====== Magical Arms and Armor ===== A caster with the [[crafting_rules|Crafting Permanent Magic Items]] proficiency (most scholars and zealots of level 5 or higher) who has aquired and properly installed an Enchanter's Furnace can enchant an example of a masterwork quality weapon, armor or shield imbuing it with a permanent enchantment. The price listed is for selling off the item, and to calculate the time needed to craft one, but there is rarely an occasion to buy an example off the self. ===== Magic Weapons ===== All these creations count as a magic weapon for the purposes of damaging opponents who are resistant or invulnerable to non-magic weapons. The Special Ingredient is the item needed [[crafting_rules|Crafting Permanent Magic Items]], beyond the physical object and the gold metal for the Enchanter's Furnace. Note that any magic arming sword might also be made as a scimitar. ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ |Arrow of 1000 Barbs|1000gp|1|3|these arrows inflict an extra +2 damage, and stick in the target, pulling one out causes a further 1d6+2 damage.They come in batches of 10 and each arrow can only be shot once|Each arrow is fletched from the remains of a [[Frond Blight]]| |Arrow of Iron|1000gp|0|5| this nearly indestructible arrow scores an extra +1 damage, but can be recovered and shot many times.|Fletched from the rare Ironwood tree, every 6 [[load]] of lumber from this tree can yield a dozen of these arrows| |Axe of Power|4000gp|2|3| This Dane Axe does +2 damage on every hit, and has its critical hit target improved by 1. |the gall bladder of a Troll Cow.| |Axe of Response|2000gp|1|4|The War Axe gives wielder one extra counter attack per fight|ribs of a greater legion of the damned| |Axe of Return|2000gp |1|3|The Frankish axe grants +1 to hit, and if thrown, it will return to its user, must be attuned|This weapon requires the soul of a ghost of at least 6HD trapped within a [[gems_jewels_and_stones|soul gem]]| |Axe of Splitting| 1500gp|1|3|This war axe destroys any non-magic shield carried by a target it hits|skull of a mountain troll| |Blessed Weapon| priceless|1 or 2|5| Created by the 5th level divine spell, not by Enchanters Furnace. Does double normal damage for weapon type, can attack incorporeal targets.|relic of a first tier saint| |Bolt of Eye Shooting|1000gp|0|5|this nearly indestructible crossbow bolt will shoot out the eye of its target anytime a critical hit is rolled. It can be recovered and shot many times.|Fletched from the rare Ironwood tree, every 6 load of lumber from this tree can yield a dozen of these bolts| |Bolt of Piercing|1000gp|1| 3|these crossbow bolts come in batches of 12, each one inflicts 2d6 damage, but any "6" that is rolled causes an additional 1d6 damage to be inflicted, which also adds another 1d6 if it rolls a 6, without end. Each bolt can be shot only once.|walrus tusk| |Bow of Accuracy|3000gp|2|3|This war bow gives +2 to attack rolls.|a dozen [[elves|elf shot]] heads| |Club of the Mountain|1500gp|2|3|the big, 2-handed club knocks prone any target hit for 6 or more points of damage|powdered stone from the highest peak in any 100 mile radius.| |Crossbow of Smashing|1800gp|2|3|The crossbow does +1 damage and knocks targets prone.|eye of a House Crusher or Rhinoceros| |Dagger of Dementia|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This dagger is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken| |Dagger of Everlasting Venom|2000gp |1 | 4 |This dagger does an extra 1D6 poison damage if the attack is made with advantage. |Stinger of a Scorphemoth| |Dagger of Wounding|2000gp |1 | 4 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|Dybbuk demon trapped in a soul gem| |Lance of Glory|2000gp|2|3|This lance scores 1 additional 1d12 damage on a knightly charge|fragment of armor of a Knight of Hell| |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|fragment of a Baal| |Mace of Madness|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This weapon is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken| |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|an ounce of sand from Mt. Sinai| |Quiver of Endless Arrows|1500gp|1|3| this quiver appears to have 8 arrows in it, but whenever an attuned users shoots one, another appears in its place.|the hats of 3 leprechauns| |Spear of Rot|2500gp|2|3|This jet black iron-shod spear does an extra +1D6 necrotic damage on a successful hit. |the fangs of a master vampire.| |Spear of Runes|3000gp|2|3|This rune-covered long spear grants user +2 to hit in combat, and can be used as a Spell Focus by a Rune Caster scholar for any spell he knows.|wooden shaft from an ash tree that has been used as a gallows to sacrifice to Odin| |Spear of Vulcan|1500gp|2|3|This charred wooden spear is tipped with a wicked bronze head, which seems to burn when thrown. This spear inflicts an additional 1D6 points of fire damage whenever used as a missile weapon.|A single [[load]] of Olicharium, melted down and hammered together with cold iron as Mars is in the sky.| |Staff of the Judgment|1500gp|2|3|This quarterstaff gains +1 to hit and damage against all abominations and intruder type monsters|powdered stone from a broken evil altar, rinsed in holy water.| |Sword of Celerity|1200gp |1 |4 |This arming sword gives the wielder an extra 5' to their movement|shin bone of an extraordinarily fast horse| |Sword of the Champion|5000gp|2|5|This mighty long sword inflicts +2 to hit and damage.|The heart of a Frost Jotun| |Sword of Devils|10,000gp|2|5|This long sword is +1 to hit and damage, provides resistance to any damage caused by magic, and allows user to inflict 3 extra points on damage on a target he hits for each 1 point he inflicts on himself. Each fight this sword is used risks a point of corruption.|A diabolus demon trapped in a soul gem| |Sword of Fire|5000gp|2|5|This long sword inflicts an additional 1d6 points of damage, all the damage counts as either fire or slashing damage, whichever is more advantageous to user, will ignite flammable materials on a hit as well.|The heart of a Fire Jotun| |Sword of Fortitude|2000gp |1 |5 |While wielding this arming sword bludgeoning, piercing, and slashing damage from non magical weapons is reduced by 1|shell of large sea turtle| |Sword of Might|3000gp|1|4|This arming sword inflicts +2 extra points of damage|This sword may only be made from the Mithrilium Iron from a Umbral Dwarf's forge found deep below the earth, and even then only if he gives it freely| |Sword of Sharpness|1500gp|1 | 4 |This arming sword gives a +1 to hit, but not damage.|The amulet of a [[Jinn]]| |Sword of Potence|1500gp|1 | 4 |This arming sword gives a +1 to damage, but not to hit. |The beak of a [[Hooger]]| |Sword of the Warrior|2000gp|1|5| This arming sword gives +1 to hit and damage, but only to someone with the Warrior class.|Heart of a warrior After Walker who has gotten his revenge| ===== Magic Armor ===== ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ |Corselet of Venus|1500gp|2|2|This light armor gives the wearer +1 AC and a +1 bonus to any WIS or CHA checks.|A single [[load]] of Olicharium, melted down and hammered together with cold iron as Venus is in the sky.| |Unyielding Mail|5000gp|5|5|This mail hauberk gives resistance to Slashing Attacks and +1 AC. |Bones of a Grinder Troll | |Mail of Unbreakable Links|5000gp|5|5|This mail hauberk gives resistance to Piercing Attacks and +1 AC. |Bones of an Ice Troll | |Rebounding Mail|5000gp|5| 5|This mail hauberk gives resistance to Bludgeoning Attacks and +1 AC. |Bones of a Mountain Troll | |Angel Steel Mail|5000gp|3|5| This mail hauberk weighs only 3 Load and give +1 AC. |Threads from the garment of a Saint or Prophet. | |Mail of Vulcan|50,000gp|3|5|This mail is the kind worn by great heroes like Hector or Arthur, it grants +1 AC, resistance to all physical attacks, weighs only 3 Load, and grants 5' of bonus movement. |The shards of 7 Broken Magic Swords| |Griffin Leathers|1500gp|2|2| this light armor gives wearer an extra 5' to movement and +1 AC. |The hide of a [[griffon]] | |Troll Leathers|2000gp|2|3| this light armor gives wearer resistance to Slashing Attacks and +1 AC. |The hide of a Grinder Troll | |Invisible Gambeson|2000gp|0|3| this light armor cannot be seen and has no effective load weight and grants +1 AC. |The hair of an Elf Enchantress | |Gambeson Amazing|2000gp|2|3|this light armor gives +1 AC and is proof against arrows and crossbow bolts| the silk from 10 different giant spiders| |Helm of Taurus|6000gp|0|4|As a Quick Action, the wearer of this helm may enter a berserk rage. While enraged, you gain a +2 bonus to attack throws and become immune to fear. However, the character has a -2 penalty to AC and cannot retreat from combat. Once it has begun, a berserker rage cannot be ended until combat ends. This effect only works for characters with the taint of at least one point of Corruption.|Horns of a trollish cow| ===== Magic Shields ===== ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ |Spirit Shield|1500gp | 1|4|The spirit shield has more durability than even a masterwork round shield and it imparts a +2 bonus against spiritual attacks.|The wood of a spirit shield is hewn from the trunk of one of the dreaming trees in the hidden groves to the north and east| |Shield of Arrow Catching|2500gp |1|3|You gain a +2 bonus to AC against ranged attacks while you wield this round shield. This bonus is in addition to the shield's normal bonus to AC. Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use a [[actions|Quick action]] to become the target instead.|The wood used for a shield of arrow catching is soaked for a month in the blood of an dark elven knight| |Shield of Brilliance|2500gp|1|4|A kite shield with an enchanted gold, silver or brass face that can be used to blind an enemy for 1d6 rounds as an attack action, provided there is at least torchlight in the area, DEX save to avoid.|Carapace of a golden [[crab people|crab person]], a subspecies of sorcerous crab person who is known to cast blasphemies| |Shield of the Chevalier|2000gp|1|4|This kite shield provides user 1 additional point of AC while mounted on a warhorse (or magical mount), and gives the mount +3 AC|The carapace of a [[Scorphemoth]]| |Shield of the Wall| 2500gp|1|3|This round shield provides +1 AC to all footmen in a [[combat#Tactical Advantages|shield wall]] that includes the wielder.|The wood of this shield must be made from an alder or willow that grows on or near the grave of a great hero|