The Magic Item Handbook

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Section 9: Weapons Weapons Magical weapons normally apply their bonuses (+1, +2, +3, +4 or +5) to attack and damage rolls as well as weapon speed. Not all weapons listed in the Equipment Handbook are purchasable as magical weapons, only those listed in the following pages and those that have appropriate listings in the Magic Encyclopedia’s 1 & 2. Light Generation Magical weapons of +3 or greater powers (all Special Magical Weapons) shed light and can’t be concealed when drawn. Certain magical weapons do not ordinarily have sheaths or scabbards which results in the item shedding light at all times unless wrapped in a heavy cloth or by other means. The amount of light is about equivalent to 3 candles and could be used for reading and writing as well as studying of spell books.

Unusual Qualities of Magical Weapons Magical Weapon Breakage: When a magical weapon is used that normally has a chance of being damaged or broken or rendered useless, the chance is lessened by +10%/magical bonus for misses. However when they hit their targets they are destroyed. Magical Bows & Crossbows: This gives a bonus to attack and damage rolls to arrows fired from it. If magical arrows are used, total the bonuses of both the bow and the arrows used. A nonmagical arrow fired from a magical bow is still a nonmagical missile. Magical Quarterstaves: They appear to be a normal bronzewood staves banded with iron. The shaft is actually as strong as steel, and has 2 magical qualities. Upon command, the staff will alter its length from as short as 6’ to as long as 12’ (or any length in between). It inflicts damage as a quarterstaff, with additions to attack and damage rolls based upon its magical bonus.

Special Magical Weapons Arrow of Direction: This typically appears to be a normal arrow. However, its magical properties make it function like a locate object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc. Once per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated 7 times during the next 7 turns. The request must be for one of the following: • Stairway (up or down) • Sloping passage (up or down) • Dungeon exit or entrance • Cave or cavern Requests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.). Axe of Hurling: This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180’, and it will return to the thrower in the same round whether or not it scores a hit.

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