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17 Magic Weapons
Authors: The Le, Sean Holland
Layout: The Le
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
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
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 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.
The Le Games Sean Holland
17 Magic Weapons
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.
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.
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.
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.
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
+ 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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Copyright information
• Pocket Sourcebooks, © 2005 The Le. Published by The Le Games, www.TheLeGames.com
• 17 Magic Weapons, © 2005 The Le. Published by The Le Games, www.TheLeGames.com
• Images: Clip Art collect, © 2005, Sacrosanct Games, www.sacrosanctgames.com