← Rules
Part 7 • Core p170 • book p.170

Magic Weapons

Magic weapons are created with a variety of powers and will usually aid the wielder in combat. A magical weapon's bonus is applied to all attack and damage rolls made with the weapon. Casts Light on Command: By drawing the weapon and uttering a command word, the wielder may cause it to glow; it will then shed light with the same radius as a light spell. Sheathing or laying down the weapon, or speaking the command word again, dispels the effect. This power may be used as often as desired. Charm Person: This power allows the wielder to cast charm person once per day by brandishing the weapon, speaking a command word and gazing at the target creature. (The wielder's gaze does not have to be met for the spell to be cast.) The target creature is allowed saving throws just as described in the spell description. Drains Energy: A weapon with this power drains one life energy level on a hit, as described under Energy Drain in the Encounter section; up to 2d4 levels can be drained by a weapon with this power, after which time the weapon loses this power but retains any other magical effects or bonuses. Flames on Command: Upon command, the weapon will be sheathed in fire. The fire does not harm the wielder. The effect remains until the command is given again, or until the weapon is dropped or sheathed. While it flames, all damage done by the weapon is treated as fire damage, and an additional +1 bonus (in addition to the weapon's normal bonus) is added to damage when fighting trolls, treant, and other creatures especially vulnerable to fire. It casts light and burns just as if it were a torch. Locate Objects: This power allows the wielder to cast the spell locate object once per day, as if by an 8th level Magic-User. Special Enemy: These weapons are created to combat a specific sort of creature, as rolled on the Special Ability table. When used against that specific enemy, the second listed bonus applies instead of the first; so a Sword +1, +3 vs. Undead would provide +1 attack and damage against giant rats, but +3 attack and damage rolls against zombies. Wishes: Weapons with this power have the ability to grant 1d4 wishes. The GM must adjudicate all wishes, and instructions are given in the Game Master section regarding this. After these wishes have been made, the weapon loses this power, but retains any other bonuses and powers. Cursed Weapons inflict a penalty to the wielder's attack rolls, as rolled on the Weapon Bonus table. The curse causes the afflicted character to be unable to get rid of the weapon. There are two possible forms the curse may take: Obsession and Affliction. The GM may decide which to use at their option. Obsession: Regardless of how severe the penalty is, the character wielding the weapon will believe it is a bonus and refuse to use any other weapon in combat. A remove curse spell is the only way to rid a character of such a weapon; but as they will believe the weapon is the best magical weapon ever, the character receives a saving throw vs. Spells to resist. Affliction: The character knows the weapon is cursed as soon as they use it in combat; however, any attempt to throw it away fails, as the weapon magically appears back in the character's hand whenever they try to draw any other weapon. In this case, the remove curse spell needed to rid the character of the weapon will be unopposed (i.e. no saving throw).