments: 1 Effect: Each Pride Hunter is attuned to one Attribute. The more of that attribute the person has the more effective the weapon is, adding +2 damage for every 10 points they have in that attribute. Downside: If the attribute attuned to the weapon is not the target's highest suffer a -5% to hit for every attribute higher than the attuned one. |
Soul Fed
These bows, guns and other ranged can fire normal ammo...or they can fire a chunk of their owner's life essence.
Cost: 3100sp
Additional Enchantments: 1
Effect: Reload a weapon for 1d5-1 hit points rather than the AP cost normally needed to reload or reduce the cost to fire by 1 AP if the weapon doesn't need to be reloaded, like bows. Increase the damage by 1d10.
Downside: Ammunition Fed Weapon only. For every five shots fired reduce the user's max hit points by 1d10 until they rest.
These bows, guns and other ranged can fire normal ammo...or they can fire a chunk of their owner's life essence.
Cost: 3100sp
Additional Enchantments: 1
Effect: Reload a weapon for 1d5-1 hit points rather than the AP cost normally needed to reload or reduce the cost to fire by 1 AP if the weapon doesn't need to be reloaded, like bows. Increase the damage by 1d10.
Downside: Ammunition Fed Weapon only. For every five shots fired reduce the user's max hit points by 1d10 until they rest.
Artifacts
Artifacts are unique items, often requiring extremely exotic weapons, strange circumstances of specific dates to forge them. They generally can't be replicated without equally unusual circumstances.
Burden
This massive weapon grows more powerful the more it is used, but also heavier.
Creation: Forged by a dying smith with unfulfilled business.
Effect: This weapon functions as a melee weapon of the wielder's choice that inflicts 2d10+2 damage., adding +3 if wielded in two hands.
During a battle each time this weapon hits take a note. For every ten hits, it gains +1 damage but also counts as +5 in your inventory. If this additional burden ever grows higher than your Physical Prowess modifier you cannot wield it anymore.
This massive weapon grows more powerful the more it is used, but also heavier.
Creation: Forged by a dying smith with unfulfilled business.
Effect: This weapon functions as a melee weapon of the wielder's choice that inflicts 2d10+2 damage., adding +3 if wielded in two hands.
During a battle each time this weapon hits take a note. For every ten hits, it gains +1 damage but also counts as +5 in your inventory. If this additional burden ever grows higher than your Physical Prowess modifier you cannot wield it anymore.
Heaven's Tears
This blue crystal blade seems to flow into the water on the rear edge, constantly dripping into the heavens. Creation: Complete the construction during a thunderstorm in a lunar eclipse. Effect: This weapon functions as a melee weapon of the wielder's choice that inflicts 2d10+4 cold damage. Once per day the weapon's true form can be called. For 3 AP, plus 2 AP per turn to sustain the creature, it forms a beautiful water spirit. This spirit uses the stats of a Water Elemental of a similar level to the character, rounding down to each version, but wields this weapon instead. If the Water Elemental would usually inflict more damage than this then use the higher damage +1d10. |