Enchantment to retrieve a weapon?

In 2E there were Rings of Readiness. Quite nifty little things and my character actually had them until they were melted by an acid breathing dragon. Bascially the set consits of two rings. One goes onto the hilt of the weapon and the other goes onto the finger of the character. It "calls" the weapon to the hand as long as it is within a one mile radius. I don't think they have been brought over to 3E anywhere. I really can't remember what we set the price at. I think it wasn't much more than 5k or so though.
 

log in or register to remove this ad


Make it a throwing weapon (+1 IIRC) and then make it returning (+1 again). He doesn't have to throw it AFAIK to make it return.

Anyway, that's the way the FR character Wulfgar used to recall his hammer Aegis-Fang.
 

KaeYoss said:
Make it a throwing weapon (+1 IIRC) and then make it returning (+1 again). He doesn't have to throw it AFAIK to make it return.

Anyway, that's the way the FR character Wulfgar used to recall his hammer Aegis-Fang.

...because we all know that 2nd Ed FR novels are the best way to make rulings on 3e, right? ;)

The 'thrown' quality says it returns to the creature that threw it the round after it is thrown. Nothing about being dropped or disarmed

In fact, if it did work after being dropped, that would be darned inconvenient at times.

"Bob's fallen into a pit!"
"I'll drop my sword and get out my rope...wait...I'll drop my sword again...no...I'll...dammit!"

J
 

I'd vote for a +1 bonus to add that enhancement. It's a nice feature, but it doesn't make a character more powerful, doesn't make him do more damage, etc. Just keeps him from losing a nice weapon.
 

I vote for +1 as well.

I'm thinking of three different properties, though.

One, for +1, prevents you from being disarmed by nearly any means - the weapon somehow twists and turns and ends up back in your hand.

Another, for +1, allows you, as a move equivalent action, to "call" the weapon from anywhere within a 1-mile radius (on the same plane only, of course). You must own and carry the weapon for 48 hours for it to "tune" itself to you before this property will work. This property will not work if someone else is currently wielding the weapon.

Finally, for +1, the weapon repairs itself if broken (sundered, etc.) This happens over a one week period, and can only happen for simple blade (or blade-equivalent) damage such as sundering a weapon. The hilt (or equivalent) must remain intact.

Thus, for +3 you could have a weapon that you'd basically never, ever lose (it could be disintegrated or disjoined or something, though).
 
Last edited:

Thanks for the advice all. I'm going to go with a "+1" property: "Calling"

Works like the "Sustained Force" ability of the Telekinesis spell, but only for moving the weapon towards the caster. The caster level is 20 and the ability is usable once per round as a spell-like ability. A person must carry the weapon for a full 24 hours before being able to use this ability and only one person may be so atuned at a given time.

This would mean that it has a range of 1200ft and the weapon would move up to 20ft per round. Someone holding it would get a Will save and SR check each round to avoid losing the weapon.

Guess this into house rules now though.
 



drnuncheon said:


...because we all know that 2nd Ed FR novels are the best way to make rulings on 3e, right? ;)

No, It was just an example of someone that used that technique, no justification of anything.

The 'thrown' quality says it returns to the creature that threw it the round after it is thrown. Nothing about being dropped or disarmed

First, the 'thrown' quality says that it can be thrown (or rather, that you can effectively use it as a ranged weapon. Everyone can throw his weapon, but I wouldn't bet that he hits with that...), you are talking about 'returning' here. But let's not start counting peas here, right? That also corresponds to your argument: for all I care, the returning aspect lets you call your weapon back into your hands. IMO that's the spirit of the rules. The letter of the rules is quite irrelevant for me (as I'm no rules-lawyer).

In fact, if it did work after being dropped, that would be darned inconvenient at times.

"Bob's fallen into a pit!"
"I'll drop my sword and get out my rope...wait...I'll drop my sword again...no...I'll...dammit!"

Well, bob would run arount with fairly stupid friends, that kept on calliing the weapon back. AFAIK the weapon won't return unless you call it back (or you couldn't throw the weapon and use a melee weapon in the next round: You had to throw it, wait for it to return, drop or holster it, and only than you could draw your sword!)
 

Pets & Sidekicks

Remove ads

Top