When a magic weapon is used, the player adds the “plus” to both Hit Rolls and Damage rolls. Several weapon also have a special adjustment which is used only when fighting a special type of opponent. Normal weapon restrictions for character classes also apply to magical weapons.
Magic Weapon Types
|+1, +2 vs werebeasts
|+1, +2 vs spell casters
|+1, +3 vs undead
|+1, +3 vs dragons
|+1, Light spell once per day
|+1, Cure Light Wounds once per day
Special Magic Weapons
This +1 dagger is for assassins only. With it, once they make a sneak attack, they can continue to make sneak attacks against the same target until their attack misses.
Axe of Hurling
A +2 magic hand ax especially made for throwing up to 60 ft and retaining both its to hit and damage bonus when used as a missile weapon.
Crossbow of Accuracy
This crossbow give as +3 bonus on to hit and damage rolls. All attacks, up-to maximum range, are roll without the typical range penalty.
During the first round the dancing sword is used in combat it performs as a +1 blade. Each subsequent round the sword adds a +1 up to a +4. In the 5th round the sword returns to a +1 sword and “dances” on it’s own attacking everyone indiscriminately (at random) each round adding a +1. After a subsequent 4 rounds the sword returns to the wielder’s hand and the bonus cycle restarts.
This sword is +4, but the wielder of this sword has the option each round of adding all or part of the bonus to his or her AC. Thus, a fighter could increase his or her current AC of 18 (plate mail with shield) to AC 20 by deducting 2 points from the sword’s +4 bonus and making the defender +2 to hit for that round.
Upon first discovery the Flame Blade appears as nothing more than a pommel. Upon speaking the command word, a 3-foot-long, blazing beam of red-hot fire springs forth from the pommel. The blade attacks as +2 for 2d8 fire damage (strength modifier does not apply) A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. It also emits light in a 30 foot radius. The sword does not function underwater.
This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged attack. The ray deals 4d6 points of fire damage on a successful hit roll.
The frost blade is normally+3, granting a +6 bonus against any creature using fire as its attack (e.g. red dragons) or dwelling in fire such as fire elementals. This weapon grants special defense against fire; treat the wielder as if he or she were wearing a ring of fire resistance. The cold based magic of the blade also has a 50% of extinguishing fire for a 10-foot radius, including magical fires such as a wall of fire but not fire based attacks such as hellhound breath attacks or fireballs. Note: this blade does not shed light when drawn unless the ambient temperature is below freezing.
This sword will be +2 when fighting most foes. Against giant-like humanoids such as ettin or ogres, the giant slayer functions as a +3 blade. Against true giants such as hill giants or storm giants, the sword is +3 and also does double damage.
Hammer of the Dwarves
Usually functions as a +2 hammer. In the hands of a dwarvish fighter who knows the command word, however, this weapon is a full +3 warhammer. The hammer of the dwarves retains its attack bonus when hurled as a missile weapon, doing double damage if it hits and boomeranging back to its owner. If thrown at a giant opponent (including ogres, trolls, and ettin) the hammer will cause triple damage if it hits.
A+1 mace with special powers vs evil creatures and the undead. The mace has a neutral good alignment and does 5d4 points of bonus damage to any evil target it strikes. Against the undead, however, the holy mace reveals its true power. When the mace strikes a demon, devil, or undead creature, a turn undead roll is made on the Turning Undead table as the wielder were a 12th level cleric.
Javelin of the Raptor
Like a hunting bird of prey, the command word will cause this missile weapon to launch itself from the wielder’s hand. The attacking javelin is +5 to hit and damage, and strikes up to 60 ft away with no “to hit” penalty. The hunting cry of a hawk can be heard when this weapon launches. Hit or miss, the javelin vanishes after its attack is resolved. This item is usually found in sets of 1d6+2.
This weapon is +2. On a hit roll of natural 20 the weapon will draw the life force from its target, slaying it instantly. This ability has 9 uses and after functions as a typical +2 weapon. Target gets a Constitution DC 12 Save to negate. Negated effect does not expend a use.
The vorpal blade is a +3 weapon and on a high attack roll will always decapitate its target. On a roll of 17+, the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.
A cursed weapon will cause the player to subtract one from all Hit Rolls and Damage Rolls when using that weapon, instead of giving a bonus. Once a cursed weapon is used in battle, it may not be thrown away. If it is stolen or sold, the character is cursed with the desire to get it back. The character will always use that weapon when in battle. (DM, tell the player that this is what the character wants and no arguments!) Only a high level NPC magic-user or cleric can help a character be rid of the curse. After the curse is removed, the sword will become a “normal” weapon.