Fantasy Weapon Customizations

Black metal (base cost × 10). This customization can only be applied at the time of forging. A weapon made of black metal is able to hold two additional enchantments, cannot be destroyed, and will never dull. Black metal weapons can never be lower than exceptional quality. Black metal can be found in meteorites or in certain very dark and deep places.

Blessed (500 gc). A blessed weapon’s damage gains the good type in addition to its regular damage type.

Cursed (10,000 gc). The wounds from this weapon will not heal naturally. Only healing magic can restore the victim’s health.

Disease (5,000 gc). A successful strike from this weapon imparts a disease onto its victim. The disease must be chosen at the time of enchantment.

Elemental (2,000 gc). Once per day, the weapon can burst into flame or freeze into ice (chosen at the time of enchantment). The damage it does gains the fire or cold type. The effect lasts for one minute. If this enchantment is applied a second time, it lasts for 5 minutes; a third time makes it last an hour; four times means it will last all day.

Eversharp (1,000 gc). An eversharp weapon will never go blunt or rust. This enchantment can only be applied to bladed or pointed metal weapons.

Fast (10,000 gc). The weapon is unnaturally light and fast. If the wielder attacks twice in a round with it, he gains a third attack as a free action.

High Damage (1,000 gc). The weapon has been modified to make it more deadly. A club might have added spikes, or a flintlock might burn powder more efficiently. The weapon deals +1d6 damage.

Light (500 gc). When drawn, the weapon emits a cold bright light in a 30' radius circle.

Malice (1,000 gc). A weapon imbued with malice is cruel and seeks to kill and maim. Every time its wielder slays a being, he recharges a LUC die (but cannot exceed his normal maximum LUC pool).

Pernicious (10,000 gc). More malevolent even than malice weapons, a pernicious weapon cannot be drawn without killing. The wielder loses 1d6 Health every minute until the weapon kills a victim. The weapon cannot be discarded until it has been sheathed.

Rangefinder (1,000 gc). When placed upon a bow or other ranged weapon, the weapon’s range increment increases by 50%. This enchantment cannot be placed upon ammunition.

Returning (1,000 gc). When applied to a thrown weapon, the weapon returns automatically to the wielder’s hand after being thrown.

Serrated blade (1,000 gc). A bladed weapon can be serrated, rendering the sharp edge jagged. While this makes the weapon less useful for single cuts, it makes wounds much more cruel as the jagged edges are dragged across the target, causing an additional +1d6 damage. A serrated blade cannot be sharpened, however, and any abilities which improve weapon quality through maintenance or sharpening do not work with it.

Sharpened (1,000 gc). Most blades are sharp, but some are razor sharp. A sharpened blade automatically inflicts the Bleeding condition, even if a critical hit is not achieved.

Slayer (5,000 gc). The weapon is designed to destroy a specific creature type. Choose one, such as fey, goblinoids, reptiles, etc. That creature type cannot wield the weapon (and will suffer 1d6 damage every turn in which it is touching it) and automatically suffers critical hits from it on a successful attack.

Sonic (5,000 gc). The weapon emits an immense crashing sound when it strikes. Its damage type gains the sonic damage type in addition to its regular damage type. The sound is loud enough to be heard for up to a mile. On a critical hit, all within 30' also take 1d6 sonic damage.

Soulsucker (30,000 gc). A hit from this weapon not only physically harms the victim, but sucks out his very soul. The weapon targets the victim’s CHA dice pool, reducing it by one die with every successful hit. If the target’s CHA dice pool reaches 0d6, his soul is transferred to the weapon and consumed, and the victim dies. Many weapons with this property also have the malice property, making them truly malignant items.

Spellbreaker (2,500 gc). The weapon can smite magical effects, ending them. When it scores a hit on an enchanted creature or object, a MAG vs. MAG opposed check is made. If the weapon wins, the target’s enchantment ends. The MAG dice pool of the weapon is 5d6; that of the target is the MAG pool of the caster of the enchantment. If the enchantment is a temporary one, it is ended immediately; if it is a permanent one, it is suppressed for one hour. This enchantment can be added multiple times; every time beyond the first adds +1d6 to the weapon’s MAG pool.

Summoning (20,000 gc). A summoning enchantment allows the owner to speak the name of the weapon and call it to his hand as a free action from a distance of up to one mile. Taking this enchantment a second time (this costs 30,000 additional gc) makes the owner able to summon it from any distance. This property can be used once per day.

Quillon/Guard (200 gc). The handle of the weapon can have a hand guard added to it; or, if there is already one, the existing guard can be enlarged or strengthened. This enhancement grants the wielder +1 Melee Defense. If the weapon already grants such a bonus, it stacks with this additional bonus.

Unerring (10,000 gc). This enchantment is applied to an arrow or thrown weapon. It always hits its target as long as it is within one range increment. However, when using this property of the weapon, dice cannot be paid for additional effects.

Venom groove (2,500 gc). A slashing or piercing melee weapon can have a groove cut into it into which poison or venom can be delivered via a small container. The toxic agent adds the poison type to the weapon’s damage (an arrow so customized dealspiercing and poison damage). The container must be refilled (takes one minute) after each use.

Warning (750 gc). The weapon can warn of the presence of a selected creature type. Typically it does so with a soft glow, but alternatively it may do so with an audible hum or other signal. The range of the detection is 30', but if the enchantment is applied twice it becomes 100'. A third time extends the range to one mile.

Wilful (35,000 gc). A wilful weapon is intelligent. It can speak or whisper telepathically to its owner, and has its own agenda and desires which are established at the time of enchantment. Once per day it can attempt to take control of its owner for one minute by making an opposed check vs. its wielder’s WIL dice pool. The weapon’s CHA dice pool for this purpose is 5d6. This enchantment can be added multiple times; every time beyond the first adds +1d6 to the weapon’s CHA pool. These weapons may be good or evil.

Worthy (5,000 gc). The weapon can only be wielded by those who meet a criteria set by the enchanter. This may be a specific person, or someone who meets a condition. Those who do not meet the criteria are unable to lift or move the weapon.