New Armour, Shield and Weapon Properties

Encyclopaedia Arcane: Magic Item Creation

Magic Item Creation

Author Patrick Younts
Publisher Mongoose Publishing
Publish date 2004
OGL Section 15 eamic

The material below is designated as Open Game Content.

Enchanted armour and weapons are perhaps both the most famous and the most sought after of magic items, which is understandable. Such tools of warfare, particularly swords, are the most ubiquitous magic objects in fantastic literature and in heroic legend. So it follows, of course, that magical armour and weapons are the most ubiquitous enchanted items in fantasy gaming, with a plethora of choices already presented for use in campaign.

These new enhancements are intended to fill some obvious (and not so obvious) holes in the already expansive list of weapon, armour and shield special abilities. Using this list in conjunction with the special abilities provided in the SRD, and with the other rules provided in this book, should give you all you need to create almost any kind of magical armour or weapon.

New Weapon Enhancements

The new weapon enhancements presented below are intended to supplement those found in the SRD and to greatly expand your options for the creation of powerful and memorable magical weapons. Unless otherwise noted, the new enhancements are suitable for any sort of weapon. The normal rules for applying special abilities apply to the new special abilities introduced here.

Acidic: Upon command, an acidic weapon is sheathed in a viscous, dripping sheet of acid. The acid, even those droplets which drip and splash off, does not hurt the wielder. An acidic weapon deals an extra 1d4 points of damage on a successful hit and half that amount (minimum one point) on the following round. Bows, crossbows and slings so crafted bestow the acid energy upon their ammunition when fired.

Moderate conjuration; CL 10th; Craft Magic Arms and Armour, acid arrow; Price +1 bonus.

Acid Flare: An acid flare weapon functions as an acidic weapon which also explodes with acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the acidic ability (see above), an acidic flare weapon deals an extra 1d6 points of damage on the following round, and half that damage (minimum of one point) on the round immediately following. If the weapon’s critical hit multiplier is x3, add an additional 2d6 (plus half on the following round) damage instead, and if the multiplier is x4 add an extra 3d6 (plus half on the following round) instead. Bows, crossbows and slings so crafted bestow the acid energy upon their ammunition when fired. Even if the acidic ability is not active, the weapon still deals its extra acid damage on a critical hit.

Strong conjuration; CL 12th; Craft Magic Arms and Armour, acid arrow; Price +2 bonus.

Cunning: A weapon with the cunning ability is strongest when wielded in secrecy, shadow and silence. When a critical hit is scored against a flat-footed opponent, or against an opponent who is denied his Dexterity bonus for whatever reason, the weapon’s critical hit multiplier is increased by one step, from x2 to x3 for example. Only melee weapons can be enhanced with this special ability.

Moderate illusion; CL 9th; Craft Magic Arms and Armour, silence or darkness; Price +1 bonus.

Destructive: A weapon with the destructive special ability is especially good at sundering weapons and overcoming hardness. Its enhancement bonus to damage is doubled when sundering, or when attacking an object. This confers no special ability to damage non-living creatures (such as constructs). Only melee weapons can possess this special ability.

Strong transmutation; CL 9th; Craft Magic Arms and Armour, shatter; Price +1 bonus.

Explosive: On a successful critical hit, a magic item with this special ability erupts in concussive force, dealing 1d6 fire damage to every being within a 5 foot radius of the target (including the wielder if he is within 5 feet). If the critical hit multiplier of the weapon is x3, the damage is increased to 2d6 and if the critical multiplier is x4, then the damage is increased to 3d6. The explosive special ability can only be added to ranged weapons. Bows, crossbows and slings so crafted bestow this special ability upon their ammunition when fired.

Moderate evocation; CL 9th; Craft Magic Arms and Armour, fireball or flame strike; Price +2 bonus.

Hammering: Charge attacks made using a weapon with this special ability are resolved as touch attacks. The hammering weapon ignores armour bonuses, shield bonuses and natural armour bonuses when determining whether an attack is successful. Only non-light blunt and piercing melee weapons can benefit from this enhancement.

Moderate evocation; CL 9th; Craft Magic Arms and Armour, bull’s strength; Price +1 bonus.

Heaven’s Wrath: Ranged weapons imbued with this special ability are soaked in powerful emanations from the eternal heavens. When launched, a bright flare of sacred energy springs up around them, in the shape of delicate, spectral swan’s wings. If targeted against a being of evil alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal – if it results in a successful critical hit, the missile strikes for an additional 1d6 points of holy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Heaven’s wrath missiles can also strike non-evil beings but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability, with bows, crossbows and slings imbuing their missiles with this special ability.

Faint conjuration; CL 5th; Craft Magic Arms and Armour, true strike, detect evil; Price +2 bonus.

Hell’s Fury: Ranged weapons imbued with this special ability are soaked in powerful emanations from the endless pits. When fired, a bright flare of profane energy springs up around them, in the shape of tattered, smoky bat’s wings. If targeted against a being of good alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal – if it results in a successful critical hit, the missile strikes for an additional 1d6 points of unholy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Hell’s fury missiles can also strike non-good beings but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability, with bows, crossbows and slings imbuing their missiles with this special ability.

Faint conjuration; CL 5th; Craft Magic Arms and Armour, true strike, detect good; Price +2 bonus.

Honourable: A weapon with this special ability is tailor-made for honest combat against honourable foes. It grants a +1 insight bonus to Armour Class against any attack made while the wielder is either flat-footed or denied his Dexterity bonus. It also bestows a competence bonus to Sense Motive checks equal to the weapon’s magical attack bonus but only for the purpose of opposing Bluff checks in combat. Conversely, an honourable weapon imposes a penalty to attack equal to its normal enhancement bonus to attack rolls whenever it is wielded against a flat-footed opponent.

Moderate divination; CL 9th; Craft Magic Arms and Armour, detect thoughts or zone of truth; Price +1 bonus.

Howling Fury: A weapon of howling fury is a great boon to a barbarian, or to any other character who has the ability to rage or frenzy in combat. A weapon with this special ability increases the duration of a rage or frenzy by the enhancement bonus of the weapon (not including the howling fury ability) in rounds.

Moderate enchantment; CL 9th; Craft Magic Arms and Armour, remove fear, heroism or rage; Price +2 bonus.

Idiocy: A weapon of idiocy is quickened with the power of senseless chaos. It deals one point of temporary Intelligence damage when it hits a creature. A critical hit does not multiply the Intelligence damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Intelligence damage dealt by this weapon, as are beings which are immune to mind affecting spells and spell-like effects. Bows, crossbows and slings so crafted bestow this ability upon their ammunition when fired.

Moderate transmutation; CL 12th; Craft Magic Arms and Armour, touch of idiocy; Price +2 bonus.

Overpowering: On a successful hit, a weapon with this special ability allows you to make a free bull rush attack against your victim. You need not move into the defender’s square when doing so and do not provoke an attack of opportunity. To resolve the bull rush attempt, roll opposed Strength checks as normal, adding the weapon’s bonus to attack as an enhancement bonus to the check. If the check succeeds, the opponent is moved back 5 feet for every 5 points by which your check result exceeds his own. If your check fails, you do not need to move.

Moderate evocation; CL 10th; Craft Magic Arms and Armour, bull’s strength; Price +2 bonus.

Resonating: A weapon with this special ability is a bard’s best friend. Its magic resonates with and bolsters bardic music abilities. It adds its enhancement bonus to attack rolls to all Perform skill checks which involve the use of bardic music abilities. The resonating special ability can only be applied to melee weapons.

Moderate enchantment: CL 9th; Craft Magic Arms and Armour, charm person, suggestion, creator must be a bard; Price +1 bonus.

Ruinous: A weapon with this special ability inflicts gaping wounds which are hideous to look upon and which can potentially disfigure the victim permanently. A ruinous weapon deals 1 point of Charisma damage when it hits a creature. A critical hit does not multiply the Charisma damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Charisma damage dealt by this weapon. Bows, crossbows and slings so crafted bestow this ability upon their ammunition when fired.

Moderate transmutation; CL 10th; Craft Magic Arms and Armour, symbol of pain or symbol of fear; Price +2 bonus.

Shredding: A weapon with this special ability strikes especially vicious blows which shred natural armour like tissue. On a successful critical hit, the weapon imposes a –2 penalty to natural armour. This penalty is cumulative and can lower the victims natural armour below 0 but only to a negative value equivalent to the original natural armour bonus. So, for example, a creature with a natural armour bonus of +4 could be reduced to a maximum –4 natural Armour Class value. Natural armour damaged in this fashion heals at the rate of 1 + Constitution modifier (one point minimum) points per day. Only slashing melee weapons or slashing ranged weapons can possess this special ability.

Moderate transmutation; CL 9th; Craft Magic Arms and Armour, keen edge; Price +1 bonus.

True Death: A weapon with the true death ability is the bane of those who count on their allies’ ability to raise or resurrect them should they fall in combat. A creature brought to –10 or fewer hit points by a blow from a true death weapon must immediately attempt a Fort save; if the save is failed, the body is instantly disintegrated. On a successful save, the body is not disintegrated. Bows, crossbows and slings so crafted bestow this special ability upon their ammunition when fired.

Strong transmutation; CL 15th; Craft Magic Arms and Armour, disintegrate or destruction; Price +3 bonus.

Virulent: A weapon with the virulent special ability carries within itself a magical plague which sickens and weakens those who are struck by it. On a successful critical hit, the victim must attempt a Fortitude save (DC 14) or suffer 1d2 initial points of temporary Strength damage and 1 point of secondary temporary Constitution damage. The effects of multiple critical hits stack. Creatures which are immune to critical hits and those which are immune to magical poison are likewise immune to the virulent special ability. Bows, crossbows and slings so crafted bestow this special ability upon their ammunition when fired.

Strong necromancy; CL 12th; Craft Magic Arms and Armour, poison or cloudkill; Price +2 bonus.

Specific Weapons
The following weapons are almost always constructed with exactly the qualities described below. Do not forget, however, that they can also possess unique quirks that will serve to better differentiate them from one another

Lance of the Stately Charger: This +2 hammering lance adds +20 feet to a mount’s base speed for the purpose of determining how far it can charge. In addition, it adds its enhancement bonus to attack to the Armour Class of both the wielder and his mount, but only during a charge.

During a charge attack, the lance of the stately charger sheds light as a torch, a light which cannot be dimmed for any reason.

Moderate transmutation; CL 12th; Craft Magic Arms and Armour, expeditious retreat, phantom steed; Price 25,310 gp + 1,500 XP.

Fool’s Sceptre: On a successful critical hit, this +2 light mace forces its target to succeed at a Will save (DC 13) or be confused for one round, as per the spell lesser confusion. Once per day, the fool’s sceptre can cast confusion as the spell.

Light enchantment; CL 5; Craft Arms and Armour, lesser confusion, confusion; Price 12,312 gp + 1,100 XP.

Armour and Shield Special Abilities
The new armour and shield enhancements presented below supplement those found in the SRD and are intended to greatly expand your options for the creation of powerful and memorable magical armours. Unless otherwise noted, the new enhancements are suitable for any sort of armour or shield. The normal rules for applying special abilities apply to the new special abilities introduced here.

Boosting: A suit of armour with this special ability can improve its wearers ability to attack, at the cost of defensive effectiveness. The wearer can add some or all of the armour’s enhancement bonus as a bonus to his attack rolls that stacks with all others. As a free action, the wearer chooses how to allocate the armour’s enhancement bonus at the start of his turn, before taking any other actions. The bonus to attack rolls applies until the start of his next turn. Points of enhancement to attack rolls do not count towards the wearer’s Armour Class.

Moderate transmutation; CL 8th; Craft Magic Arms and Armour, mage armour, true strike; Price +2 bonus.

Frightening: A suit of armour or shield with this enhancement is dreadful to look upon. While worn or carried, the armour or shield grants a +5 competence bonus to Intimidate skill checks

Faint enchantment; CL 5th; Craft Magic Arms and Armour, cause fear; Price +3,700 gp.

Frightening, Improved: As frightening but the armour or shield grants a +10 competence bonus to Intimidate skill checks.

Moderate enchantment; CL 10th; Craft Arms and Armour, cause fear; Price +15,000 gp.

Frightening, Greater: As frightening but the armour or shield grants a +15 competence bonus to Intimidate skill checks.

Moderate enchantment; CL 15th; Craft Arms and Armour, cause fear; Price +33,750 gp.

Kinetic: A shield with this enhancement can absorb almost all the force of a blunt impact. While in hand, it provides the bearer with damage reduction 5/energy, slashing or piercing, making the wielder very hard to hurt with bludgeoning attacks. As a side effect of the magic used to cushion impacts, kinetic shields cannot inflict damage, making shield bashes completely ineffective.

Moderate abjuration; CL 9th; Craft Arms and Armour, shield, feather fall; Price +2 bonus.

Nimble: While most armour restricts the wearer’s agility, armour enchanted with this special ability actually increases its wearer’s ability to roll, dive, tuck and tumble. The magic of the armour provides a +5 competence bonus to its wearer’s Tumble checks. Normal armour check penalties still apply.

Faint transmutation; CL 5th; Craft Magic Arms and Armour, cat’s grace; Price +3,700 gp.

Nimble, Improved: As with nimble, but the magic of the armour provides a +10 competence bonus to its wearer’s Tumble checks. Normal armour check penalties still apply.

Moderate transmutation; CL 10th; Craft Magic Arms and Armour, cat’s grace; Price +15,000 gp.

Nimble, Greater: As with nimble, but the magic of the armour provides a +15 competence bonus to its wearer’s Tumble checks. Normal armour check penalties still apply.

Moderate transmutation; CL 15th; Craft Magic Arms and Armour, cat’s grace; Price +33,750 gp.

Refracting: A suit of armour or shield with this enhancement traps and absorbs ambient light. Once per day, it can be called upon to unleash that light in a 20 foot radius burst around the wearer, a burst which deals 5d4 points of damage. Undead suffer double damage from the sunburst. In addition, the wearer or bearer gains a circumstance bonus to saving throws against light-based spells or spell-like effects (like the spell sunburst) equal to the item’s enhancement bonus to Armour Class. Only metal armour and shields can bear this special ability.

Strong evocation; CL 15th; Craft Magic Arms and Armour, sunbeam or sunburst; Price +3 bonus.

Spring Heel: This specially crafted armour has reinforced and spell enhanced greaves and foot protection, which grant a +5 competence bonus to all Jump checks. Normal armour check penalties still apply.

Faint transmutation; CL 5th; Craft Magic Arms and Armour, jump; Price +3,700 gp.

Spring Heel, Improved: As with spring heel, but the magic of the armour provides a +10 competence bonus to its wearer’s Jump checks. Normal armour check penalties still apply.

Moderate transmutation; CL 10th; Craft Magic Arms and Armour, jump; Price +15,000 gp.

Spring Heel, Greater: As with spring heel, but the magic of the armour provides a +15 competence bonus to its wearer’s Jump checks. Normal armour check penalties still apply.

Moderate transmutation; CL 15th; Craft Magic Arms and Armour, jump; Price +33,750 gp.

Specific Armours and Shields
The following suit of armour and shield are almost always constructed with exactly the qualities described below. Do not forget, however, that they can also possess unique quirks that will serve to better differentiate them from one another

Jacks’ Costume: The armour of this strange, semi-mythical figure explains a lot of his supernatural abilities. It functions as nimble, improved spring heel padded armour +1, but also grants the wearer the ability to cause his eyes to glow a fiery red once per day. This effect lasts for five rounds, during which the wearer may make one gaze attack as a free action every round. All those affected by this mind-affecting gaze attack must make a Will save (DC 14) or cower for 1d4 rounds.

Moderate transmutation; CL 12th; Craft Magic Arms and Armour, cat’s grace, fear, jump; Price 22,855 gp + 700 XP.

Conner’s Buckler: This +2 light fortification buckler has proved the bane of many an escaping fugitive. Conner never believed in using lethal force to apprehend escapees, instead developing this remarkable buckler to help him in his endeavours. Twice per day, the buckler may be thrown as a ranged weapon with a range increment of 20 feet. This attack deals 1d6 + Str modifier in nonlethal damage to the target. If this attack results in a successful critical hit, the damage is not modified but the victim must make a Fortitude save (DC 16) or be stunned for 1d4 rounds.

Light enchantment; CL 15th; Craft Arms and Armour, hold person plus limited wish or miracle; Price 12,165 gp + 650 XP.

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