Magic items (d20)

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Wondrous items

Armor

Weapons

energy bow

D&D Animated Series Handbook (2007) p.2

Price
22,600 gp
Body Slot
— (held)
Caster Level
6th
Aura
Moderate; (DC 18) evocation
Activation
See below
Weight
3 lb.

Simply drawing your fingers in the air near this finely crafted bow causes it to be strung with an arrow of glimmering energy.

An energy bow acts as a +2 composite longbow that accommodates a user of any Strength. Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures. The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force. When drawn, the energy bow sheds light like a torch.

In addition, you can use the bow to make power shots. To do so, before making attack rolls, choose a number to subtract from your attack rolls up to your base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until your next turn.

Prerequisites
Craft Magic Arms and Armor, magic missile.
Cost to Create
11,500 gp, 888 XP, 23 days.

moonblades

Magic of Faerûn, pp. 170–171 (D&D 3rd Ed.)

Caster Level: 15th. Weight: varies.

These swords, sometimes called elf blades, are heirlooms of noble elven families. Only a few are known to exist, and these are jealously guarded. Still, rumors of dormant moonblades persist.

A moonblade is an intelligent sword (usually a longsword) with an enhancement bonus of +1 to +5. A moonblade always has a good alignment (usually neutral good). A moonblade also has a special purpose to serve the scion of a particular elven family (see below for details). A line of runes decorates the blade, one rune for each wielder the blade has had. For each such rune, the moonblade has one ability from the list below.

Moonblades are handed down from parent to child within the elven family the blade serves. The sword itself always determines which heir it belongs to. When a moonblade’s owner dies, one of the owner’s heirs can lay claim to the blade. If no worthy heir exists, the sword lies dormant and exhibits no magical powers at all. A moonblade only serves one owner at a time.

To claim or awaken a moonblade, an elf or half-elf of the blade’s alignment—and from the correct family—must hold the sword and perform the proper ritual. If the family the blade serves has died out, any elf or half-elf of the proper alignment can attempt to awaken the blade. The claiming/awakening ritual varies from blade to blade, but usually requires the blade to be unsheathed at the proper time and place (for example, in a royal throne room or place sacred to an elven deity). Upon completing the ritual, the sword either accepts or rejects the holder.

Whether the sword accepts the holder is strictly up to the DM. In general, only brave and upstanding holders are accepted. Holders who have committed cowardly or selfish acts are rejected unless the holder has atoned for them in some way (such as receiving an atonement spell or performing some heroic or selfless act that wipes away the taint of the character’s previous actions). Should the blade reject the holder, the holder receives 1d6 negative levels. These never result in actual level loss, but if the number of negative levels exceed the holder’s level, the holder dies. If the holder survives, negative levels from the sword cannot be overcome in any way (including restoration spells) while the character holds the sword.

If the sword accepts the new holder, the holder loses 5,000 XP and the sword attunes itself to the new holder. (If the holder lacks sufficient experience points to pay this cost, she cannot claim or awaken the blade.) A new rune appears on the blade, and the sword gains a new ability. (A moonblade never accepts a new owner if characters attempt to pass it among themselves just to make it manifest new powers.)

A list of special abilities appropriate for moonblades appears below. The DM can pick one or generate it randomly.

d% Special Abilities
01–40 Any primary ability (DMG “Intelligent Item Primary Abilities”)
41–67 Any extraordinary power (DMG “Intelligent Item Extraordinary Powers”)
68–69 Bane: (DMG)
70–71 Dancing: (DMG)
72–73 Defending: (DMG)
74–75 Elfshadow: a gem set in the moonblade, contains an incorporeal creature that resembles an elf. It has all the characteristics of an undead shadow, except that it has a neutral alignment and cannot be turned, rebuked, or controlled by clerics (nor can anyone except the moonblade’s wielder control it in any way). When called forth, the elfshadow can appear anywhere within 250 feet of the moonblade wielder. Once called, the elfshadow can go anywhere on the same plane as the moonblade wielder. The wielder has complete control over the elfshadow, and controlling the creature is a free action for the wielder. The elfshadow always acts on the moonblade wielder’s turn.(MoF-170)
76–77 Everbright: The sun elven smiths of Evermeet know the secret of forging everbright into blades. These weapons are as bright and shiny as polished silver. They never tarnish and are immune to corrosive attacks. The weapon flashes with a brilliant light up to twice per day upon the command of the wielder. All within 20 feet except the wielder must make a Reflex saving throw (DC 14) or be blinded for 1d4 rounds.(MoF-140)
78–79 Flaming: (DMG)
80–81 Frost: (DMG)
82–83 Ghost touch: (DMG)
84–81 Jumping: When grasped, the weapon acts as a ring of feather falling. Once every other round, the wielder can jump with a +30 bonus on the Jump check. The character’s height does not limit the distance jumped.(MoF-140)
86–87 Keen: (DMG)
88–89 Mighty cleaving: (DMG)
90–91 Shock: (DMG)
92–93 Speed: (DMG)
94–95 Spellblade: The wielder is immune to a single spell chosen at the time the weapon is created. The chosen spell must be one that is targeted against the wielder (not a spell that affects an area). When the wielder is subjected to the spell, the weapon absorbs the spell. On the wielder’s next turn, they can opt to let the spell drain harmlessly away or direct the spell at a new target as a free action.(MoF-141)
96–97 Spell storing: (DMG)
98–99 Throwing: (DMG)
100 Vorpal: (DMG)