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magic_weapons [2024/12/25 00:38] scottmagic_weapons [2024/12/25 00:44] (current) scott
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 Much of this weapon is transmogrified into magically attuned crystals (this has no effect on any effects granted by the weapon’s material). This weapon adds your highest mental ability score to damage rolls with this weapon in place of Strength (only when Strength would be added to a damage roll). Crystal weapons always deal magic damage. Much of this weapon is transmogrified into magically attuned crystals (this has no effect on any effects granted by the weapon’s material). This weapon adds your highest mental ability score to damage rolls with this weapon in place of Strength (only when Strength would be added to a damage roll). Crystal weapons always deal magic damage.
-=== === Cost & Creation === ===+=== Cost & Creation ===
  
 5,000 GP. You must be at least Professional in Spellcasting or Arcane Lore to craft crystal weapons. 5,000 GP. You must be at least Professional in Spellcasting or Arcane Lore to craft crystal weapons.
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 Weapons with this enchantment can be made to float in the air and attack on their own. As an action, you may command the weapon to dance (or stop dancing). This functions as if it were under the effects of a base Dancing Weapon spell. This specifically counts against your summon limit. Weapons with this enchantment can be made to float in the air and attack on their own. As an action, you may command the weapon to dance (or stop dancing). This functions as if it were under the effects of a base Dancing Weapon spell. This specifically counts against your summon limit.
-=== Cost and Creation ===+=== Cost Creation ===
  
 2,500 GP. You must bind a spirit, ghost, or elemental to the weapon as part of crafting. 2,500 GP. You must bind a spirit, ghost, or elemental to the weapon as part of crafting.
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 If it is a wand it deals 1d6 damage (instead of 1d4) and if it is a stave it deals 1d10 damage (instead of 1d8). If it is a wand it deals 1d6 damage (instead of 1d4) and if it is a stave it deals 1d10 damage (instead of 1d8).
-=== Cost and Creation ===+=== Cost Creation ===
  
 5,000 GP. You must seek a spirit of nature or powerful elemental to bless your crafting. 5,000 GP. You must seek a spirit of nature or powerful elemental to bless your crafting.
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   * Extra Quality: You may add 1 weapon quality (such as brace, charge, penetration, etc) to it to reflect its musculature and physical abilities. Check with your GM before selecting this quality to make sure it makes sense.   * Extra Quality: You may add 1 weapon quality (such as brace, charge, penetration, etc) to it to reflect its musculature and physical abilities. Check with your GM before selecting this quality to make sure it makes sense.
   * Unlike normal magic items, living weapons retain their effect when stored. A deactivated living weapon becomes inert but doesn’t die (it still needs food and rest). It recovers when reactivated. Living weapons don’t like to be deactivated or left stored for long periods.   * Unlike normal magic items, living weapons retain their effect when stored. A deactivated living weapon becomes inert but doesn’t die (it still needs food and rest). It recovers when reactivated. Living weapons don’t like to be deactivated or left stored for long periods.
-  * === === Cost & Creation === ===+  === Cost & Creation ===
  
 2,500 GP. You must be at least Professional in Medicine to craft living weapons. To craft a living weapon you must be in an area of an abundance of life (such as deep within the Land Without Death), on the Plane of Life, or have the spell resurrect cast on it as part of the crafting. 2,500 GP. You must be at least Professional in Medicine to craft living weapons. To craft a living weapon you must be in an area of an abundance of life (such as deep within the Land Without Death), on the Plane of Life, or have the spell resurrect cast on it as part of the crafting.
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 10,000 GP. The weapon must be forged with the blood, willingly given, of an immortal or forged deep in the Plane of Death. 10,000 GP. The weapon must be forged with the blood, willingly given, of an immortal or forged deep in the Plane of Death.
  
-Named Arrows+==== Named Arrows ==== 
 This enchantment can only be placed on ammunition (arrows, bolts, sling bullets, etc). This enchantment can only be placed on ammunition (arrows, bolts, sling bullets, etc).
 These arrows have runic arrowheads designed to hunt down particular foes. As an action, you may whisper the name of a particular foe (e.g “Yani the Butcher”) to a named arrow. If you fire that arrow within the next minute, it attempts to find and strike that creature, turning corners as needed. It travels a maximum distance equal to its maximum range, turning and swerving to find its target. You gain a Free Hero Dice on attack rolls if you use an active named arrow to attack the creature you named. The named arrow automatically knows the location of the creature (as if it had an Absolute bonus to detect it) so long as the creature is clearly indicated (you need to know the target's name, some details about them, etc). These arrows have runic arrowheads designed to hunt down particular foes. As an action, you may whisper the name of a particular foe (e.g “Yani the Butcher”) to a named arrow. If you fire that arrow within the next minute, it attempts to find and strike that creature, turning corners as needed. It travels a maximum distance equal to its maximum range, turning and swerving to find its target. You gain a Free Hero Dice on attack rolls if you use an active named arrow to attack the creature you named. The named arrow automatically knows the location of the creature (as if it had an Absolute bonus to detect it) so long as the creature is clearly indicated (you need to know the target's name, some details about them, etc).
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 1,000 GP. You must either compose a song about vengeance or hunting or have one composed for the express purpose of the creation of this ammunition. The song must have a DC of at least 20 to create. Crafting this item creates a single piece of ammunition. 1,000 GP. You must either compose a song about vengeance or hunting or have one composed for the express purpose of the creation of this ammunition. The song must have a DC of at least 20 to create. Crafting this item creates a single piece of ammunition.
  
-Hero’s Weapons+==== Hero’s Weapons ==== 
 A hero’s weapon is an extremely useful weapon devised by ancient adventurers to be as versatile as possible. Hero’s weapons are universally well-worn, laden with semiprecious gems that faintly glow as the weapon switches between its various uses. They are often called “venerable” or “veteran” weapons. A hero’s weapon is an extremely useful weapon devised by ancient adventurers to be as versatile as possible. Hero’s weapons are universally well-worn, laden with semiprecious gems that faintly glow as the weapon switches between its various uses. They are often called “venerable” or “veteran” weapons.
 Any weapon can be crafted into a hero’s weapon (hero’s axe, hero’s spear, etc). A hero’s weapon comes with the following abilities: Any weapon can be crafted into a hero’s weapon (hero’s axe, hero’s spear, etc). A hero’s weapon comes with the following abilities:
-1 spell from the divine spell list that can be cast once per long rest. +  * 1 spell from the divine spell list that can be cast once per long rest. 
-1 spell from the arcane spell list that can be cast once per long rest. +  1 spell from the arcane spell list that can be cast once per long rest. 
-The ability to convert its damage to one of the following damage types for 1 minute, once per short rest: acid, cold, divine, electricity, fire, magic, necrotic, or sonic. This damage conversion is chosen when activated and cannot be changed for 1 minute. This conversion may be ended as a free action.+  The ability to convert its damage to one of the following damage types for 1 minute, once per short rest: acid, cold, divine, electricity, fire, magic, necrotic, or sonic. This damage conversion is chosen when activated and cannot be changed for 1 minute. This conversion may be ended as a free action.
 When casting the spells from a hero’s weapon, use your highest mental ability score for any variables and the highest of your: Spellcasting, Arcane Lore, Religion, or Fieldcraft. When casting the spells from a hero’s weapon, use your highest mental ability score for any variables and the highest of your: Spellcasting, Arcane Lore, Religion, or Fieldcraft.
  
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 5,000 GP. The base weapon must be a well-loved and long-used weapon. You must have someone cast the chosen divine spell and the chosen arcane spell into the weapon when crafting it. 5,000 GP. The base weapon must be a well-loved and long-used weapon. You must have someone cast the chosen divine spell and the chosen arcane spell into the weapon when crafting it.
  
-Penitent Weapons+==== Penitent Weapons ==== 
 This enchantment can only be placed on a flail or a whip. This enchantment can only be placed on a flail or a whip.
 Penitent weapons resemble nothing so much as an ornate cat-of-nine-tails and they deal life damage. The collective total amount of HP healed by this weapon cannot exceed 10x your level per long rest. Creatures not healed by life damage, such as the undead, are damaged normally. Penitent weapons resemble nothing so much as an ornate cat-of-nine-tails and they deal life damage. The collective total amount of HP healed by this weapon cannot exceed 10x your level per long rest. Creatures not healed by life damage, such as the undead, are damaged normally.
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 2,500 GP. You must be Professional in Religion to craft this weapon. Additionally this weapon must either be crafted by someone who has gone through a period of genuine penance (often a reformed criminal) or forged in a place of incarceration or penance (a jail, a convent, Hell, etc). 2,500 GP. You must be Professional in Religion to craft this weapon. Additionally this weapon must either be crafted by someone who has gone through a period of genuine penance (often a reformed criminal) or forged in a place of incarceration or penance (a jail, a convent, Hell, etc).
  
-Rainbow Weapons+==== Rainbow Weapons ==== 
 The weapon's striking surface is a dull, glowing rainbow. Most will lazily cycle through 2-3 colors at a time but when their wielder gets riled up they begin to quickly cycle through the entire spectrum. Under great duress and in moments of great heroism it will cycle so fast it looks like a blade of blinding white light! The weapon's striking surface is a dull, glowing rainbow. Most will lazily cycle through 2-3 colors at a time but when their wielder gets riled up they begin to quickly cycle through the entire spectrum. Under great duress and in moments of great heroism it will cycle so fast it looks like a blade of blinding white light!
  
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 5,000 GP. You must forge the weapon on the Astral Plane or while in the presence of a beautiful rainbow. 5,000 GP. You must forge the weapon on the Astral Plane or while in the presence of a beautiful rainbow.
  
-Repelling Weapons+==== Repelling Weapons ==== 
 A repelling weapon is one that can strike with waves of gravity to repel things. They sport a dark, ominous, purple or turquoise glow with a black striking surface. Little fragments or dust motes sometimes orbit around it. A repelling weapon is one that can strike with waves of gravity to repel things. They sport a dark, ominous, purple or turquoise glow with a black striking surface. Little fragments or dust motes sometimes orbit around it.
 This magic weapon property can only be applied to melee weapons with a bulk of at least 2 or a ranged/thrown weapon with at least 3 bulk. This magic weapon property can only be applied to melee weapons with a bulk of at least 2 or a ranged/thrown weapon with at least 3 bulk.
-If used with a melee weapon, as an action you may strike the ground with the weapon to produce a blast of concussive force. Enemies within 15 feet of you must make a Fortitude save (DC 10 + weapon proficiency) or be pushed back 10 feet directly away from you.  +  * **If used with a melee weapon**, as an action you may strike the ground with the weapon to produce a blast of concussive force. Enemies within 15 feet of you must make a Fortitude save (DC 10 + weapon proficiency) or be pushed back 10 feet directly away from you.  
-If used with a ranged/thrown weapon, as an action you can fire the weapon at a space of your choice within your range. Enemies adjacent to that space must make a Fortitude save (DC 10 + weapon proficiency) or be knocked 10 feet away from that space. +  * **If used with a ranged/thrown weapon**, as an action you can fire the weapon at a space of your choice within your range. Enemies adjacent to that space must make a Fortitude save (DC 10 + weapon proficiency) or be knocked 10 feet away from that space. 
-Cost and Creation+=== Cost Creation ===
 1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting. 1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting.
  
-Shining Weapons+==== Shining Weapons ==== 
 The weapon’s striking surface sheds a brilliant light, which flares up when the weapon is swung. This counts as daylight for the purpose of interaction with creatures sensitive to it. As an action, you may raise the weapon and cry a command word to release a blinding light; foes within 30 feet must make a Challenging Fortitude save (DC 20) or become blind for 1 round. Finally, when drawn, this weapon sheds like a torch. The weapon’s striking surface sheds a brilliant light, which flares up when the weapon is swung. This counts as daylight for the purpose of interaction with creatures sensitive to it. As an action, you may raise the weapon and cry a command word to release a blinding light; foes within 30 feet must make a Challenging Fortitude save (DC 20) or become blind for 1 round. Finally, when drawn, this weapon sheds like a torch.
-Cost and Creation+=== Cost Creation ===
 1,000 GP. You must forge this weapon only during the noon hour and the hour of dawn’s first light. This limits how much work can be done each day when trying to craft it. If you are in a place where the sun never sets, you may work on it continuously. 1,000 GP. You must forge this weapon only during the noon hour and the hour of dawn’s first light. This limits how much work can be done each day when trying to craft it. If you are in a place where the sun never sets, you may work on it continuously.
  
-Silversteel Weapons+==== Silversteel Weapons ==== 
 Made of living quicksilver, a silversteel weapon can assume the form of any other weapon of its handedness as a free action. The weapon may only assume the form of a weapon you are at least Professional in the use of and can only replicate base weapons found on the weapon table in this book (others may be allowed by your GM). It takes a transform action to switch the form of this weapon. Made of living quicksilver, a silversteel weapon can assume the form of any other weapon of its handedness as a free action. The weapon may only assume the form of a weapon you are at least Professional in the use of and can only replicate base weapons found on the weapon table in this book (others may be allowed by your GM). It takes a transform action to switch the form of this weapon.
  
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 === Cost & Creation === === Cost & Creation ===
 A silversteel weapon costs 1,000 GP (there is no “base weapon”) and requires the creation of living quicksilver. This can be done by casting a spell that bestows some level of intelligence such as awaken or animate object on 5 GP worth of mercury (included in the price). There are several types of silversteel weapons (the type determines the DC): A silversteel weapon costs 1,000 GP (there is no “base weapon”) and requires the creation of living quicksilver. This can be done by casting a spell that bestows some level of intelligence such as awaken or animate object on 5 GP worth of mercury (included in the price). There are several types of silversteel weapons (the type determines the DC):
-Light Melee Weapons: This includes all light melee weapons. +  * Light Melee Weapons: This includes all light melee weapons. 
-One-Handed Melee Weapons: This includes all one-handed melee weapons. +  One-Handed Melee Weapons: This includes all one-handed melee weapons. 
-Two-Handed Melee: This includes all two-handed melee weapons. +  Two-Handed Melee: This includes all two-handed melee weapons. 
-Bows: This includes all bows and crossbows. +  Bows: This includes all bows and crossbows. 
-Firearms: This includes all firearms. +  Firearms: This includes all firearms. 
-Ammunition: This includes all kinds of ammunition and thrown weapons with a light bulk. Silversteel ammunition costs only 50 GP each.+  Ammunition: This includes all kinds of ammunition and thrown weapons with a light bulk. Silversteel ammunition costs only 50 GP each. 
 + 
 +==== Spectral Weapons ====
  
-Spectral Weapons 
 The weapon trails a ghostly afterimage and is a little transparent. This weapon can strike intangible targets when in the hands of a tangible creature and can strike tangible targets when in the hands of an intangible creature. It also glows dimly when an intangible creature is within 30 feet of it; it has Detect (intangible) with an Absolute bonus. It does not glow in the presence of its wielder if they are intangible. The weapon trails a ghostly afterimage and is a little transparent. This weapon can strike intangible targets when in the hands of a tangible creature and can strike tangible targets when in the hands of an intangible creature. It also glows dimly when an intangible creature is within 30 feet of it; it has Detect (intangible) with an Absolute bonus. It does not glow in the presence of its wielder if they are intangible.
-Cost and Creation+=== Cost Creation ===
 1,000 GP. You must forge this weapon in a graveyard while intangible or while on the astral plane. 1,000 GP. You must forge this weapon in a graveyard while intangible or while on the astral plane.
  
-Timeshifted Weapons+==== Timeshifted Weapons ==== 
 This enchantment can only be placed on ranged weapons with a Tech. Lore requirement. This enchantment can only be placed on ranged weapons with a Tech. Lore requirement.
 Through time magic you shift a weapon into a form of higher technology found in the future. These weapons lose their slow reload quality and increase their range by +100 feet. The weapon also gains a distinctly “out of time” appearance; it may look more like weapons from the early 20th century. Finally, the weapon gains the Tech Lore (Professional) quality. Through time magic you shift a weapon into a form of higher technology found in the future. These weapons lose their slow reload quality and increase their range by +100 feet. The weapon also gains a distinctly “out of time” appearance; it may look more like weapons from the early 20th century. Finally, the weapon gains the Tech Lore (Professional) quality.
-Cost and Creation+=== Cost Creation ===
 5,000 GP. You must cast haste and time stop as part of the creation of this weapon and be at least Professional in Tech. Lore. 5,000 GP. You must cast haste and time stop as part of the creation of this weapon and be at least Professional in Tech. Lore.
  
 +==== Twin-Grave Weapons (Cursed) ====
  
-Twin-Grave Weapons (Cursed) 
 This weapon inflicts wounds against those who have wronged you. Treat a single, specific, named creature as being vulnerable to this weapon. Instead of taking x2 damage though, they take x5. However, if the target of your vengeance is slain by your hands (or if you have contributed significantly) you too die without a save. A Twin-Grave Weapon glows faintly when within 1 mile of the one who wronged them; this functions as Detect (target of vengeance). This weapon inflicts wounds against those who have wronged you. Treat a single, specific, named creature as being vulnerable to this weapon. Instead of taking x2 damage though, they take x5. However, if the target of your vengeance is slain by your hands (or if you have contributed significantly) you too die without a save. A Twin-Grave Weapon glows faintly when within 1 mile of the one who wronged them; this functions as Detect (target of vengeance).
  
 If you willingly and sincerely renounce your vengeance the weapon shatters and you are freed of the curse. This counts as breaking an oath. If you willingly and sincerely renounce your vengeance the weapon shatters and you are freed of the curse. This counts as breaking an oath.
-Curse-Bonded Fate: Once you have slain your enemy you will die without a save. This effect occurs even if the weapon is stored or otherwise not on your person.+**Curse-Bonded Fate:** Once you have slain your enemy you will die without a save. This effect occurs even if the weapon is stored or otherwise not on your person.
 === Cost & Creation === === Cost & Creation ===
 5,000 GP. To forge such a weapon you must have suffered a grievous injustice or indignity at the hands of a single creature, or you must possess a litter of blood from a creature who has been so offended. An oath of vengeance must be sworn over the weapon by the offended party- adding a new oath to your character. 5,000 GP. To forge such a weapon you must have suffered a grievous injustice or indignity at the hands of a single creature, or you must possess a litter of blood from a creature who has been so offended. An oath of vengeance must be sworn over the weapon by the offended party- adding a new oath to your character.
  
-Vengeful Weapons+==== Vengeful Weapons ==== 
 This weapon is filled with unbridled petty rage. You deal 1 additional bonus damage dice to any damage rolls made with this weapon against the last creature who hit you. This bonus damage dice stacks with other bonus damage dice and other damage bonuses. You are also compelled by oath to take hostile actions towards the last creature who hit you. This compulsion and the bonus damage dice last for 1 minute or until the target is dead. This weapon is filled with unbridled petty rage. You deal 1 additional bonus damage dice to any damage rolls made with this weapon against the last creature who hit you. This bonus damage dice stacks with other bonus damage dice and other damage bonuses. You are also compelled by oath to take hostile actions towards the last creature who hit you. This compulsion and the bonus damage dice last for 1 minute or until the target is dead.
  
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 2,500 GP. The weapon must be crafted while you are in a stage of irate rage or while you recite a genuine and sincere oath of vengeance. 2,500 GP. The weapon must be crafted while you are in a stage of irate rage or while you recite a genuine and sincere oath of vengeance.
  
-Seafoam Weapons+==== Seafoam Weapons ==== 
 A seafoam weapon is one crafted of sacred solid seafoam, pearl, and razor sharp coral. The weapon gains aquatic quality. Additionally, while wielding it you can breathe underwater (as well as normally), and while wielding it you gain a 15 foot swim speed (as it drags you in the direction you mentally command it). A seafoam weapon is one crafted of sacred solid seafoam, pearl, and razor sharp coral. The weapon gains aquatic quality. Additionally, while wielding it you can breathe underwater (as well as normally), and while wielding it you gain a 15 foot swim speed (as it drags you in the direction you mentally command it).
  
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 2,5500 GP. Must receive a blessing from some great and powerful sea-creature or forge the weapon with an abundance of sacred solid seafoam (harvestable only at the deepest depths of the ocean). 2,5500 GP. Must receive a blessing from some great and powerful sea-creature or forge the weapon with an abundance of sacred solid seafoam (harvestable only at the deepest depths of the ocean).
  
-Storm Weapons+==== Storm Weapons ==== 
 This weapon resonates with the thrum of dangerous weather. While in an area of storms (high winds, thunderstorms, etc) or on a turn after an enemy dealt electricity damage while within 100 feet of you can cast lightning bolt as an innate spell (weapon proficiency). This weapon resonates with the thrum of dangerous weather. While in an area of storms (high winds, thunderstorms, etc) or on a turn after an enemy dealt electricity damage while within 100 feet of you can cast lightning bolt as an innate spell (weapon proficiency).
  
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 2,500 GP. The weapon must be crafted while you are in an extreme storm (a tornado, hurricane, etc) or with the remains of 3 powerful outsiders (at least 10th level) fueled by weather or electricity. 2,500 GP. The weapon must be crafted while you are in an extreme storm (a tornado, hurricane, etc) or with the remains of 3 powerful outsiders (at least 10th level) fueled by weather or electricity.
  
-Vortex Weapons+==== Vortex Weapons ==== 
 A vortex weapon is one that can strike with sucking waves of gravity. They sport a dark, ominous, red or yellow glow with a black striking surface. It frequently attracts dust and other small fragments. A vortex weapon is one that can strike with sucking waves of gravity. They sport a dark, ominous, red or yellow glow with a black striking surface. It frequently attracts dust and other small fragments.
  
 This magic weapon property can only be applied to hinged melee weapons or ranged/thrown weapons. This magic weapon property can only be applied to hinged melee weapons or ranged/thrown weapons.
-If used with a melee weapon, as an action you may swing the weapon wildly to produce a wave of suction. Enemies within 10 feet of you must make a Fortitude save (DC 10 + weapon proficiency) or be moved adjacent to you. +  * **If used with a melee weapon**, as an action you may swing the weapon wildly to produce a wave of suction. Enemies within 10 feet of you must make a Fortitude save (DC 10 + weapon proficiency) or be moved adjacent to you. 
-If using a ranged/thrown weapon, as an action you can fire the weapon at a space of your choice within your range. Enemies within 10 feet of that space must make a Fortitude save (DC 10 + weapon proficiency) or be pulled adjacent to the space. +  * **If using a ranged/thrown weapon**, as an action you can fire the weapon at a space of your choice within your range. Enemies within 10 feet of that space must make a Fortitude save (DC 10 + weapon proficiency) or be pulled adjacent to the space. 
-Cost and Creation+=== Cost Creation ===
 1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting. 1,000 GP. You must forge this item in an area of high gravity (at least 3x normal gravity) or have someone cast tether gravity as part of the crafting.
  
-Warmage’s Scepter/Staff+==== Warmage’s Scepter/Staff ====
 This enchantment can only be placed on wands and staves. This enchantment can only be placed on wands and staves.
 These reinforced wands and staves are designed to be equally viable melee weapons. These reinforced wands and staves are designed to be equally viable melee weapons.
-A warmage’s scepter counts as a combination crystal wand-club +  * A warmage’s scepter counts as a combination crystal wand-club 
-A warmage’s staff counts as a combination crystal stave-quarterstaff.+  A warmage’s staff counts as a combination crystal stave-quarterstaff.
 Unlike a normal combination weapon, a warmage’s weapon has a requirement of being at least Skilled in Arcane Lore instead of Tech Lore. Unlike a normal combination weapon, a warmage’s weapon has a requirement of being at least Skilled in Arcane Lore instead of Tech Lore.
  
 (Being a crystal weapon means a warmage’s scepter or staff adds your highest mental ability score to melee damage rolls in place of Strength (only when Strength would be added to a damage roll) and always deals magic damage.) (Being a crystal weapon means a warmage’s scepter or staff adds your highest mental ability score to melee damage rolls in place of Strength (only when Strength would be added to a damage roll) and always deals magic damage.)
-Cost and Creation+=== Cost Creation ===
 7,500 GP. You must be at least Professional in Arcane Lore to craft his weapon. 7,500 GP. You must be at least Professional in Arcane Lore to craft his weapon.
  
-Windborne Weapons+==== Windborne Weapons ==== 
 This enchantment can only be placed on weapons with the ranged or thrown property. This enchantment can only be placed on weapons with the ranged or thrown property.
 This weapon is adorned with many feathers and swirling embellishments. Double the maximum range of the weapon, and it ignores the effects of powerful winds on its projectiles. This weapon is adorned with many feathers and swirling embellishments. Double the maximum range of the weapon, and it ignores the effects of powerful winds on its projectiles.
-Cost and Creation+=== Cost Creation ===
 1,000 GP. You must craft the weapon in an area of high winds, such as a windswept mountain or a tornado. 1,000 GP. You must craft the weapon in an area of high winds, such as a windswept mountain or a tornado.
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