Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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150<br />
Faint transmutation; CL 3rd; Cra Magic Arms and Armor,<br />
mending; Price 5,300 gp; Cost 2,800 gp + 212 XP.<br />
Dagger of Piercing<br />
Aacks with a dagger of piercing ignore all armor bonuses to AC<br />
except for enhancement bonuses. For example, a wearer of +4<br />
full plate only gains the +4 bonus to AC and not the armor bonus.<br />
Furthermore, an object’s hardness is reduced by 75% against this<br />
weapon, or to 0 if the hardness would be reduced to a value lower<br />
than 1. No maer whether the blade is used to cut flesh, wood, or<br />
adamantine, it’s never dulled.<br />
The dagger of piercing counts as a +2 keen dagger, but otherwise has<br />
the same characteristics as a normal dagger.<br />
Strong transmutation; CL 12th; Cra Magic Arms and Armor,<br />
bull’s strength, keen edge, shaer; Price 30,302 gp; Cost 15,302 gp +<br />
1,212 XP.<br />
Dark Rider’s Bow<br />
Developed by an unknown Dark Rider to better slay his hated<br />
foe, the kavraen, this weapon functions as a +1 longbow. When<br />
used against a kav, the bow counts as a +3 longbow, deals an<br />
additional +2d6 damage, and gains the wounding property (see<br />
the DMG for details).<br />
Moderate transmutation; CL 10th; Cra Magic Arms and Armor,<br />
summon monster I; Price 32,375 gp; Cost 16,375 gp + 1,295 XP.<br />
Sword of Foe Slaying<br />
This sword, either a longsword or greatsword, acts as a simple<br />
+2 sword until used against a favored enemy. In such cases the<br />
weapon’s enhancement bonus increases to +4, it deals an additional<br />
+2d6 damage, its threat range doubles, and its wielder gains a +2<br />
bonus to all saves against that enemy’s aacks, spells, abilities, and<br />
so on.<br />
Moderate transmutation; CL 10th; Cra Magic Arms and Armor,<br />
keen edge, summon monster I, and must have at least 2 ranger levels;<br />
Price 28,315 gp (longsword), 28,350 gp (greatsword); Cost 14,315 gp<br />
+ 1,133 XP (longsword), 14,350 gp + 1,134 XP (greatsword).<br />
Warlord’s Cleaver<br />
This magical bale cleaver comes with one of three enhancements,<br />
ranging from +1 to +3. Designed for use by ogre warlords, this<br />
immense weapon is a terror on the balefield. In addition to its<br />
enhancement bonus to aack and damage rolls, both heads of the<br />
weapon bestow the mighty cleaving property (see the DMG for<br />
details). For statistics on the bale cleaver, see Chapter Eleven:<br />
Equipment & Black Powder Rules.<br />
Moderate transmutation; CL 11th; Cra Magic Arms and Armor,<br />
Cleave, divine power, keen edge, harm; Price 37,835 gp (+1), 61,835 gp<br />
(+2), 91,835 gp (+3); Cost 19,085 gp + 1,513 XP (+1), 31,085 gp + 2,473<br />
XP (+2), 46,085 gp + 3,673 XP (+3).<br />
Crafting Magic<br />
Black Powder Weapons<br />
Enchanting a black powder weapon has many of the same<br />
requirements necessary to enchant a more archaic melee or ranged<br />
weapon, such as a sword or longbow. The black powder weapon<br />
must be of masterwork quality and the creator’s caster level must be<br />
at least three times the enhancement bonus. If an item has both an<br />
enhancement bonus and a special ability, the higher of the two caster<br />
level requirements must be met.<br />
Chapter Twelve: Magic<br />
Standard Magic Firearm and<br />
Artillery Special Qualities<br />
Many standard special qualities can be applied to magical black<br />
powder weapons. If the ammunition and weapon both possess<br />
the same traits then their bonuses are restricted in how they stack,<br />
as normal for magical bonuses. Unless otherwise stated, magic<br />
bullets and artillery ammunition are single-use items that lose their<br />
enchantment aer use.<br />
The following special qualities are usable in the creation of<br />
magical firearms and artillery pieces: bane, chaotic, dancing,<br />
defending, dismantling*, distance, flaming, flaming burst, frost,<br />
ghost touch, holy, icy burst, infused*, keen, lawful, longeye*,<br />
mighty cleaving, quick*, speed, spell storing, unholy, and<br />
wounding.<br />
The following special qualities are usable in the creation of<br />
magical bullets and artillery ammunition: bane, brilliant energy,<br />
chaotic, dismantling*, flaming, flaming burst, frost, ghost touch,<br />
holy, icy burst, infused*, keen, lawful, longeye*, mighty cleaving,<br />
shock, shocking burst, spell storing, thundering, unholy, vorpal<br />
(artillery only, despite the normal restriction only to slashing<br />
weapons), and wounding.<br />
*For more information on these new magical weapon special<br />
qualities, see pages 148-149.<br />
New Magic Black Powder<br />
Weapon Special Qualities<br />
The following new special qualities may only be applied to firearms<br />
and artillery, each of which indicates if it is placed on the weapon<br />
itself or upon the ammunition. If the ammunition and weapon both<br />
possess the same traits then their bonuses are restricted in how they<br />
stack, as normal for magical bonuses.<br />
Penetrating<br />
This weapon is beer at penetrating than normal. Improve the<br />
weapon’s penetration value by its enhancement bonus. This means<br />
a +3 penetrating military pistol would have its penetration improved<br />
from –1 to –4. Furthermore, the entire penetration value of the<br />
weapon becomes effective against deflection bonuses.<br />
Moderate transmutation; CL 8th; Cra Magic Arms and Armor,<br />
Spell Penetration, keen edge; Price +2 bonus.<br />
Silent<br />
The weapon makes no noise, be it the cocking, loading, or even firing<br />
of the weapon. It is completely silent in all respects of the functions<br />
involved in its firing; this silence effect does not include any noise<br />
made while moving or aiming the weapon, nor does it affect any<br />
sound made by the ammunition once it has le the weapon.<br />
Moderate illusion; CL 7th; Cra Magic Arms and Armor, silence;<br />
Price +1 bonus.<br />
Smokeless<br />
The black powder artillery or firearm produces no flash or smoke<br />
when it fires. There is still the usual noise, but no visible signal that<br />
the weapon has been fired.<br />
Moderate illusion; CL 7th; Cra Magic Arms and Armor; Price +1<br />
bonus.<br />
Spell Fueled<br />
Instead of being loaded with ammunition and black powder in<br />
the usual manner, the weapon may instead be reloaded, primed,