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<blockquote data-quote="Arkhandus" data-source="post: 6078207" data-attributes="member: 13966"><p>I've revised and fixed some items up above, but haven't quite finished. I'll have a more substantial update posted next week (maybe some monsters or a class), but for now, here's a small batch of additional magic items. (edit, added a few more, also changed one so druids could craft and use it)</p><p></p><p>WEAPONS</p><p></p><p><strong>Baleful Blade</strong></p><p>A masterwork Short Sword etched with a demonic visage upon the flat of the blade, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Baleful Blade gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Baleful Blade during that period causes the victim to suffer the effects of an <em>Inflict Light Wounds</em> spell (1d8+1 damage, Will DC 11 halves). The weapon can only be commanded once per day, and the etching upon the blade glows faintly red while active. Baleful Blades can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Short Sword.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Inflict Light Wounds</em>. <em>Cost to Create:</em> 560 gp and 12 XP. <em>Market Price:</em> 810 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Befuddling Bludgeon</strong></p><p>A masterwork Club inscribed with nonsensical phrases, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Befuddling Bludgeon gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Befuddling Bludgeon during that period causes the victim to suffer the effects of a <em>Random Action</em> (or <em>Lesser Confusion</em> in 3.5 or Pathfinder rules) spell (Will DC 12 negates, rather than the standard DC 11). The weapon can only be commanded once per day, and the engraved words glow faintly in various colors while active. Befuddling Bludgeons can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Club.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Random Action</em> (<em>Lesser Confusion</em> in 3.5 and Pathfinder). <em>Cost to Create:</em> 550 gp and 12 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Blessed Scepter</strong></p><p>A masterwork Light Mace inscribed with simple prayers, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Blessed Scepter gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and nearby allies (including the wielder) benefit from a <em>Bless</em> spell effect when the command is spoken. The weapon can only be commanded once per day, and the inscriptions glow faintly blue while active. Blessed Scepters can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Light Mace.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Bless</em>. <em>Cost to Create:</em> 555 gp and 12 XP. <em>Market Price:</em> 805 gp. <em>Weight:</em> 6 lbs.</p><p></p><p><strong>Chilling Chopper</strong></p><p>A masterwork Battleaxe engraved with icy symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Chilling Chopper gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Chilling Chopper during that period discharges a <em>Chill Touch</em> spell effect upon the victim (Fortitude or Will DC 12, instead of the standard DC 11). The weapon can only be commanded once per day, and the engravings flicker faintly cyan while active. Chilling Choppers can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Battleaxe.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Ray Of Enfeeblement</em>. <em>Cost to Create:</em> 560 gp and 12 XP. <em>Market Price:</em> 810 gp. <em>Weight:</em> 7 lbs.</p><p></p><p><strong>Counter Crossbow</strong></p><p>A masterwork Heavy Crossbow engraved with zig-zagging patterns, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Counter Crossbow gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from an <em>Entropic Shield</em> spell effect after speaking the command, but this <em>Entropic Shield</em> ends prematurely if the Counter Crossbow is released. The weapon can only be commanded once per day, and the graven patterns glow faintly in slowly-changing colors while active. Counter Crossbows can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Heavy Crossbow.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Entropic Shield</em>. <em>Cost to Create:</em> 600 gp and 12 XP. <em>Market Price:</em> 850 gp. <em>Weight:</em> 9 lbs.</p><p></p><p><strong>Crippling Crossbow</strong></p><p>A masterwork Light Crossbow engraved with snakes, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Crippling Crossbow gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Crippling Crossbow during that period afflicts the target with a <em>Ray Of Enfeeblement</em> effect (-1d6 penalty to Strength, Fortitude DC 13 halves, instead of the standard DC 11). The weapon can only be commanded once per day, and the engravings flicker faintly light purple while active. Crippling Crossbows can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Light Crossbow.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Ray Of Enfeeblement</em>. <em>Cost to Create:</em> 585 gp and 12 XP. <em>Market Price:</em> 835 gp. <em>Weight:</em> 6 lbs.</p><p></p><p><strong>Favored Mace</strong></p><p>A masterwork Heavy Mace inscribed with a deific or spiritual symbol, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Favored Mace gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from a <em>Divine Favor</em> spell effect when the command is spoken, but this <em>Divine Favor</em> ends prematurely if the Favored Mace is released. The weapon can only be commanded once per day, and the inscriptions glow faintly golden while active. Favored Maces can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Heavy Mace.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Divine Favor</em>. <em>Cost to Create:</em> 562 gp and 12 XP. <em>Market Price:</em> 812 gp. <em>Weight:</em> 12 lbs.</p><p></p><p><strong>Guarding Gauntlet</strong></p><p>A masterwork Spiked Gauntlet etched with shield patterns, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Guarding Gauntlet gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from a <em>Shield</em> spell effect after speaking the command, but this <em>Shield</em> ends prematurely if the Guarding Gauntlet is removed. The weapon can only be commanded once per day, and the etchings glow faintly deep blue while active. Guarding Gauntlets can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Spiked Gauntlet.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Shield</em>. <em>Cost to Create:</em> 555 gp and 12 XP. <em>Market Price:</em> 805 gp. <em>Weight:</em> 2 lbs.</p><p></p><p><strong>Imposing Katar</strong></p><p>A masterwork Punching Dagger engraved with ogrish or trollish figures, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Imposing Katar gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and nearby enemies suffer the effects of a <em>Bane</em> spell (Will DC 11 negates) when the command word is spoken. The weapon can only be commanded once per day, and the engraving upon the blade flickers faintly red-orange while active. Imposing Katars can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Punching Dagger.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Bane</em>. <em>Cost to Create:</em> 552 gp and 12 XP. <em>Market Price:</em> 802 gp. <em>Weight:</em> 2 lbs.</p><p></p><p><strong>Searing Spear</strong></p><p>A masterwork Shortspear (Spear in 3.5 or Pathfinder rules) engraved with fiery symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Searing Spear gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Searing Spear during that period generates a <em>Burning Hands</em> spell effect (1d4 damage, Reflex DC 12 halves, instead of the standard DC 11), erupting from the spearhead as it makes contact. The weapon can only be commanded once per day, and the engravings flicker faintly yellow-orange while active. Searing Spears can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Shortspear (or Spear in 3.5 and Pathfinder).</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Burning Hands</em>. <em>Cost to Create:</em> 552 gp and 12 XP. <em>Market Price:</em> 802 gp. <em>Weight:</em> 5 lbs.</p><p></p><p><strong>Shielding Spear</strong></p><p>A masterwork Halfspear (Shortspear in 3.5 or Pathfinder rules) with a few bands of steel around it, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Shielding Spear gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder enjoys a <em>Shield Of Faith</em> effect when the command is spoken. The weapon can only be commanded once per day, and the metal bands glow faintly white while active. Shielding Spears can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Halfspear (Shortspear in 3.5 or Pathfinder).</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Shield Of Faith</em>. <em>Cost to Create:</em> 551 gp and 12 XP. <em>Market Price:</em> 801 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Sleeper Sling</strong></p><p>A masterwork Sling stitched with an image of sheep, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Sleeper Sling gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with it during that period causes a <em>Sleep</em> spell effect to fall upon the victim (only the stricken foe, and immediately after the injury so it does not wake them; Will DC 11 negates the <em>Sleep</em>). The weapon can only be commanded once per day, and the stitched pattern glows faintly violet while active. Sleeper Slings can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Sling.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Sleep</em>. <em>Cost to Create:</em> 550 gp and 12 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 0 lbs.</p><p></p><p><strong>Startling Sickle</strong></p><p>A masterwork Sickle with ghastly faces etched upon its blade, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Startling Sickle gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Startling Sickle during that period causes the victim to suffer the effects of a <em>Cause Fear</em> spell (Will DC 12 negates, rather than the standard DC 11). The weapon can only be commanded once per day, and the etching upon the blade flickers faintly yellow-green while active. Startling Sickles can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Sickle.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Cause Fear</em>. <em>Cost to Create:</em> 556 gp and 12 XP. <em>Market Price:</em> 806 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Surge Scythe</strong></p><p>A masterwork Scythe engraved with lightning symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Surge Scythe gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the Surge Scythe is charged with a <em>Shocking Grasp</em> spell effect until scoring its first hit during this period, which discharges the spell effect (1d8+1 damage). The weapon can only be commanded once per day, and the engravings flicker faintly blue-violet while active. Surge Scythes can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Scythe.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Shocking Grasp</em>. <em>Cost to Create:</em> 568 gp and 12 XP. <em>Market Price:</em> 818 gp. <em>Weight:</em> 12 lbs.</p><p></p><p><strong>Vigorous Dagger</strong></p><p>A masterwork Dagger engraved with symbols of fortitude, vigor, and health, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Vigorous Dagger gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and a living wielder immediately gains the benefits of a <em>Cure Light Wounds</em> spell (1d8+1 damage healed) when the command is spoken. The weapon can only be commanded once per day, and the engravings upon the blade glow faintly yellow while active. Vigorous Daggers can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Dagger.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Cure Light Wounds</em>. <em>Cost to Create:</em> 552 gp and 12 XP. <em>Market Price:</em> 802 gp. <em>Weight:</em> 1 lb.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 6078207, member: 13966"] I've revised and fixed some items up above, but haven't quite finished. I'll have a more substantial update posted next week (maybe some monsters or a class), but for now, here's a small batch of additional magic items. (edit, added a few more, also changed one so druids could craft and use it) WEAPONS [B]Baleful Blade[/B] A masterwork Short Sword etched with a demonic visage upon the flat of the blade, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Baleful Blade gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Baleful Blade during that period causes the victim to suffer the effects of an [I]Inflict Light Wounds[/I] spell (1d8+1 damage, Will DC 11 halves). The weapon can only be commanded once per day, and the etching upon the blade glows faintly red while active. Baleful Blades can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Short Sword. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Inflict Light Wounds[/I]. [I]Cost to Create:[/I] 560 gp and 12 XP. [I]Market Price:[/I] 810 gp. [I]Weight:[/I] 3 lbs. [B]Befuddling Bludgeon[/B] A masterwork Club inscribed with nonsensical phrases, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Befuddling Bludgeon gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Befuddling Bludgeon during that period causes the victim to suffer the effects of a [I]Random Action[/I] (or [I]Lesser Confusion[/I] in 3.5 or Pathfinder rules) spell (Will DC 12 negates, rather than the standard DC 11). The weapon can only be commanded once per day, and the engraved words glow faintly in various colors while active. Befuddling Bludgeons can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Club. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Random Action[/I] ([I]Lesser Confusion[/I] in 3.5 and Pathfinder). [I]Cost to Create:[/I] 550 gp and 12 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 3 lbs. [B]Blessed Scepter[/B] A masterwork Light Mace inscribed with simple prayers, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Blessed Scepter gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and nearby allies (including the wielder) benefit from a [I]Bless[/I] spell effect when the command is spoken. The weapon can only be commanded once per day, and the inscriptions glow faintly blue while active. Blessed Scepters can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Light Mace. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Bless[/I]. [I]Cost to Create:[/I] 555 gp and 12 XP. [I]Market Price:[/I] 805 gp. [I]Weight:[/I] 6 lbs. [B]Chilling Chopper[/B] A masterwork Battleaxe engraved with icy symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Chilling Chopper gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Chilling Chopper during that period discharges a [I]Chill Touch[/I] spell effect upon the victim (Fortitude or Will DC 12, instead of the standard DC 11). The weapon can only be commanded once per day, and the engravings flicker faintly cyan while active. Chilling Choppers can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Battleaxe. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Ray Of Enfeeblement[/I]. [I]Cost to Create:[/I] 560 gp and 12 XP. [I]Market Price:[/I] 810 gp. [I]Weight:[/I] 7 lbs. [B]Counter Crossbow[/B] A masterwork Heavy Crossbow engraved with zig-zagging patterns, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Counter Crossbow gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from an [I]Entropic Shield[/I] spell effect after speaking the command, but this [I]Entropic Shield[/I] ends prematurely if the Counter Crossbow is released. The weapon can only be commanded once per day, and the graven patterns glow faintly in slowly-changing colors while active. Counter Crossbows can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Heavy Crossbow. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Entropic Shield[/I]. [I]Cost to Create:[/I] 600 gp and 12 XP. [I]Market Price:[/I] 850 gp. [I]Weight:[/I] 9 lbs. [B]Crippling Crossbow[/B] A masterwork Light Crossbow engraved with snakes, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Crippling Crossbow gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Crippling Crossbow during that period afflicts the target with a [I]Ray Of Enfeeblement[/I] effect (-1d6 penalty to Strength, Fortitude DC 13 halves, instead of the standard DC 11). The weapon can only be commanded once per day, and the engravings flicker faintly light purple while active. Crippling Crossbows can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Light Crossbow. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Ray Of Enfeeblement[/I]. [I]Cost to Create:[/I] 585 gp and 12 XP. [I]Market Price:[/I] 835 gp. [I]Weight:[/I] 6 lbs. [B]Favored Mace[/B] A masterwork Heavy Mace inscribed with a deific or spiritual symbol, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Favored Mace gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from a [I]Divine Favor[/I] spell effect when the command is spoken, but this [I]Divine Favor[/I] ends prematurely if the Favored Mace is released. The weapon can only be commanded once per day, and the inscriptions glow faintly golden while active. Favored Maces can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Heavy Mace. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Divine Favor[/I]. [I]Cost to Create:[/I] 562 gp and 12 XP. [I]Market Price:[/I] 812 gp. [I]Weight:[/I] 12 lbs. [B]Guarding Gauntlet[/B] A masterwork Spiked Gauntlet etched with shield patterns, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Guarding Gauntlet gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder benefits from a [I]Shield[/I] spell effect after speaking the command, but this [I]Shield[/I] ends prematurely if the Guarding Gauntlet is removed. The weapon can only be commanded once per day, and the etchings glow faintly deep blue while active. Guarding Gauntlets can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Spiked Gauntlet. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Shield[/I]. [I]Cost to Create:[/I] 555 gp and 12 XP. [I]Market Price:[/I] 805 gp. [I]Weight:[/I] 2 lbs. [B]Imposing Katar[/B] A masterwork Punching Dagger engraved with ogrish or trollish figures, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Imposing Katar gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and nearby enemies suffer the effects of a [I]Bane[/I] spell (Will DC 11 negates) when the command word is spoken. The weapon can only be commanded once per day, and the engraving upon the blade flickers faintly red-orange while active. Imposing Katars can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Punching Dagger. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Bane[/I]. [I]Cost to Create:[/I] 552 gp and 12 XP. [I]Market Price:[/I] 802 gp. [I]Weight:[/I] 2 lbs. [B]Searing Spear[/B] A masterwork Shortspear (Spear in 3.5 or Pathfinder rules) engraved with fiery symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Searing Spear gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Searing Spear during that period generates a [I]Burning Hands[/I] spell effect (1d4 damage, Reflex DC 12 halves, instead of the standard DC 11), erupting from the spearhead as it makes contact. The weapon can only be commanded once per day, and the engravings flicker faintly yellow-orange while active. Searing Spears can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Shortspear (or Spear in 3.5 and Pathfinder). [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Burning Hands[/I]. [I]Cost to Create:[/I] 552 gp and 12 XP. [I]Market Price:[/I] 802 gp. [I]Weight:[/I] 5 lbs. [B]Shielding Spear[/B] A masterwork Halfspear (Shortspear in 3.5 or Pathfinder rules) with a few bands of steel around it, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Shielding Spear gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the wielder enjoys a [I]Shield Of Faith[/I] effect when the command is spoken. The weapon can only be commanded once per day, and the metal bands glow faintly white while active. Shielding Spears can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Halfspear (Shortspear in 3.5 or Pathfinder). [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Shield Of Faith[/I]. [I]Cost to Create:[/I] 551 gp and 12 XP. [I]Market Price:[/I] 801 gp. [I]Weight:[/I] 3 lbs. [B]Sleeper Sling[/B] A masterwork Sling stitched with an image of sheep, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Sleeper Sling gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with it during that period causes a [I]Sleep[/I] spell effect to fall upon the victim (only the stricken foe, and immediately after the injury so it does not wake them; Will DC 11 negates the [I]Sleep[/I]). The weapon can only be commanded once per day, and the stitched pattern glows faintly violet while active. Sleeper Slings can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Sling. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Sleep[/I]. [I]Cost to Create:[/I] 550 gp and 12 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 0 lbs. [B]Startling Sickle[/B] A masterwork Sickle with ghastly faces etched upon its blade, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Startling Sickle gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the first successful hit made with the Startling Sickle during that period causes the victim to suffer the effects of a [I]Cause Fear[/I] spell (Will DC 12 negates, rather than the standard DC 11). The weapon can only be commanded once per day, and the etching upon the blade flickers faintly yellow-green while active. Startling Sickles can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Sickle. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Cause Fear[/I]. [I]Cost to Create:[/I] 556 gp and 12 XP. [I]Market Price:[/I] 806 gp. [I]Weight:[/I] 3 lbs. [B]Surge Scythe[/B] A masterwork Scythe engraved with lightning symbols, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Surge Scythe gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and the Surge Scythe is charged with a [I]Shocking Grasp[/I] spell effect until scoring its first hit during this period, which discharges the spell effect (1d8+1 damage). The weapon can only be commanded once per day, and the engravings flicker faintly blue-violet while active. Surge Scythes can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Scythe. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Shocking Grasp[/I]. [I]Cost to Create:[/I] 568 gp and 12 XP. [I]Market Price:[/I] 818 gp. [I]Weight:[/I] 12 lbs. [B]Vigorous Dagger[/B] A masterwork Dagger engraved with symbols of fortitude, vigor, and health, this weapon has no magical enhancement normally but instead gains brief magical powers when commanded by its wielder. On command the Vigorous Dagger gets a magical +1 enhancement bonus to attack rolls and damage for the next 3 rounds, and a living wielder immediately gains the benefits of a [I]Cure Light Wounds[/I] spell (1d8+1 damage healed) when the command is spoken. The weapon can only be commanded once per day, and the engravings upon the blade glow faintly yellow while active. Vigorous Daggers can be enchanted later with actual enhancement bonuses, in which case their command-word ability stacks with any permanent enhancements while active. The costs below include the price of purchasing a masterwork Dagger. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Cure Light Wounds[/I]. [I]Cost to Create:[/I] 552 gp and 12 XP. [I]Market Price:[/I] 802 gp. [I]Weight:[/I] 1 lb. [/QUOTE]
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