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17 Magic Weapons

17 Magic Weapons
Authors: The Le, Sean Holland
Layout: The Le

Welcome to the 17 Magic Weapons, the first book in the new


17 series from The Le Games.

This book has 19 magic weapon prefixes, which you may use
for your magic weapons (we thought we’d throw in 2 extra
because we like to be Unorthodox). Most can be applied to any
weapon, while some are specific to blades or ranged weapons.

SLOT-LESS BONUSES
Several of the Magic weapons in this book provide bonuses
when they are in the inventory – they do not have to be
wielded. For these types of weapons, bonuses do not stack if
they have more than 1 of these enchanted weapons in their
inventory.

CASTER LEVEL
Several of the Magic weapons allow the wielder to cast spells
or spell-like abilities. Unless otherwise noted, assume the • Modify the Critical Threat for the weapon.
Caster Level is equal to the character level. • Modify the DC’s for the weapon’s Spell-like abilities
• Modify the creation cost to be cheaper or more expensive.
POWER BALANCING
Not all campaign worlds are created equal. In some worlds, a RECIPES
+3 weapon is weak, while in other worlds, that same weapon This book lists 19 Magic Weapons, their descriptions, and their
can make you a god. It is important to remember that the GM Creation Costs. However, just because the Creation Cost is
should tweak these items as necessary to balance them out. listed does not mean a player should have access to it.

Ideas for balancing out these weapons: One way of spicing up your world is be introducing Recipes.
• Give them to players, but do not allow them to create them. The concept is simple: the recipe for creating this magic item
• Modify the Attack rolls or damage rolls for the weapon

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17 Magic Weapons

may be part of the treasure you hand out, or part of a quest. has been lost, except for one. This letter recently appeared
That’s right, make them work for it a bit. in a misplaced bin during a recent election. This letter is
addressed to a person who moved east a year ago. Perhaps
Let’s face it, a magician who learns to create a new type of if you were to deliver it for Sestun, he would be able to
weapon isn’t going to just give it out for free. reward you with recipe that was left there (as payment for a
C.O.D. package long ago).
Here are some places that these weapon enchantment recipes
can be found: • The local merchant Durgin is being blackmailed by a gang
of ruffians. The ruffians has his wife, Jeniselli, and is
• Peppy is a collector of magical items, and charges a great demanding a large ransom or else they will kill her. Durgin
deal for them. However, Peppy is also loves to arm wrestle cannot afford the ransom, but can afford to hire you to
and is often found drunk in local taverns. Perhaps you rescue her. Several magical recipes are among the treasures
could arm wrestle him for it. But watch out! He’s a mean he offers you.
drunk.
• Talath lost her husband years ago in a dual, along with the
• Sarafina lost her wizard husband long ago in the troll-clone masterwork sword he used, which is a family heirloom.
wars. Among the possessions he left behind was a The sword is now kept with his mistress, who has kept it all
laboratory with dozens of writings, including magical this time to remind her of his love. Talath wishes you to
recipes. Sarafina has recently discovered that her late retrieve the heirloom from the hussy at all cost, for it is a
husband’s wedding ring was found by an excavation team, matter of her family honor.
who was kidnapped by a troll tribe. Perhaps she would be
willing to give up some of those recipes if someone were to THE LE GAMES YAHOO GROUP
retrieve her husband’s ring? Want to hear more about our books, and even get some
coupons and freebies? Come to our yahoo Group!
• Luceferal is in charge of the royal library in the capital city. http://games.groups.yahoo.com/group/TheLeGames/
He has recently discovered that the long lost book, The We make all our announcements there first.
Wizard of Roz, may actually be in the catacombs below. If
you would be so kind as to retrieve it for him, he would be FREELANCERS
happy to compensate you with some magical recipes from Our freelance author is Sean Holland, also wrote the fantastic
his archives. Unorthodox Knights. He can be contacted at
akaihyo@tychesgames.com
• Sestun runs the royal mail system in the kingdom. Since he
was put in charge of this 20 years ago, not one single letter SHAMELESS PLUG

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17 Magic Weapons

Coming soon from The Le Games: 17 Magic Armors, 17 COVER IMAGE:


Magic Shields, 17 Magic Items, 17 Magic Gloves & Boots, We placed the Cover image in a separate file for you to print
Unorthodox Pirates, Unorthodox Sorcerers, Unorthodox out. This keeps the PDF files sizes smaller. The cover is file
Paladins, Unorthodox Wizards, and Vikings d20! called _Cover.jpg

TABLE: RANDOM TREASURE GENERATOR

1d20 Magic Weapon


1 Arcane Wizardry
2 Barbarian Rage
3 Bardic Harmony
4 Clerical Restoration
5 Dragon Perception
6 Druidic Vision
7 Exhaustion
8 Fighter's Lament
9 Knockdown
10 Leaf Giving
11 Monk's Silence
12 Nutrition
13 Paladin's Remorse
14 Peaceful Telepathy
15 Ranger Targeting
16 Refraction
17 Rogue Perception
18 Shifting
19 Sorcerer's Philosophy
20 GM’s choice or Re-roll

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Arcane Wizardry If a Barbarian were to hold this


A weapon with this enchantment will
weapon, he immediately gains +1 to all
always hum softly when held. The wielder
his attack and damage rolls as long as
will always have a sense of great focus in
he has this weapon on his persons (it
his inner self. Once per day, the owner of
does not need to be wielded).
this weapon may re-roll any failed save as
Furthermore, once per day the
long as the weapon is wielded.
Barbarian may sacrifice one usage of
Rage for the day in order to enchant
If the wielder of this weapon is a Wizard,
himself with Paradoxal Rage (Ex). This
he may use the re-roll ability listed above
is a free action and lasts for a number
as long as the weapon is in his inventory,
of rounds equal to his Barbarian level.
and not just wielded. Furthermore, when
During this time period, the
casting a spell against a target creature,
Barbarian’s skin becomes more
he may use this ability to force that
sensitive, and therefore he takes an
creature to re-roll it’s save.
extra 1d4 points of damage whenever
he would normally be dealt damage
Creation Cost / Market Price
from any other source, and this
Strong abjuration; CL 13th; Craft
weapon will gain 1 charge counter. At
Wondrous Item, Enchant Arms and
the beginning of each round, as a free
Armor, limited wish, true strike; Market
action the Barbarian may use some or
Price: +18,000 gp.
all the charges to heal himself a
number of hit points equal to 1d4 per
Barbarian Rage charge. The Barbarian may call upon
Upon holding a weapon with this Paradoxal Rage while in a Rage and
enchantment, the wielder will briefly feel vice versa. Calling upon Paradoxal
anger course through him. Once that passes Rage multiple times does not cause it to stack.
though, the wielder will sense the magics contained
within the weapon. Once per day the wielder is Creation Cost / Market Price
allowed to Rage once per day as a Barbarian of first Moderate enchantment; CL 7th; Craft Wondrous
level wound (see RAGE in Appendix A: Definitions). Item, Enchant Arms and Armor, cause light
Un-wielding this weapon will immediately end the wounds, cure light wounds, prayer, rage; Market
Rage. Price: +2 weapon enhancement.

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must have the bardic music ability, crushing


Bardic Harmony despair, heroism; Market Price: +1 weapon
enhancement.
This enchanted weapon appears very normal in
every way, but when held, the wielder will hear
angelic voices singing softly. The wielder will be Clerical Restoration
calm under any situation, gaining a +2 Peace bonus This enchantment causes the weapon to
to all Will saves; This bonus is doubled against all continuously emanate a white glow around it, but
fear effects. the glow will stop when it is wielded. Once per day
the weapon may be used to heal the wielder for a
Should a Bard ever wield this weapon, he will not number of hit points equal to 1d4 times the
only be able to hear the angelic voices singing wielder’s level.
round him, but he will be able to see the music that
emanates from the weapon. Three times per day If a Cleric ever wields the enchanted weapon or has
(maximum of once per encounter), the Bard may it in his inventory, his eyes will glow with bright
harness this magical music and attempt a Harmony white light. This light allows the Cleric to clearly see
Strike (Su) with the enchanted weapon (with one the wounds of the people around him, allowing him
normal melee attack). Upon successfully striking to target specific areas for his magical healing. All
the victim, the victim will be filled with the screams of his healing spells heal an extra +1d4 points. If
of a thousand souls – the victim must make a the Cleric is 11th level or higher, he loses this
successful Fortitude Save (DC 10 + half the Bard’s ability. Instead, all of his healing spells will have a
level + the Bard’s Char modifier) or become caster level that is 2 higher than his own.
deafened for 3d6 rounds.
Creation Cost / Market Price
Deafened: A deafened creature cannot hear. It takes a -4 Strong conjuration (healing); CL 11th; Craft
penalty on initiative checks, automatically fails Listen Wondrous Item, Enchant Arms and Armor,
checks, and has a 20% chance of spell failure when deathwatch, mass cure moderate wounds; Market
casting spells with verbal components. Creatures who Price: +17,500 gp.
remain deafened for a long time grow accustomed to
these drawbacks and can overcome some of them.
Dragon Perception
Creation Cost / Market Price This enchanted weapon is forged by an artisan
Faint enchantment (compulsion); CL 5th; Craft blacksmith, and created with a vial of dragon’s
Wondrous Item, Enchant Arms and Armor, creator blood. The enchantment causes the weapon to glow

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17 Magic Weapons

with a blue light when wielded, granting


illumination of up to 20 feet – the wielder may
activate and deactivate this glow at will. While
normally considered a mundane weapon for all
intents and purposes, the wielder of this sword also
gains an intimate knowledge of all dragons. The
weapon is granted a +1d4 perception bonus to all
attack rolls against dragons. Furthermore, the
weapon will grant an additional bonus, based on
the type of dragon’s blood that was used to create it
(these bonus are granted as long as the owner
keeps the item on his person in some form, it does
not have to be wielded):
• Black – Owner granted a +3 awakening bonus to
all saves versus Sleep effects.
• Blue – Owner granted a +3 activity bonus to all
saves versus Paralysis effects.
• Brass – Owner granted Darkvision (60-feet).
• Copper – Owner gains a +1 expertise bonus to
all known skills.
• Gold – Owner gains a +1d4 speed bonus to all
initiative rolls.
• Green - Owner can breathe underwater
indefinitely and can freely use its spells, and
other abilities while submerged.
• Red – Owner may Locate Object (as the spell of
the same name) three times per day. This may
only be attempted three per day, no matter how
many different people wield this weapon.
• Silver – May attempt a Cold Smite (Su) once per
day for one normal melee attack. This attack
deals cold damage. This may only be attempted

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once per day, no matter how many different • White – Faint divination; CL 5th; Craft
people wield the weapon. Wondrous Item, Enchant Arms and Armor,
• White – Owner may speak with all dragons and comprehend languages, tongues; Market
can read and write all dragon languages. Price: +9,500gp.

Creation Cost / Market Price Druidic Vision


• Black – Faint abjuration; CL 5th; Enchant
This enchanted weapon usually appears encrusted
Arms and Armor, resistance; Market Price:
with bear teeth within the handle, and can often be
+3,000 gp.
found with blood stains that cannot be removed.
• Blue – Faint abjuration; CL 5th; Enchant The wielder of this weapon may use it to attempt a
Arms and Armor, resistance; Market Price: Nature Strike (Su) three times per day with one
+3,000 gp. normally melee attack (maximum of once per
• Brass – Faint divination; CL 5th; Craft encounter). The victim of this strike must make a
Wondrous Item, Enchant Arms and Armor, successful Fort Save (DC 13 + half the attacker’s
darkvision; Market Price: +12,000 gp. level) or it will be severely distracted my magical
• Copper – Faint divination; CL 5th; Craft leaves that float around it’s head, effectively
Wondrous Item, Enchant Arms and Armor, becoming staggered for 1d4 rounds.
fox’s cunning; Market Price: +4,000 gp.
• Gold – Faint divination; CL 5th; Enchant If a Druid were to hold this weapon, he would
Arms and Armor, cat’s grace, detect instantly be aware of the wild power that it
thoughts; Market Price: +10,000 gp. possesses deep within it. As long as the Druid
• Green - Moderate transmutation; CL 7th; wields this weapon or has it in his inventory when
Craft Wondrous Item, Enchant Arms and using his Wild Shape ability, he may speak any of
Armor, freedom of movement, water his known languages even while in Wild Shape
breathing; Market Price: +24,000 gp. form. A Druid may also attempt a Nature Strike
• Red – Faint divination; CL 5th; Craft attack while in Wild Shape form.
Wondrous Item, Enchant Arms and Armor,
locate object; Market Price: +9,000 gp. Staggered: A staggered creature may take a single move
• Silver – Faint evocation; CL 5th; Enchant action or standard action each round (but not both, nor
Arms and Armor, chill touch; Market Price: can it take full-round actions).
+3,500 gp.

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Creation Cost / Market Price it. Once per day as a free action, the wielder may
Moderate transmutation; CL 9th; Craft Wondrous create a frightful presence around him for one
Item, Enchant Arms and Armor, commune with round. Whenever he attacks or charges a victim
nature, greater magic fang, speak with animals; with this presence active, the victim must make a
Market Price: +2 weapon enhancement. successful Will save (DC 11 + half the wielder’s level
+ the Wielder’s Cha modifier), or become panicked
Exhaustion for 1d4 rounds.
A weapon with this enchantment feels heavier than
If the wielder of this weapon is a Fighter, he may
normal, but only slightly. Whenever the wielder of
use this enchanted weapon three times per day to
this weapon makes a successful critical hit with it
attempt a Dispelling Smite (Su) with one normal
(when making a melee attack), the recipient of the
melee attack. A successful strike will end the effects
attack must make a successful Fort save (DC 14 +
of a spell that is currently active on the victim, as if
half the attacker’s level), or it will become very weak
a Dispel Magic spell were cast on it (No Save). The
and therefore be Exhausted for 1d4 rounds. The
wielder may choose which active spell is dispelled.
victim may attempt a new Fort Save every round to
(see DISPEL MAGIC in Appendix A: Definitions). This
end the effects of Exhaustion. A given creature may
may be attempted once every other round.
only be successfully affected by this once per
encounter.
Panicked: Creatures who are panicked are shaken, and
they run away from the source of their fear as quickly as
Exhausted: An exhausted creature moves at half speed they can. Other than running away from the source, their
and takes a -6 penalty to Strength and Dexterity. path is random. They flee from all other dangers that
confront them rather than facing those dangers. Panicked
Creation Cost / Market Price characters cower if they are prevented from fleeing.
Weak necromancy; CL 5th; Enchant Arms and
Armor, ray of exhaustion; Market Price: +1 weapon Shaken: Creatures who are shaken take a –2 penalty on
enhancement. attack rolls, saving throws, skill checks, and ability
checks.
Fighter’s Lament Creation Cost / Market Price
A weapon enchanted with Fighter’s Lament will also Moderate abjuration; CL 9th; Enchant Arms and
appear pristine, without a scratch on it. When Armor, creator must have proficiency in martial
wielding the weapon however, the owner will feel weapons, dispel magic, mending, scare; Market
great power within it, and will know how to utilize Price: +2 weapon enhancement.
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17 Magic Weapons

though – if the victim succeeds it’s save by 5 or


Knockdown more, the attacker will need to make a successful
Fort Save (DC 17) or he himself will be knocked
This enchanted weapon vibrates when held, but the
down and become Prone.
vibration is slight enough where it will not affect the
wielder in anyway. Once per day the wielder may
Prone: The creature is on the ground. An attacker who is
attempt a Knockdown Strike (Su) with one normal prone has a -4 penalty on melee attack rolls and cannot
melee attack. The victim of this attack must make a use a ranged weapon (except for a crossbow). A defender
Fort save (DC 17 + attacker’s Str bonus) or else it who is prone gains a +4 bonus to Armor Class against
will be knocked down by the attack, effectively ranged attacks, but takes a -4 penalty to AC against
making it Prone. There is a negative side effect melee attacks. Standing up is a move-equivalent action
that provokes an attack of opportunity.

Creation Cost / Market Price


Faint evocation; CL 5th; Enchant Arms and Armor,
bull’s strength, gust of wind; Market Price: +2,000
gp.

Leaf Giving
This enchanted weapon is created with at least 1
pound of elm tree bark, found in the deepest of
enchanted forests. This weapon has often has a
small leaf on the handle, which briefly flashes with
white light when anyone touches the weapon. The
wielder of this enchanted weapon will realize that
this weapon can be instantly be transmuted into a
magical wood version of itself (as a free action).
While in this form, it deals bludgeoning damage
(along with it’s normal damage type) and grants the
wielder a +1d4 bark bonus to AC – whenever a
creature attacks the wielder, add +1d4 to his AC
until the attack is resolved.

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Furthermore, if the enchanted weapon touches fruit Creation Cost / Market Price
seeds of any kind, the fruits will instantly grow to Strong abjuration [good] and illusion [shadow]; CL
full maturity (maximum of 1 pound per fruit). This 11th; Craft Wondrous Item, Enchant Arms and
may be done to 5 seeds per day and may only be Armor, displacement, globe of invulnerability, holy
done while the weapon is in wooden form. Any fruit smite, shadow walk; Market Price: +17,500 gp.
grown this way will rapidly decay after 3 hours.

Creation Cost / Market Price


Nutrition
A weapon enchanted with this appears normal in
Strong transmutation; CL 11th; Craft Wondrous
any way, but upon closer inspection one will find
Item, Enchant Arms and Armor, barkskin, plant
that it has a light, yet fruity fragrance at all times.
growth; Market Price: +2 weapon enhancement.
The wielder of this enchanted weapon may smash it
into the ground once per day, creating a spherical
Monk’s Silence green light at the point of impact. After 2d6 rounds,
Anyone wielding this enchanted weapon will have a the light will diminish and a bush will grow from
dampening field around him, effectively granting the spot to full maturity (5x5 foot bush).
him Spell Resistance 10. Since the dampening field
is made up of negative light, the darkness offers a Should the wielder touch this bush with his
conceal bonus to the wielder, granting him a +2 enchanted weapon, 3d4 small reddish flowers will
shadow bonus to his AC. immediately begin to bloom from bush, then fall to
the ground after several minutes, leaving behind
If a Monk were to have this enchanted weapon in large reddish berries on the bush.
his inventory (not just wielded), he still gains the
above stated bonuses. However, he may sacrifice all These berries can be picked and eaten, instantly
those bonuses as a free action to imbue his Flurry providing nourishment as if they were a normal
of Blows with holy power for 1d6+2 rounds. This meal for any creature of up to large size (only 1 is
power makes his Flurry of Blows good-aligned and needed for this effect).
thus bypasses the corresponding damage
reduction. Furthermore, while this is in effect, his If two of these berries are eaten, the eater will be
Flurry of Blows deals an extra 1d4 damage against healed of damage equal to 1d6 times half her level.
all of evil alignment. Using this ability makes the
enchanted weapon powerless for 12 hours. If three of these berries are eaten, the eater will be
cured of any diseases that affect her.

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17 Magic Weapons

a creature that is not evil, the smite has no effect,


All of these effects stack, but no more than 3 of but the ability is still used up for that day. Unlike
these berries can be eaten within a 1 hour time the Paladin ability of the same name, the wielder
period or else it will cause the eater to become does not gain a charisma bonus to this special
violently ill, taking 1 point of ability damage to each attack. Furthermore, this weapon will always deal 1
ability for 24 hours. additional point of damage to all evil creatures it
strikes.
Any berries that are not eaten after 1 hour will
decay and turn to dust.

Creation Cost / Market Price


Strong transmutation; CL 11th; Craft Wondrous
Item, Enchant Arms and Armor, cure critical
wounds, goodberry, plant growth, remove disease;
Market Price: +20,000 gp.

Paladin’s Remorse
This enchanted weapon courses with good energy,
and can never be wielded by an evil creature -- It
bestows one negative level on any evil creature
attempting to wield it. The negative level remains as
long as the weapon is in hand and disappears when
the weapon is no longer wielded. This negative level
never results in actual level loss, but it cannot be
overcome in any way (including restoration spells)
while the weapon is wielded.

A weapon enchanted with Paladin’s Remorse is


empowered with Paladin magic. The wielder may,
once per day, attempt a Smite Evil (Su) attack with
one normal melee attack. She adds deals 1 extra
point of damage per level. If she accidentally smites

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If the wielder of this weapon is a Paladin, she does Creation Cost / Market Price
not gain the Smite Evil ability listed above. Instead, Faint divination; CL 5th; Craft Wondrous Item,
she may use this weapon to Smite Chaos (Su). This Enchant Arms and Armor, comprehend language,
requires sacrificing one usage of her own Smite Evil detect thoughts; Market Price: +5,000 gp.
ability, and works the same way, except that it
works against all chaotic creatures rather than evil. Creation Cost / Market Price (Alternate)
Faint telepathy; CL 5th; Craft Psionic Arms and
Creation Cost / Market Price Armor, Craft Universal Item, mindlink; Market
Moderate abjuration [good]; CL 9th; Enchant Arms Price: +1 weapon enhancement.
and Armor, dispel chaos, dispel evil; Market Price:
+1 weapon enhancement. Ranger Targeting
This special enchantment may only be applied to
Peaceful Telepathy arrows, crossbow bolts, slingshot bullets, and other
This enchanted weapon allows the wielder to types of ammunition (or perhaps a thrown weapon
attempt to communicate with creatures, even if she like a dagger).
does not know the creature’s language. The wielder
can communicate telepathically with any other Once the enchanted shot hits the target, it
creature within a certain 50 feet that knows the disappears with a bright flash (if the attack misses,
same language as the wielder. It is possible to it will also disappear on impact). The victim of this
address multiple creatures at once telepathically, attack will glow with a rainbow of lights, making it
although maintaining a telepathic conversation easier to hit. For the next 1d6 rounds while these
with more than one creature at a time is just as lights are in effect, all ranged attacks against the
difficult as simultaneously speaking and listening victim receive a +1 targeting bonus to attack rolls.
to multiple people at the same time.
If the attacker is also a Ranger, he may spend one
The wielder may also attempt to communicate this round aiming with this weapon before making his
way with a creature whose language is unknown. attack. If this attack is successful, the Ranger’s
Doing so requires a successful Intelligence check critical threat will be increased by 1 for all of his
(DC 15) and reduces the range of this ability by ranged attacks against this creature for the rest of
one-half. This check must be made every 1 hour the encounter.
the wielder is communicating with the creature.

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Using this on the same victim be immediately redirected


multiple times will not cause to a friendly target within
the results to stack. 10-feet. The new target is
random. This ability
Creation Cost / Market Price cannot be used if there
Faint evocation [light]; CL 5th; are no friendly targets
Enchant Arms and Armor, cat’s within 15-feet.
grace, dancing lights or faerie Attempting to redirect a
fire; Market Price: +1 weapon spell is a free action that
enhancement. may be attempted three
times per day (once per
Refraction cast spell).
This enchantment will create
Creation Cost / Market
small notches in the weapons
Price
base, each with a different
Strong abjuration; CL
color. The weapon itself will
13th; Enchant Arms and
always glow faintly blue,
Armor, spell turning;
intensifying itself to illuminate
Market Price: +1 weapon
a 30-foot area upon a
enhancement.
command.

Whenever the wielder of this Rogue


weapon is targeted by a spell, Perception
she may attempt to redirect it
This enchantment may
to a friendly target. To do so,
only be used on a sharp
she must make a Reflex save
edged weapon, such as a
(DC 10 + spell’s caster level –
sword or dagger. This
wielder’s WIS bonus (if any) -
enchantment will always
wielder’s INT bonus (if any));
turn the blade black, and
upon a successful save, a
offer no reflection on its
spherical glow will flash around
surface.
the wielder, and the spell will

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17 Magic Weapons

As long as this enchanted weapon is in the owner’s Shifting


inventory, she gains an innate ability to sense traps
The wielder of this enchanted weapon is harder to
around her. She can use her Search skill to locate
see – her outline appears blurry, as if it were
traps with a task DC higher than 20. Finding a
shifting and wavering. This distortion grants the
magic trap has a DC of 25 + the level of the spell
wielder concealment (there is a 25% chance any
used to create it.
attacks against her will miss outright). However,
whenever she makes a successful attack against a
Furthermore, if she is wielding this weapon, her
creature or casts a spell of any kind, the shift effect
senses and reflexes become more attuned to the
will end and not start up again for 2 hours.
dangers around her – granting her a +1 perception
bonus to Reflex saves made to avoid traps, and +1
If the wielder of this weapon is 11th higher or level,
dodge bonus to AC against attacks made by traps.
she may transfer this Shifting effect to any ally
within 20 feet even though she is the one wielding
If the owner of this weapon is a Rogue, it will grant
it. However, the effects end if either of them make a
her a special damage dealing power. If she uses this
successful attack or casts a spell.
weapon to make a Sneak Attack against a foe, she
may choose to have the Sneak Attack deal no extra
Creation Cost / Market Price
damage. If she does so, a successful Sneak Attack
Faint illusion (glammer); CL 5th; Enchant Arms
will instead deal 1 point ability damage to an ability
and Armor, blur; Market Price: +1 weapon
of her choice. She may do this once per round, on a
enhancement.
different ability each round. Choosing the same
ability more than once has no effect. Victims
recover from this ability damage after 1 hour. Sorcerer’s Philosophy
This enchantment may be only imbued on to a
Creation Cost / Market Price small stone. Once enchanted, the stone will become
Moderate divination; CL 5th; Enchant Arms and perfectly smooth, and be the perfect size for a
Armor, maker must have the sneak attack and slingshot. Upon closer inspection you will find that
trapfinding abilities, detect secret doors, keen edge, the surface is filled with small runic inscriptions
locate objects, owl’s wisdom; Market Price: +1 that seem to stare back at you with great intensity.
weapon enhancement. This stone is enchanted with Returning and will
return to the owner after being used in a ranged
attack. If the ranged attack was successful, this
stone will gain a +1 bonus to its attack roll against

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17 Magic Weapons

the same target the next time it is used. This +1


bonus stacks every time a successful ranged attack
is made with it to the same target. When it has
reached a maximum of +5, the next successful
attack will reset its bonus to 0. When attacking a
new target, all bonuses are lost and reset to 0.

If the owner of this stone is a Sorcerer and keeps it


in her inventory, she has a 10% chance to cast
spells at a Caster Level 1 higher than her own. Roll
each time before a spell is cast. Furthermore, the
Sorcerer will have an innate accuracy when
throwing this stone – when she throws it, the range
increment for the throw is doubled.

Returning: A returning weapon flies through the air back


to the creature that threw it. It returns to the thrower just
before the creature’s next turn (and is therefore ready to
use again in that turn). Catching a returning weapon
when it comes back is a free action. If the character can’t
catch it, or if the character has moved since throwing it,
the stone drops to the ground in the square from which it
was thrown.

Creation Cost / Market Price


Moderate abjuration; CL 10th; Craft Wondrous
Item, Enchant Arms and Armor, maker must be a
sorcerer with 13 ranks in spell craft, dispel magic,
mage hand, true strike; Market Price: 7,500 gp.

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Appendix A: Definitions
Rage (Ex): A barbarian can fly into a rage a certain itself, but a barbarian can do it only during his action,
number of times per day. In a rage, a barbarian not in response to someone else’s action.
temporarily gains a +4 bonus to Strength, a +4 bonus to
Constitution, and a +2 morale bonus on Will saves, but Dispel Magic
he takes a -2 penalty to Armor Class. The increase in Abjuration
Constitution increases the barbarian’s hit points by 2 Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
points per level, but these hit points go away at the end Components: V, S
of the rage when his Constitution score drops back to Casting Time: 1 standard action
normal. (These extra hit points are not lost first the way Range: Medium (100 ft. + 10 ft./level)
temporary hit points are.) While raging, a barbarian Target or Area: One spellcaster, creature, or object; or
cannot use any Charisma-, Dexterity-, or Intelligence- 20-ft.-radius burst
based skills (except for Balance, Escape Artist, Duration: Instantaneous
Intimidate, and Ride), the Concentration skill, or any Saving Throw: None
abilities that require patience or concentration, nor can Spell Resistance: No
he cast spells or activate magic items that require a You can use dispel magic to end ongoing spells that
command word, a spell trigger (such as a wand), or spell have been cast on a creature or object, to temporarily
completion (such as a scroll) to function. He can use any suppress the magical abilities of a magic item, to end
feat he has except Combat Expertise, item creation ongoing spells (or at least their effects) within an area, or
feats, and metamagic feats. A fit of rage lasts for a to counter another spellcaster’s spell. A dispelled spell
number of rounds equal to 3 + the character’s (newly ends as if its duration had expired. Some spells, as
improved) Constitution modifier. A barbarian may detailed in their descriptions, can’t be defeated by dispel
prematurely end his rage. At the end of the rage, the magic. Dispel magic can dispel (but not counter) spell-
barbarian loses the rage modifiers and restrictions and like effects just as it does spells.
becomes fatigued (-2 penalty to Strength, -2 penalty to Note: The effect of a spell with an instantaneous
Dexterity, can’t charge or run) for the duration of the duration can’t be dispelled, because the magical effect is
current encounter (unless he is a 17th-level barbarian, already over before the dispel magic can take effect.
at which point this limitation no longer applies; see You choose to use dispel magic in one of three ways: a
below). targeted dispel, an area dispel, or a counterspell:
A barbarian can fly into a rage only once per encounter. Targeted Dispel: One object, creature, or spell is the
At 1st level he can use his rage ability once per day. At target of the dispel magic spell. You make a dispel check
4th level and every four levels thereafter, he can use it (1d20 + your caster level, maximum +10) against the
one additional time per day (to a maximum of six times spell or against each ongoing spell currently in effect on
per day at 20th level). Entering a rage takes no time the object or creature. The DC for this dispel check is 11

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+ the spell’s caster level. If you succeed on a particular you fail all your checks. The creature’s magic items are
check, that spell is dispelled; if you fail, that spell not affected.
remains in effect. For each object within the area that is the target of one
If you target an object or creature that is the effect of an or more spells, you make dispel checks as with
ongoing spell (such as a monster summoned by monster creatures. Magic items are not affected by an area
summoning), you make a dispel check to end the spell dispel.
that conjured the object or creature. For each ongoing area or effect spell whose point of
If the object that you target is a magic item, you make a origin is within the area of the dispel magic spell, you
dispel check against the item’s caster level. If you can make a dispel check to dispel the spell.
succeed, all the item’s magical properties are For each ongoing spell whose area overlaps that of the
suppressed for 1d4 rounds, after which the item dispel magic spell, you can make a dispel check to end
recovers on its own. A suppressed item becomes the effect, but only within the overlapping area.
nonmagical for the duration of the effect. An If an object or creature that is the effect of an ongoing
interdimensional interface (such as a bag of holding) is spell (such as a monster summoned by monster
temporarily closed. A magic item’s physical properties summoning) is in the area, you can make a dispel check
are unchanged: A suppressed magic sword is still a to end the spell that conjured that object or creature
sword (a masterwork sword, in fact). Artifacts and (returning it whence it came) in addition to attempting
deities are unaffected by mortal magic such as this. to dispel spells targeting the creature or object.
You automatically succeed on your dispel check against You may choose to automatically succeed on dispel
any spell that you cast yourself. checks against any spell that you have cast.
Area Dispel: When dispel magic is used in this way, the Counterspell: When dispel magic is used in this way, the
spell affects everything within a 20-foot radius. spell targets a spellcaster and is cast as a counterspell.
For each creature within the area that is the subject of Unlike a true counterspell, however, dispel magic may
one or more spells, you make a dispel check against the not work; you must make a dispel check to counter the
spell with the highest caster level. If that check fails, you other spellcaster’s spell.
make dispel checks against progressively weaker spells
until you dispel one spell (which discharges the dispel
magic spell so far as that target is concerned) or until

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OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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