Magic Weapons PF
Magic Weapons
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Although the days of the super powerful rune weapons are long gone, select special, magic properties can be instilled in magic weapons. Such weapons are usually created by powerful alchemists (10th level or higher), the occasional high priest through divine intervention, and the occasional demon lord and gods.
Unfortunately, these magic weapons are extremely expensive and often rare.
The most common magic weapons have only one magic property/ability.
Those with two are considerably uncommon and those with three, rare.
Three is the maximum number of magic powers that can be placed in any one weapon. Especially powerful and rare weapons may cost 100-500% more than the original cumulative cost to make it and some are legendary.
Commissioned magic weapons
It is cheapest to buy a ready-made weapon offered for sale rather than commission one (cheaper yet to find, steal or acquire one through gambling or other means). Only about half the alchemists in the world can make magic weapons themselves and the process takes 2D4 months per each magic property/power.
The cost is typically 20-40% higher for custom built magic weapons, sometimes higher; rarely lower. Half payment is required at the time the commission is placed and the balance paid upon completion.
Magic Weapon Properties
Keep in mind that a magic weapon can have no more than a total of three magic attributes. Moreover, the same attribute cannot be placed on a particular weapon more than once.
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Additional Damage
One die of damage (1D6) is added to the weapon's normal damage.
Cost: 8,000 gold.
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Armor Piercing
Weapons with this feature will bypass the A.R. of their targets. If used against targets wearing body armor, the armor will not be harmed by this weapon, as it will automatically seek out gaps and chinks in the armor through which to strike. When used against creatures with a high natural A.R., this weapon simply goes through the natural defenses.
Cost: 350,000+ gold; very rare.
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Blinding flash
Three times daily, same as a 4th level spell.
Cost: 4,000 gold.
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Color
Any color can be selected, usually for dramatic effect: blood red, crimson, light blue, dark blue, solid black, gold, silver, etc.
Cost: 500 gold.
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Continual Glow
The weapon radiates a soft, magical glow, usually purchased to impress or intimidate an opponent. Colors can be amber, white, light blue or light red.
Cost: 1,200 gold.
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Impervious to Fire
The weapon cannot be melted, even by magic.
Cost: 8,000 gold.
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Indestructible
Cannot be destroyed by any means, except by an alchemist (takes 12 hours).
Cost: 30,000 gold.
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Invisible Weapon
Only the wielder can see the weapon, making it easy to conceal. When fighting an opponent who cannot see the invisible, it provides a bonus of +3 on initiative and +2 to strike and parry. However, the bonuses do not apply when facing those who can see the invisible.
Cost: 25,000 gold.
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Demon Slayer
Does normal damage to all creatures except demons, to which it inflicts double damage.
Cost: 20,000 gold.
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Deevil Slayer
Does normal damage to all creatures except deevils, to which it inflicts double damage.
Cost: 18,000 gold.
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Double Damage to Evil
Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
Cost: 15,000 gold.
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Double Damage to Good
Weapon does 2x damage to any Scrupulous or Principled target. Normal damage to targets of any other alignment.
Cost: 10,000 gold.
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Dragon Slayer
Does normal damage to all creatures except dragons and sea serpents, to which it inflicts double damage.
Cost: 25,000 gold.
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Eternally sharp blade
A blade weapon (sword, spear, etc.) that never dulls and is +3 to damage.
Cost: 25,000 gold.
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Flaming Ball & Chain
A chain weapon with a ball of flame! Damage: 4D6 damage (maximum) and comes with a special covering/case that is impervious to fire.
The set costs 35 ,000 gold.
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Flaming Knife
A knife made of magic flame that extends from a handle that is impervious to fire.
Damage: 2D6 damage (maximum) and comes with a special scabbard that is impervious to fire.
The set costs 25,000 gold.
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Flaming Sword
A sword of magic flame that extends from a handle that is impervious to fire.
Standard Damage: 4D6 damage and comes with a special scabbard that is impervious to fire.
The set costs 40,000 gold.
A sword that does 5D6 damage costs 50,000 gold and one that does 6D6 damage costs 60,000 gold - maximum damage is 6D6.
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Foebane (3x daily)
Enables the user to identify the strongest life force (level/hit points/S.D.C./brute strength) among the enemies before him.
Cost: 10,000 gold.
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Infectious Wounds
All wounds caused by this weapon will not heal naturally. Failure to close these wounds by magical or psionic means will result in life-threatening infection to inflame the wound. This means the wound does not heal (no S.D.C./HP. recovery) and the victim takes two additional points of damage for every wound inflicted, every 24 hours.
Failure to heal these wounds completely with extraordinary means (magic or psionics) within three days results in a fever (reduce all combat bonuses by half and speed and skill performance by 20%) and +2D6 damage each subsequent 24 hours. Note: Only evil characters are likely to commission an Alchemist to add this feature to a weapon. Western assassin guilds are notorious for endowing weapons with this and/or the poison feature.
Cost: 100,000 gold.
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Numbing Cold (3x daily)
When this power is activated, the next time the weapon hits, the victim must save versus magic or lose half of his attacks, reduce speed by half, and suffer -2 on all rolls to strike, parry, dodge, roll with punch, and initiative for l1D6 rounds.
Cost: 40,000 gold.
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Physical Transferal
Any Hit Point or S.D.C. damage caused by this weapon is temporarily transferred to the wielder of the magic weapon!
The Hit Point/S.D.C. transfer lasts for as many minutes as the wielder's P.E. (i.e. 9 P.E. = 9 minutes, etc.).
Any damage the weapon wielder takes is removed from his "stolen" Hit Points and S.D.C. first.
Cost: 500,000+ gold, but often much more than that, when available at all; very rare.
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Returns to Wielder When Thrown
Applicable only to weapons suitable for throwing, including most knives, small axes, hammers, and javelins. The enchanted weapon returns to the thrower immediately after striking the target (mentally commanded counts as one melee attack!
Maximum range: 120 feet (36.5 m).
Cost: 50,000 gold.
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Sound Effect
The weapon will create a single sound effect whenever it is drawn and swung in attack. The sound can be no louder than the thunderclap typically heard from Thunder Hammers and usually considerably quieter, although most are loud.
Commonly available sounds include a (louder than usual and somewhat intimidating) swish, the sound of rushing wind, buzzing, "singing" (a sweet ringing), a lion's roar, and a low bass hum. No funny animal sounds or the sounds of various bodily functions can be purchased.
Cost: 1000 gold.
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Spits Fire Balls
A weapon that can shoot out fire balls three times per day.
Range: 60 feet (18.3 m), damage: 3D6+2.
Cost: 35,000 gold.
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Spits Lightning
A weapon that can shoot out a lightning bolt three times a day.
Range: 40 feet (12.2 m), damage: 3D6+6.
Cost: 45,000 gold.
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Super-Sharpness
+4 to damage, but more importantly it lowers the required roll for a critical strike by two points. For example: If a character requires a Natural 20 for a critical strike, that number is reduced to "18" when this weapon is used. For example, a 6th level Mercenary who needs to roll a natural 18, 19 or 20 for a critical strike would only have to roll a natural 16-20 for a critical strike with this blade weapon.
Cost: 40,000 gold.
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Surefingers
Weapons with this attribute cannot be accidentally dropped or knocked out of their wielders' hand (impervious to disarm attacks).
Cost: 15,000 gold.
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Teleports to Wielder
This feature allows the wielder of the weapon to "summon" the weapon to his or her hand, up to 500 miles (800 km) away. Assassins are especially fond of this feature, since they use it to bring weapons into supposedly safe places at a moment's notice (teleport counts as one melee action).
The teleported weapon can also be used to recover the magic weapon when thrown, but the act of causing the weapon to teleport back counts as one melee action. If this magic weapon is placed in a circle or container with the Mystic Energy Drain ward. the weapon is trapped and cannot teleport until it is removed from that ward's effects.
Note: The weapon cannot be made to teleport into an enemy or anywhere but in its owner's hand.
The magic bonds with one particular person/owner/wielder after it has tasted his blood (needs to prick finger and run his blood along the length of the blade) and been in his possession for at least 72 hours. Thus, it will be inert for 72 hours after the death or loss of its current owner.
Cost: 400,000+ gold; very rare.
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Teleports Wielder
Owner/wielder of the weapon can teleport three times daily, up to five miles (8 km same limitations as the teleport magic spell; very rare.
Cost: 200,000 gold.
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Thunder Hammer
Applicable only to blunt weapons, excluding ball & chain types. The weapon inflicts an extra 2D6 damage and lets out a booming thunderclap each time it strikes or is struck.
Cost: 30,000 gold.
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Turns Holder Invisible
Upon a mental command, the magic weapon can turn whoever is holding its handle invisible. Either the wielder of the weapon is turned invisible, or others if he allows them to grasp the weapon. As many as two people if a sword, hammer or chain weapon, or four if a staff, spear or polearm.
Can turn people invisible three times per day (24 hour period).
Duration of invisibility is 10 minutes.
Cost: 50,000 gold.
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Turns Holder Fire Resistant
Normal fire does half damage (magic fire does full damage), four times daily. Duration: 20 minutes.
Cost: 12,000 gold.
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Transformable Weapons
These are similar to the magic marbles of transformation except that instead of a marble, the item can be just about any type of "passive" object, such as a belt, cape, cloak, walking stick/cane, staff, and so on. Also, unlike the marbles, these items can be changed back and forth from one shape into the other endlessly.
The same limitations apply as found under the marbles of transformation. Common transforming combinations are cape into sword or axe or net; belt into dagger or throwing axe or whip; staff into large sword or spear or pole arm; cane into short sword or mace or knife.
The transformation is limited to one specific weapon which can change into one specific common item.
For example, an adventurer whips off his cloak, mutters a few words, and the cloak suddenly turns into a long sword, in hand and ready for combat. In this particular case, the transforming objects are a long sword and cloak. One can change into the other an unlimited number of times, but is limited to ONLY these specific items.
In either form, the object will register as magic. It' s important to note that, as a cloak, the item/sword is as vulnerable to damage as a normal cloak.
Cost: For a smallish weapon, the cost is 8,000 gold, while a large weapon will cost 15-20,000 gold. Because of its mystic transforming ability, the weapon is considered to be a magic weapon; however, it cannot have any other magic properties!
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Venomblade (3x daily)
When this power is activated, the next time the weapon pierces an opponent's flesh, the victim must save versus poison or suffer the effects of one of the various poisons.
The cost of this feature depends on the type of poison (the poisons are described in the Palladium Fantasy RPG, 2nd Ed. , page 265).
Wart Callo: 12,000 gold.
Scorpion's Blood: 15,000 gold.
Gutwrench: 25,000 gold.
Witchbane: 20,000 gold.
Basilisk's Eye: 25,000 gold.
Dragon's Breath: 30,000 gold.
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