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magic_weapons [2024/12/25 00:41] scottmagic_weapons [2024/12/25 00:44] (current) scott
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 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 & 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 & 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.
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 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 & 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.
  
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 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 & 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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