riss_taker ([info]riss_taker) wrote in [info]dnd_irregulars,

Libris Mortis: Equipment: Magical Items: Weapons



Equipment: Magical Items: Weapons

Some of the special weapon properties here are intended for the weapons of characters who fight undead, while others work best for weapons in the hands of the undead themselves.

[Ghost strike]
A ghost strike weapon deals damage normally against incorporeal creatures, regardless of its bonus, just as if it were a ghost touch weapon.
In addition, a ghost strike weapon can deliver sneak attacks or critical hits to an incorporeal creature as if that creature were not undead.
Only melee weapons can have the ghost strike ability.
Moderate conjuration; CL 11th; Craft Magic Arms and Armour, ghost touch weapon, undeath to death; Price +2 bonus.

[Profane}
Upon command, a profane weapon is sheathed in crackling black negative energy. A living creature who weilds a profane weapon when it is so energized takes 1 point of Con damage each round he holds the weapon.  The effect remains until another command is given.  A profane weapon deals an extra 1d6 points of damage to living creatures (or 2d6 against good outsiders) on a successful hit.  Bows, crossbows, and slings so crafter bestow the negative energy upon their ammunition.  The weapon is also treated as being evil-aligned (for the purposes of overcoming damage reduction) when sheathed in negative energy.
Moderate conjuration: CL 7th; Craft Magic Arms and Armour, inflict light wounds; Price +1 bonus

[Profane Burst]
A profane burst weapon functions as a profane weapon that also explodes with negative energy upon striking a successful critical hit. (This occurs even if the target is immune to critical hits.)  The negative energy burst also deals 1d4 points of Con damage to a living weilder.  In addition to the extra damage from the profane ability (see above), a profane burst weapon deals an extra 1d10 points of damage to living creatures on a successful critical hit.  If the weapon's critical multiplyer is x3, add an extra 2d10 points of damage instead, and if the multiplier is x4, as an extra 3d10 points.  (Double the bonus dice of damage against good outsiders.)  Bows, crossbows, and slings so crafter bestow the negative energy upon their ammunition.  Even if the profane ability is not active, the weapon still deals its extra damage on a successful critical hit.
Strong conjuration; CL 12th: Craft Magic Arms and Armour, inflict critical wounds; Price +2 bonus.

[Sacred]
Upon command, a sacred weapon is sheathed in luminous positive energy.  This energy does not harm the weilder unless it is undead, in which case it takes one point of Cha damage per round it holds the energized weapon.  The effect remains until another command is given.  A sacred weapon deals an extra 1d6 points of damage to undead (2dg against evil outsiders) on a successful hit.   Bows, crossbows, and slings so crafter bestow the positive energy upon their ammunition.  The weapon is also treated as being good-aligned (for the purposes of overcoming damage reduction) when sheathed in positive energy.
Moderate Conjuration; CL 7th; Craft Magic Arms and Armour, cure light wounds; Price +1 bonus.

[Sacred Burst]
A sacred burst weapon functions as a sacred weapon that also explodes with positive energy upon striking a successful critical hit.  (This occurs even if the target is immune to critical hits.)  The positive energy burst does not harm the weilder unless it is undead, in which case it takes 1d4 points Cha damage each time the weapon bursts.  In addition to the extra damage, a sacred burst weapon deals an extra 1d10 points of damage to living creatures on a successful critical hit.  If the weapon's critical multiplyer is x3, add an extra 2d10 points of damage instead, and if the multiplier is x4, as an extra 3d10 points.  (Double the bonus dice of damage against evil outsiders.)  Bows, crossbows, and slings so crafter bestow the positive energy upon their ammunition.  Even if the sacred ability is not active, the weapon still deals its extra damage on a successful critical hit.
Strong conjuration; CL 12th: Craft Magic Arms and Armour, cure critical wounds; Price +2 bonus.

[Necrotic focus]
The magic weapon serves as a channel for the wielder's ability drain or energy drain supernatural ability, allowing the wielder to deal ability drain or bestow negative levels through the weapon as if attacking with its natural weapons.  If a saving throw against the effect is required, add the weapon's enhancement bonus to the save DC.  Only melee weapons can have the necrotic focus ability.
Moderate necromancy; CL 7th; Craft Magic Arms and Armour, enervation, spectral hand; Price +3 bonus.

Tags: magic items

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[info]clericalclarity

July 18 2005, 01:27:58 UTC 6 years ago

:D
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