Magic Arms and Armor

From Elluiki
Jump to navigationJump to search

Magic Items

Magic Armor:

Leather: 2,000 per +1, max +1
Studded Leather: 2,500 per +1, max +1
Scale Mail: 3,250 per +1, max +2
Chain Mail: 4,000 per +1, max +3
Splint Mail: 5,000 per +1, max +4
Plate Mail: 6,000 per +1, max +5
Field Plate: 7,000 per +1, max +3
Full Plate: 9,000 per +1, max +2
Shield: 3,000 per +1, max +5, +1,300 for an additional +1 vs. Missiles

Magic armor provides a +1 bonus to armor class over and above its native AC for each +1, and is worth 1xp per 8gp of its value to acquire.


Magic Swords:

(short swords, bastard swords, broadswords, longswords, and two handed swords; all magic swords shed light in a 10 foot radius when drawn, fouling attempts at stealth, except in magical darkness and against the blind.)

  • 3,000 per +1, max +5

Magic weapons provide a +1 bonus to attack rolls and damage for each +1, and are often needed to damage particularly magical and powerful beings.

  • +1,000 for an additional +1 vs. a particular creature type, max +6 vs. that type. Valid creature types include Dragons, Elementals of a particular type, Elves, Giants, Goblins, Golems, Orcs, Shapeshifters, Trolls, and Undead.
  • +1,000 for a flame blade; deals +1 magical fire damage, +2 vs. ice creatures, +4 vs. undead. Can permanently kill regenerating creatures.
  • +1,000 for a frost blade; deals +1 magical cold damage, +4 vs. fire creatures. Provides protection from normal fires, and 50% resistance to magical fires.
  • +3,000 for a luck blade; grants +1 to all saving throws and 1d6-1 wishes. A luck blade grants wishes based on its own whims, rather than by being activated to do so.
  • +4,000 for a nine lives stealer; on a natural 20, the sword devours the soul of a victim who fails a saving throw vs. magic. The sword can also consume the souls of anyone that it slays. A fresh nine lives stealer can consume nine souls, while a purchased one can hold 1d10-1.
  • +5,000 for a creature type slayer; the weapon's enchantment bonus doubles against a particular creature type (max +6), and it deals double damage against that creature type. Valid creature types are the same as for extra +1 against creature type.
  • +5,000 for a defender; Some or all of the magical bonus of the weapon can be applied to the user's AC instead of attacks and damage.
  • +5,000 for a Holy Avenger; The weapon's secondary enchantments do not function, and it performs as if its enchantment was -3 unless wielded by a paladin of 9th level or above. Provides 50% magic resistance, can dispel magic, and doubles its enchantment bonus to damage against evil opponents. Holy Avengers gain the (artifact) tag.
  • +9,000 for dancing; After a number of attacks equal to it enchantment bonus, the weapon can be set loose to attack by itself as the wielder for a number of attacks equal to its enchantment bonus, the enchantment bonus from the sword decreasing by 1 point each attack.
  • +19,000 for wounding; Wounds delivered by this sword cannot be healed by regeneration or magic, and each successful attack causes the victim to lose 1 hp per round for the next 10 rounds. Only spending a full round patching wounds stops this hp loss, and only for one wound.
  • +22,000 for life stealing; on a natural 20, this weapon inflicts one negative level on the target, and grants temporary hp equal to the hp lost to the wielder. The temporary hit points last until lost, and a user can have a maximum of double his normal hit points in this way.
  • +35,000 for vorpal; on a natural 20, the sword slices off the target's head with no saving throw. May only be applied to two handed swords.

Magic Weapon: (1d6) 2,000 per +1, max +3 (applies if the weapon deals 1d6 damage)

Magic Weapon: (1d8) 3,500 per +1, max +2 (applies if the weapon deals 1d8 damage)

Magic Weapon: (2d4) 2,500 per +1, max +1 (applies if the weapon deals 2d4 damage)

Magic Weapon: (1d10) 4,000 per +1, max +1 (applies if the weapon deals 1d10 damage)

Magic Weapon: (1d4) 750 per +1, max +1 (applies if the weapon deals 1d4 damage)

Magic Ammunition: 1/100 the cost of an equivelent magic weapon.

At the GM's option, magic weapons other than swords can carry special enchantments usually given with swords. This is most common in axes and hammers of dwarven manufacture.