New magical weapon properties and other magic items


Homebrew and House Rules

Dark Archive

For OGL energy damage options, we have;
Flaming, Frost, Shock, Flaming Burst, Icy Burst, Shocking Burst (Thundering)

Non-OGL sources give us;
Corrosive, Acidic Burst and Screaming, which we can't use.

So, the 'new' versions;

Alkaline: Upon command, an alkaline weapon is coated in a viscous caustic agent that sloughs off on any target struck, inflicting +1d6 Acid damage on a successful hit. This corrosive does not affect the weapon or its wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms & Armor, acid arrow; Price +1 bonus

Corrosive Burst: A corrosive burst weapon functions as an alkaline weapon that also discharges a splash of corrosive acid upon a successful critical hit. The acid does not damage the weapon or its wielder. In addition to the extra acid damage from the alkaline ability, the corrosive burst weapon deals an addition +1d10 of acid damage on a successful critical hit. If the weapon’s critical modifier is x3, add an extra 2d10 points of acid damage instead, and if the multiplier is x4, add an extra 3d10 points of acid damage instead.
Strong evocation; CL 12th; Craft Magic Arms & Armor, acid fog; Price +2 bonus.

Howling: Upon command, a howling weapon begins vibrating and emitting a low howl, like wind through trees, which rises to a bone-rattling shriek when it strikes a target, inflicting +1d6 sonic damage on a successful hit. This sound does not affect the weapon or its wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms & Armor, sound burst or shatter; Price +1 bonus

Cacophonous Burst: A cacophonous burst weapon functions as a howling weapon that also produces a discordant burst of damaging sound upon a successful critical hit. This sound does not damage the weapon or its wielder. In addition to the extra sonic damage from the howling ability, the cacophonous burst weapon deals an addition +1d10 of sonic damage on a successful critical hit. If the weapon’s critical modifier is x3, add an extra 2d10 points of sonic damage instead, and if the multiplier is x4, add an extra 3d10 points of sonic damage instead.
Strong evocation; CL 12th; Craft Magic Arms & Armor, shout; Price +2 bonus.

New bargain basement weapon enhancements

Fiery – the weapon grows warm when used in battle and emits a tongue of flame when it strikes a target, inflicting +1 hit point of fire damage. This property can be stacked with the flaming or flaming burst properties, but not with any other energy enhancement (such as icy burst or shock).
Weak evocation; CL 5th; Craft Magic Arms & Armor, burning hands or cantrip level fire effect; Price +500 gp

Solvent – the weapon has a greenish cast to it when used in battle and has a bitter smell. When it strikes a target, a small quantity of acid is transferred to the target, inflicting +1 hit point of acid damage. This property can be stacked with the alkaline or corrosive burst properties, but not with any other energy enhancement (such as flaming or shock burst).
Weak conjuration; CL 5th; Craft Magic Arms & Armor, acid splash; Price +500 gp

Icy – the weapon is cold to the touch and patterns of frost spider along the blade and cold mist follows its arc in combat. When it strikes a target, a blast of cold inflicts +1 hit point of cold damage. This property can be stacked with frost or icy burst, but not any other energy enhancement (such as shock or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, ray of frost; Price +500 gp

Spark – this weapon smells of ozone and tingles to the touch, producing a buzzing sound when it is used in combat and shooting off sparks of electricity when it strikes a target. This inflicts +1 hit point of electrical damage, and this property can be stacked with shock or shocking burst, but not other energy enhancements such as frost or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, shocking grasp or cantrip-level electrical effect; Price +500 gp

Moaning – this weapon produces a low vibrating moan as it rips through the air, which creates a destructive sonic resonance when it hits, inflicting +1 hit point of sonic damage. This property can be stacked with the howling, thundering or cacophonous burst properties, but not other energy enhancements such as flaming or icy burst.
Weak evocation; CL 5th; Craft Magic Arms & Armor, shatter or cantrip-level sonic effect; Price +500 gp

Each of these enhancements cost 500 gp to add to a weapon, and the weapon need not already have a +1 enhancement bonus, but must be Masterwork.

Dark Archive

HELL’S BRAND
Aura moderate evocation and necromancy; CL 9th
Slot none; Price 20,000 gp; Weight 4 lbs.
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DESCRIPTION_________________________________________________

Also known as a Slaver’s Rod, this slender steel rod functions as a +1 light mace. Whenever it strikes a target, up to three times per day as a free action, the holder can cause the pentacle-shaped head of the rod to flare red-hot and inflict +1d3 fire damage on a hit, branding its target with a pentacle shaped scar.

This brand remains until removed by remove curse or break enchantment, and while it remains, the holder of Hell’s Brand can use a move action to cause any or all brands upon subjects within 120 ft. to flare up and cause terrible agony, inflicting 1d3 nonlethal flame damage and forcing a Fortitude save (DC 13) to avoid being nauseated by pain for one round. If the save is made, the victim still takes the damage, and is sickened for one round. The scar made by Hell’s Brand marks the victim’s soul as well, and a victim is treated as shaken whenever attempting to oppose the holder of the weapon. While the rod can only create three new brands a day, there is no limit to how many can be created and maintained over time, although no creature will suffer the effects of more than a single brand.
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CONSTRUCTION_______________________________________________
Requirements Craft Rod, Craft Magic Arms and Armor, cause fear, bestow curse and either burning hands, flame blade or glyph of warding; Cost 10,000 gp.

Dark Archive

MEMORY CRYSTAL
Aura moderate transmutation; CL 7th
Slot none; Price 5,000 gp; Weight 1 lb.
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DESCRIPTION_________________________________________________

This six inch long rose-quartz crystal is set in a golden stand, appearing like a candle in a holder. The crystal glows with a faint candle-intensity light, and a Wizard who meditates in its presence can prepare one extra level of spell for each point of his Intelligence modifier. He can still only cast as many spells as he would normally have available for that day, but gains additional options for that day. With the exception of Clerics of Nethys, who can also use this item, non-wizards gain no benefit from the Memory Crystal. No more than a single caster can benefit from this item in a single 24 hour period.

Example: Ezren is a 5th level Universal Wizard with an Intelligence of 17, normally able to prepare 4 1st level spells, 3 2nd level spells and 2 3rd level spells per day. Preparing spells under the light of the crystal, he can prepare an additional three levels worth of spells, either a single 3rd level spell, a 2nd level spell and a 1st level spell or three 1st level spells, but will still be unable to cast any more spells once he has cast his regular allotment of spells.
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CONSTRUCTION_______________________________________________
Requirements Craft Wondrous Item, mnemonic enhancer or imbue with spell ability; Cost 2,500 gp.

Dark Archive

SATCHEL OF SEAWALKING
Aura moderate transmutation; CL 7th
Slot none; Price 5,000 gp; Weight 2 lbs.
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DESCRIPTION_________________________________________________

This eel-hide leather pouch weighs 2 lbs and is always filled with what feels like coarse salt (but tastes unspeakably foul). If a handful is tossed onto an adjacent square of water, a 5 ft. square becomes solid to a depth of one inch, resembling greenish-blue glass, for 1 minute, and a single 5 ft. square can support 750 lbs worth of weight, if someone attempts to walk over the now hardened water. The surface is about as hard as wood, and if the substance is attacked, it has hardness 5 and 10 hit points per 5 ft. square. The user can throw two uses as part of a double-move action to create two 5 ft. squares of ‘solid water’ or perform a full-round action to throw down four uses while slowly moving forward to make a 5 ft. by 20 ft. or 10 ft. wide by 10 ft. long path. In the final round of its one minute time of solidity, the hardened water begins to crack ominously, and at the end of its duration, it breaks up and returns to a liquid state.
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CONSTRUCTION_______________________________________________
Requirements Craft Wondrous Item, wall of ice or transmute mud to rock; Cost 2,500 gp.

Dark Archive

DESNA’S STARRY BRACERS
Aura moderate transmutation; CL 7th
Slot none; Price 6,000 gp; Weight 2 lbs.
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DESCRIPTION_________________________________________________

These delicate bracers of fine-linked blackened silver chains are set with a motif of stylized fiery golden suns, ringed copper planets, radiant silver moons and jagged crystal falling stars. The wearer can remove these decorative medallions as a free action and use them as +1 shuriken (appropriately sized for the wearer), although they disappear at the end of the round they are detached, requiring them to be thrown immediately. The wearer is automatically treated as proficient with these weapons, and a wearer who is already proficient with shuriken receives a +1 to hit and a +2 to damage with these specific shuriken attacks (these bonuses stack with the appropriate Weapon Focus or Weapon Specialization feats, if applicable). Each bracer can produce 12 shuriken per day.
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CONSTRUCTION_______________________________________________
Requirements Craft Wondrous Item, greater magic weapon and either spiritual weapon or fabricate; Cost 3,000 gp.

Dark Archive

PHILOSOPHIC SCABBARD
Aura faint conjuration and evocation; CL 3rd
Slot none; Price 2,500 gp; Weight 3 lbs.
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DESCRIPTION_________________________________________________

This scabbard is crafted of thin tubes of glass, woven together like twine, yet it is as strong as stone. Near the top, it has three gems; an onyx, a ruby and a yellow citrine. When a blade is drawn from the scabbard, one of these gems can be touched as a free action to activate the scabbards properties;

Touching the ruby causes the drawn blade to flicker with alchemical fire for up to one round, causing the blade to inflict +1d6 fire damage on its first hit during that time. The alchemical fire splashes onto the first target struck only, and there is no splash effect, nor does it continue to burn in subsequent rounds. If the blade does not strike a target, the alchemical fire fades one round later.

Touching the onyx causes the drawn blade to become slick with alchemical acid for up to one round, causing the blade to inflict +1d6 acid damage on its first hit during that time. If the weapon does not strike a target, the acid boils away into acrid smelling fumes one round later.

Touching the citrine causes the drawn blade to radiate a steady golden alchemical light that illuminates like torchlight for up to one hour. It does not wear off if the blade is used in combat, but does extinguish itself if the blade is once again sheathed in the glass scabbard.

No more than one effect can be activated at a time, and for any effect to be re-initiated, the blade must be sheathed, as a move action, and drawn anew.

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CONSTRUCTION_______________________________________________
Requirements Craft Wondrous Item, acid splash, light and burning hands; Cost 1,250 gp.

Dark Archive

Divinely inspired items, first for Desna;

Ring of Dancing Dreamers – This band of blackened mithril is set with three to five small diamonds and allows the caster to throw up to five magic missiles, either all at once (at CL 9), or in lesser increments (as low as a single missile, at CL 1). The ring recharges a single magic missile per night, up to a maximum of five. The wearer can also evoke dancing lights upon command, as often as desired.

Then Calistria;

Third Sting enhancements, purchased separately and only found on daggers, short swords, rapiers and whips (including scorpion whips), which are often +1 keen weapons.

1) If this weapon strikes the same target a third time within a single round, it automatically threatens a critical. If that third attack roll already threatened a critical, it is automatically confirmed.

2) This weapon has a x3 critical modifier, and a +2 bonus to confirm a critical hit. When it scores a critical, two ghostly images of identical weapons strike alongside it, opening parallel wounds, although the damage remains a single instance, for purposes of penetrating damage reduction. Blades of this sort have a pair of decorative blades alongside the primary blade, while whips of this sort end in a tripartite braided lash.

3) Three times a day, this weapon can be invoked as a free action to make one additional attack at the users full BAB. This cannot be done more than once per round. [Similar to the Speed property, but only usable three times per day.]

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