Magic Weapons and Armor

Rarity Levels:

  1. Common, accessible, ubiquitous (can be obtained even in small towns)
  2. Common, accessible (can be obtained in most places with access to average trade)
  3. Uncommon, accessible (can be obtained in major trade centers or specific regions)
  4. Rare, inaccessible (can be obtained only through specific dealers)
  5. Rare, dangerous to obtain, illegal

Artifact Creation & Magic Item Resonance:

Enchanting a single item with multiple effects has a cumulative cost because of the difficulty in making items that can retain such layered resonance.  Generally, because of the cost, the vast majority of magic items have only one enchantment.  For related reasons, a character may only equip these things at one time: 2 rings, 1 necklace or tiara, 1 helmet, 1 cloak or piece of clothing, 1 set of boots or leggings. 1 set of bracers, 1 chest armor, 1 shield, and weapons.  A character may only benefit from the highest value of a particular bonus.

Descriptions, Effects, Prices:

Numbers are provided for practical uses such as randomized loot generation.  GMs, if they wish, may roll on the table using the appropriate die to identify a random ability appropriate to the level of magic.  Then GMs may wish to use the associated description or even mix, match a little, or get ideas from the description.  Descriptions for magic weapons and armor are suggestions, not requirements.

Minor Magic Weapons

#

Enchantment

Effect

Description (variable)

Cost

1

Ghost Touch

The weapon may wound incorporeal or ethereal creatures (ghosts, casters using ethereal effects, spirits).

A pale sheen to the metal.  Whispers when touched.  Shadows in corner of eyes.

+2,000 gp.

2

Detect Creature

The weapon glows faintly while in the presence of a single type of creature.  At 100 yds. the weapon has a faint tinge.  At 50 yds. the weapon glows with the light of a candle. At 20 yds. or less the weapon glows as brightly as a torch.

Appears to be differentiated tempered steel – well made, but mundane otherwise.  The pommel often has a house seal, the original owner of the weapon.

+1,000 gp.

3

of Escape

The wielder gains +2 Parry while attempting to disengage

Blades are often curved slightly.  Pommel may have a long tassel of fine thread.

+2,000 gp.

4

Arming

Attempts to disarm the wielder of this weapon are at -1.

Black leather cord tie that tightens and loosens to wearer.

+1,000 gp.

5

Armor Piercing

Ignores 1 pt. of armor.

A silvery glint along the sharp edge. Noticeable lack of knicks along the edge.

+2,000 gp.

6

Flametouch (Coldfired, Charged, Stinging)

Gives the weapon a single trapping as described

Naked efreeti dance on the pommel or ice mephit leer, or dwarven runes, or Darklands script up and down pommel.

+1,500 gp.

7

Marked

+1 damage to a specific creature type (human, wolves, vampires, orc, ettin)

A single rune in mithril on a black leather pommel.

+2,000 gp.

8

Wounding

-1 to Heal wounds caused by this weapon (magical or mundane attempts)

Jagged tipped with a mean reflective glint.

+1,500 gp.

9

Feinting

The wielder gains +1 to any attempts to use Tricks or Taunt.

Pommels may have a flourish to the guard, artfully twisted into leaf or fire shapes.

+1,000 gp.

10

Swashbuckling

The wielder may ignore -1 penalty due to unstable ground.

Wide guard and slender blade, sings when struck.

+1,000 gp.

11

Quickdraw

The weapon may be drawn with a free action as if by Quick Draw edge.

Often more practical, straight blade or weapons, with simple colors of brown, black, or gray.

+2,000 gp.

12

Sweeping

The character may attempt a Sweep attack with the weapon against one opponent, otherwise exactly as with the Sweep edge.

An animal is etched into the guard – tiger, viper.  Touched with jade or amber in eyes.

+2,000 gp.

Lesser Magic Weapons

#

Enchantment

Effect

Description

Cost

1

Gleaming Sword

With an action, the attacker turns the weapon so it catches the light.  Opponents must roll Smarts or be Dazed as if by the Stun spell. Dim light must be present for this to work.

Gemstone dust crushed and worked into the blade or the guard or shiny coins on a leather cord dangle from the grip.

+4,000 gp.

2

Fearful

With an action, the attacker turns the weapon menacingly causing opponents to roll Guts or suffer the effects of a Fear spell.

When one looks closely, the faces of spectres seem to swim in the blade or the wood rings.

+5,000 gp.

3

Reaching

With a free action, the attacker may extend the reach of this weapon by 1.

Black veins run along the weapon like crooked seams.

+3,000 gp.

4

Defending

The wielder receives +1 Parry.

Slender with an elegant pommel, blade, and/or grip.

+4,000 gp.

5

Biting

The weapon does +1 damage.

On a raise, may spark against metallic armor.

+5,000 gp.

6

Dancing

The wielder causes opponents to disregard up to 2 in gang-up bonuses.

Appears to be in two places at once, like a mirage.

+3,000 gp.

7

Flametouch (Iced, Arcing, Acidtouch)

The weapon now causes +1 damage; this damage is of that type.

Blade appears to be red-hot, iced, crackling slightly, or green-hued and moist.

+4,000 gp.

8

Glowing

On command, the weapon glows as if Light spell was cast on it.  No duration limits.

Normal, but on command casts a warm glow like daylight or cool like moonlight.

+4,000 gp

9

Unbalancing

Opponents hit (though not necessarily wounded) by the weapon receive a cumulative -1 Parry for the scene.  Opponents may take an entire round to regain their balance (no multi-action possible, no movement).

Whistles in the air when swung and lurches at the last second.

+5,000 gp.

10

Concealed

The weapon may shrink to the size of knife on command.  Attempts to conceal the weapon are at +2 or attempts to notice the weapon at -2.

Often wrapped in dark leathers or pommels, dimmed pommels which are brushed to dull.  Dim color to blade.

+4,000 gp.

11

Frenzy

The user may make a second attack at -2 with this weapon.

Often with an angry spike or teeth to the blade.

+4,000 gp.

12

of the Viper

Wielders may make 1 free attack on an opponent who moves into an adjacent square (exactly as with First Strike).

Many were made in Katapesh, and bear some stylistic markings of that region.

+4,000 gp.

13

Blessed

+2 damage to a specific creature type (human, wolves, vampires, orc, ettin) or +1 to hit & +1 damage

Simple, look to be masterwork, but bear a single maker’s sigil and thin line of runs along blade or shaft.

+6,000 gp.

14

of the Mercenary

The weapon receives +1 Fighting. Shooting, or Throwing skill and +1 Parry for melee. 

May have a small flag attached denoting the mercenary company it was made for.

+9,000 gp.

15

Quicksilver

The user acts all action cards below 8.

Well balanced, seems to dance along the fingers.

+4,000 gp.

16

of Balance

The user may ignore the usual -2 off-hand penalty.

Left-handed finger marks on the pommel signal the use.

+4,000 gp.

17

of the Elvenkind (Dwarvenkind, Ulfen, Absalom, Daemonkind)

The user receives +1 in Agility die while the sword is wielded. (Vigor, Strength, Smarts, Spirit)

Vary according to cultural styles.  Frequently nationalistic in decoration, if modest.

+6,000 gp.

18

of the Bloodied, of the Veteran

The user receives +2 to rolls to rolls to unshake, as if with Combat Reflexes.

Simple, brass pommel, brown grip, masterwork guard. Often made from mithril – though additional cost in these cases.

+6,000 gp.

19

General’s 

The user receives +2 to attempts to disarm, sweep, or do Tricks.  Opponents receive -2 to attempts to disarm.

May have a ring on the back of the blade to catch weapons, worked guards in the form of a dragon or bear.

+6,000 gp.

20

of Many

Increases the number of projectiles for a thrown or shooting weapon by 1, but applies a -2 to hit and must be the same target (as Double Shot)

Have a sigil of dagger, arrow, or bolt fanning out into three.  Dagger splits apart when thrown.  Arrows/bolts same.

+4,000 gp.

Greater Magic Weapons

#

Enchantment

Effect

Description

Cost

1

Bane

The weapon receives +1 to hit & +2 damage or +3 damage vs. one creature type.

Adamantine runes along blade or shaft.

+18,000 gp.

2

Holy

The weapon receives +2 to hit and +2 to damage supernaturally evil creatures.

Silvery runes along blade or shaft which glow when striking evil creatures.

+20,000 gp.

3

of the Master

The weapon receives +2 Fighting. Shooting, or Throwing skill and +2 Parry for melee. 

Remarkable filigree on guard, detailed pattern on pommel.

+35,000 gp.

4

Flaming, Icewind, Lightning, Acidbreadth

The weapon receives +1D4 damage according to the damage. This can not Ace.

Flames lick the blade, ice cracks across it, lightning arcs momentarily, and acid drips.

+20,000 gp.

5

Vorpal

If the attacks scores a raise on a successful attack, the weapon does +4 damage.

Smooth metal with black lined edge.

+21,000 gp.

6

Terrifying

Opponents hit (though not necessarily wounded) by a terrifying weapon must make a successful Guts roll or be effected as if by the Fear spell.

Close inspection may reveal spectres swimming in the blade, whispers to those who touch it.

+15,000 gp.

7

Greater …of the Elvenkind (Dwarvenkind, Ulfen, Absalom, Daemonkind)

The user receives +2 in Agility die while the sword is wielded. (Vigor, Strength, Smarts, Spirit)

Made for particular houses, often noble houses or renowned generals.

+35,000 gp.

8

Arcane

The ranged weapon may use magical ammunition which it creates as quickly as the user can use the weapon. These magical items have the trapping: magical.

Dim gray metal, known as dwarven metal or sky metal.

+20,000 gp.

9

Frenzy

The character may make an additional attack ignoring the usual -2 penalty with this weapon, as if w/ Impr. Frenzy edge.

May be slightly heavier, by 1-5 lb., with simple grip, stained from use.

+16,000 gp.

10

Wounding

The weapon receives +2 damage.

Look lordly, with polished steel and a single rare gem, sometimes 3 in a row.

+20,000 gp.

11

Witchhunting

When the weapon strikes an opponent with magical effects up, the opponent must make a Concentration check (Smarts) or lose the effect.  This is in addition to any concentration checks the opponent must roll due to being wounded. Finally, this weapon has AP 2 vs. spell effects and ignores 2 pts of magical effects (Deflection, Invisibility).

A mundane looking blade but close inspection reveal streaks of gray, akin to arcane weapon.

+20,000 gp.

12

Djinni

Users discards all cards below 8 and have two actions per turn (though only 1 movement).

Brushed brass pommel and silk scarf (purple, red, and black common)

+40,000 gp.

13

Forlorn Hope

When raised, for the rest of the scene all allies within 10’ (20 yds.) receive +1 toughness, and +1 Fighting

A beaten sword with many knicks, though still sharp if inspected carefully.

15,000 gp.

Minor Magic Armor

#

Enchantment

Effect

Description (variable)

Cost

1

Fleetness

User receives +1 Pace and +1 to running die.

Symbol of winged feet on inside of armor.

+1,000 gp.

2

Stealth

User receives +1 to Stealth rolls when equipped.

Steel seems to dim against light, as if drinking the light.

+2,000 gp.

3

Swimming

User receives +1 to Swimming rolls when equipped.

A symbol of water branded on inside of the armor.

+1,000 gp.

4

Courage

User receives +1 to Guts rolls and resisting Fear or intimidation when equipped.

Small silver runes run along the length of vambraces or shins or waist.

+2,000 gp.

5

Resilience

User receives +1 to roll to unshaken, and +1 to rolls to resist injury

Trimmed in leather with patterns branded into it.

+2,000 gp.

6

of Action

The wearer chooses the better of two initiative cards in combat.

Garundi warriors often wear light armor with runes indicating the wind.

4,000 gp.

7 of the Acrobat Armor is reduced in weight by 50%.  This is in addition to masterwork weight reduction, for a total of 70%. Appears mundane, but for the maker's sigil, often of Kyonin make, & consequently with Kyonin design. 4,500 gp.

Lesser Magic Armor

#

Enchantment

Effect

Description

Cost

1

Mirrored

Shooting attacks receive -1 to hit the wearer and the wearer receives +1 Agility rolls when avoiding area effects.

Extends shadows slightly or reflects light unexpectedly.

+7,000 gp.

2

Fear

Wearer receives +2 to Intimidate rolls.

Distorts shadows slightly.

+8,000 gp.

3

Lion’s Courage

User receives +2 to Guts rolls and resisting Intimidation or Fear when equipped.

Gleams momentarily when user’s courage is in danger of faltering (Guts rolls)

+7,000 gp.

4

Unbending

User receive Harder to Kill & receives +2 to roll to unshaken, and +2 to rolls to resist injury

May have the face of a lion, stag, or bear on the chest or other surface.

+10,000 gp.

5

Runestone

Wearer receives +2 armor vs. spells & +2 to resist spells including the TN to cast beneficial spells

Dim gray metal often with dwarven runes.

+11,000 gp.

6

Lucky

Once per day, at the start of combat, the user may say a short blessing to receive 1 benny. (Requires 1 action.)

Will have the necessary prayer written somewhere.

+10,000 gp.

7

Veteran

Provides the user with +2 to rolls to unshaken. (as per Combat Reflexes)

Monstrous hide belts or tough leather.

+7,000 gp.

8

Command

Allies within 10’ (20 yds.) receive +1 to rolls to unshaken.

Always warm to the touch, but radiates little heat.

+6,000 gp

9

Protection from (Fire, Ice, Lightning, Acid)

Provides the wearer with immunity to one element (heat, cold, acid, or electricity) caused by the environment.  Breadth weapons or spells with trappings are not protected against.  Includes water breathing.

Slight red, white, blue, or green sheen.

+6,000 gp.

10

Protection

Provides wearer with 1 armor.

Adamantine dust speckles.

+8,000 gp.

11

Steady

User may ignore penalties for unstable platform and penalty for attacking while running are reduced to -1, as opposed to the normal -2.

Tightens or loosens on its own to aid the wearer in stabilizing.

+6,000 gp.

12

Deflection

Attackers receive a -1 to attack the wearer, and the wearer receives +1 Agility rolls when avoiding area effects.

Weapons seem to glance off the edges frustratingly.

+11,000 gp.

Greater Magic Armor

#

Enchantment

Effect

Description

Cost

1

Mirror Images

Shooting attacks receive -2 to hit the wearer and the wearer receives +2 Agility rolls when avoiding area effects.

Extends shadows slightly or reflects light unexpectedly.

+20,000 gp.

2

Terrifying

Attackers must roll Guts or Spirit +1 to attack the wearer.  The wearer also receives +2 to Intimidate rolls.

Spectres dance in the steel or tortured souls reach out.

+20,000 gp.

3

Psion’s

Provides the user with +2 to rolls to resist mind-influencing spells, Intimidate, Taunt, of Fear. (Includes Puppetry, Mind Reading, and similar effects.)

When mind-influencing spell is cast on target, a small gem may glow, a single eye may open or gold runes may shine.

+30,000 gp.

4

Cat’s Lives

Provides the user with +2 to rolls to unshaken. (as per Combat Reflexes) and user ignores 1 pt. in wound penalties.

Appears to be slightly battered mundane armor except for maker’s mark.

+16,000 gp.

5

Runestone (of the Five Kings)

Wearer receives +4 armor vs. spells & +4 to resist spells including the TN to cast beneficial spells

Dim gray metal with adamantine runes – often dwarven.

+30,000 gp.

6

Favored of

Attackers receive -2 to hit the wearer, and the wearer receives +1 Agility rolls when avoiding area effects.

Generally bears the mark or symbol of the god the armor is favored by.

+30,000 gp.

7

Protection from the Elements (of the Druid)

Provides the wearer with immunity to heat, cold, acid, and electricity caused by the environment.  Breadth weapons or spells with trappings are not protected against.  Includes water breathing.

Several forms exist, but extremely rare.  May appear to be leaf armor of varied leaves or flowers.

+30,000 gp.

8

Protection, Greater

Provides wearer with 2 armor.

Frequently a black armor with gold runes along one side – down vambraces or waist.

+20,000 gp.

 

Magic Weapons and Armor

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