Ziegander
2011-11-07, 05:15 AM
Here are some alternate rules for masterwork and magic equipment for your D&D 3.5 game.
Masterwork Equipment
Adding the Masterwork quality to a weapon or armor gives it an enhancement bonus (to attack and damage for weapons; to AC and max dex for armor) and costs extra GP as follows:
+1 - 1000gp
+2 - 6000gp
+3 - 13000gp
+4 - 24000gp
+5 - 35000gp
For each +1 enhancement bonus, increase the Craft DC of a given weapon or armor by 4. Crafting Masterwork items requires only as much additional time over their normal counterparts as 1/10 the GP value of the enhancement bonus.
Masterwork equipment also has a number of enchant slots equal to the enhancement bonus, for example, a +3 Longsword would have three enchant slots.
Masterwork weapons, despite having an enhancement bonus to attack and damage rolls, are not magic weapons and do not overcome DR/magic. Likewise, they cannot hurt incorporeal creatures.
Masterwork armor also reduces the armor check penalty of the worn armor by an amount equal to the enhancement bonus.
Magic Equipment
Magical properties may be added to any masterwork weapon or armor, taking up one of the item's enchant slots for each property added, by spending an amount of gold equal to the the property's effective enhancement bonus. Magical properties may be suppressed by a Dispel Magic effect (check each property separately), or removed entirely by a Break Enchantment effect (1 casting for each property).
A weapon or armor with one or more magical properties is considered a magic item. Any effect generated by a magic weapon property is considered a spell-like ability and is subject to Spell Resistance. The wielder of a magic weapon checks against SR using his character level as his effective caster level, or his actual caster level, whichever is higher.
The wielder of a magic weapon checks SR only once for each property. If he successfully penetrates a creature's SR, his property always effects that creature. If he fails to penetrate a creature's SR, his property never effects that creature.
To add a magical property to a weapon or armor a character must possess the Craft Magic Arms & Armor feat.
There is no ceiling to the total effective enhancement bonus an item may have (typically non-Epic characters aren't allowed to have items better than +10, but that doesn't apply to these rules).
Magical Properties
Energy Resistance
Type: Armor or Shield
Price: +1 bonus
Create: Caster level 3, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 5 + wearer's level (max 10) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Improved
Type: Armor or Shield
Price: +2 bonus
Create: Caster level 7, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 10 + wearer's level (max 20) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Greater
Type: Armor or Shield
Price: +3 bonus
Create: Caster level 11, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 15 + wearer's level against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Immunity
Type: Armor or Shield
Price: +5 bonus
Create: Caster level 15, Energy Immunity
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Immunity to the chosen energy type (without also inflicting any vulnerability that may normally be associated (http://www.d20srd.org/srd/specialAbilities.htm#coldImmunity) with that Immunity).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Arrow Catching
Type: Shield
Price: +1 bonus
Create: Caster level 3, Entropic Shield
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder each round as a free action. This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Arrow Eater
Type: Shield
Price: +3 bonus
Create: Caster level 7, Protection from Arrows
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder by each enemy, each round, as a free action. Furthermore, anytime an enemy within Medium range (100ft + 10ft/level) makes a ranged attack, the wielder of the shield may, as a free action, force that enemy to attack him (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Fortification
Type: Armor
Price: +3 bonus
Create: Caster level 11, Stoneskin
Effect: Armor with this property grants its wearer a 50% chance to avoid critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Fortification, Greater
Type: Armor
Price: +5 bonus
Create: Caster level 15, Iron Body
Effect: Armor with this property grants its wearer Immunity to critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Ghost Touch
Type: Any
Price: +1 bonus
Create: Caster level 3, Bless
Effect: An item with this property may be picked up, held, worn, and/or wielded by incorporeal or ethereal creatures. Ghost Touch equipment is equally effective against incorporeal and corporeal creatures, and ethereal and material creatures. A Ghost Touch item may pass harmlessly through solid objects or corporeal creatures at its wearer/wielder's whim.
A weapon with this property suffers no chance to miss incorporeal creatures and extends into the ethereal plane like a force effect.
Armor or shields with this property apply their bonus to AC against the attacks of incorporeal or ethereal creatures, and also against incorporeal touch attacks.
Spell Resistance
Type: Armor
Price: +1 bonus
Create: Caster level 3, Sanctuary
Effect: Armor with this property grants its wearer SR 12 + 1/2 level.
Spell Resistance, Improved
Type: Armor
Price: +3 bonus
Create: Caster level 9, Spell Resistance
Effect: Armor with this property grants its wearer SR 15 + level.
Spell Immunity
Type: Armor
Price +5 bonus
Create: Caster level 17, Greater Spell Immunity
Effect: Armor with this property grants its wearer unconditional Spell Immunity (http://www.d20srd.org/srd/specialAbilities.htm#spellImmunity). Unlike Spell Resistance, this Spell Immunity does interfere with the wearer's own spells, items, and abilities. This Immunity does not apply to the armor itself or its properties (including this property).
Blinding
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Blindness/Deafness
Effect: A weapon with this property can Blind creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds.
Chromatic Surge
Type: Weapon
Price: +1 bonus
Create: Caster level 3, Lesser Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 1d6 additional damage of the chosen type of energy, +1 per wielder level (max 1d6+5).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Improved
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 2d6 additional damage of the chosen type of energy, +1 per wielder level (max 2d6+10).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Greater
Type: Weapon
Price: +3 bonus
Create: Caster level 13, Greater Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 3d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Ragnarok
Type: Weapon
Price: +5 bonus
Create: Caster level 17, Disintegrate
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. The wielder of a weapon with this property ignores Resistance to the chosen energy type up to a value equal to his level and treats Immunity to the chosen energy type as Resistance 35. Additionally, the weapon deals 4d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Defending
Type: Weapon
Price: +1 bonus
Create: Caster level 3, Shield of Faith
Effect: A weapon with this property adds its enhancement bonus to AC as a Dodge bonus. This bonus applies even when the wielder is denied his Dexterity bonus to AC, but only applies while the weapon is in hand. This property may only be added to a light or one-handed melee weapon.
Disruption
Type: Weapon
Price: +4 bonus
Create: Caster level 13, Disrupting Weapon
Effect: A weapon with this property may destroy non-living creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 2d6 additional damage, +1 per wielder level (max 2d6+10).
Thundering
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Sound Burst
Effect: A weapon with this property may Deafen creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds. Even on a successful save the struck creature is dealt 1d6 additional sonic damage, +1 per wielder level (max 1d6+5).
Forceful
Type: Weapon
Price: +2 bonus
Create: Caster level 9, Battering RamSC
Effect: A weapon with this property may cause creatures its wielder hits with an attack1 to be Blown Away (http://www.d20srd.org/srd/conditionSummary.htm#blownAway) (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 1d6 additional force damage, +1 per wielder level (max 1d6+5).
Venomous
Type: Weapon
Price: +2 bonus
Create: Caster level 11, Poison
Effect: A weapon with this property may Poison creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) causing 1d6 initial Strength damage and 1d6 secondary Constitution damage. Even on a successful save the struck creature is dealt 1d6 additional acid damage, +1 per wielder level (max 1d6+5). A creature cannot be Poisoned by this property more than once at a time.
Sleepstriking
Type: Weapon
Price: +2 bonus
Create: Caster level 9, Deep Slumber
Effect: A weapon with this property may Fatigue creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round. A Fatigued creature that fails this save is Exhausted for 1 round. An Exhausted creature that fails this save falls asleep as the Sleep spell (no HD limit) for 1 minute per wielder level.
Stunning
Type: Weapon
Price: +3 bonus
Create: Caster level 13, Symbol of Stunning
Effect: A weapon with this property may Stun creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round.
Deathstroke
Type: Weapon
Price: +5 bonus
Create: Caster level 17, Finger of Death
Effect: A weapon with this property may instantly slay any living creature its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This is a Death (http://www.d20srd.org/srd/specialAbilities.htm#deathAttacks) attack. Even on a successful save the struck creature is dealt 3d6 additional negative energy damage, +1 per wielder level.
1 - The attack must deal at least 1 hit point damage to trigger a saving throw against the property's effect.
New Spells
Enhance Armor
(Replaces Magic Vestment)
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Casting Time: 1 swift action
Range: Touch
Target: 1 suit or armor, or 1 shield
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Enhance Armor gives an armor or shield a +1 enhancement bonus to AC and maximum Dexterity bonus. This bonus increases by 1 at caster level 8th, 12th, 16th, and 20th. For every point of enhancement bonus gained the armor or shield's armor check penalty is also reduced by 1.
This does not stack with a masterwork armor or shield's enhancement bonus, nor does it grant the targeted armor or shield enchant slots.
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Enhance Weapon
(Replaces Magic Weapon and Greater Magic Weapon)
Transmutation
Level: Clr 1, Dru 1, Pal 1, Sor/Wiz 1, War 2 (bump Spiritual Weapon to War 3)
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: 1 weapon, or up to 50 projectiles
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Enhance Weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at caster level 8th, 12th, 16th, and 20th.
This does not stack with a masterwork weapon’s enhancement bonus, nor does it grant the targeted weapon enchant slots.
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
You may use this spell on both natural weapons and manufactured weapons.
Stuff & Nonsense
Monster Hunting
A
Aboleth Mucus, Adamantite, Admixture Core, Amber, Anarchic Core, Angel Feather, Angelfire, Ankheg Egg, Animus Corpus, Astral Essence, Automata Gear, Axiom Core
B
Balefire, Balor Nimbus, Beast Claw, Beast Fang, Beast Flesh, Beast Pelt, Black Fang, Black Vulcan
C
Chalcedony, Concussive Force, Copper Ore, Corrosive Jelly, Crocodile Tears
D
Demon Fang, Demon Heart, Devil Claw, Devil Heart, Dragon Bile, Dragon Blood, Dragon Bone, Dragon Claw, Dragon Fang, Dragon Flesh, Dragon Heart, Dragonscale, Dragon Skull, Dragon Wing, Dryad Bark, Dryad Blossom
E
Ectoplasm, Ether
F
Fardeep Filth, Fish Scales, Flare Core, Frost Core
G
Galvanic Core, Giant's Tooth, Glacial Core, Gold Ore, Golden Ice, Gorgon's Eye
H
Hag Eye, Hard Case, Hoarfrost
I
Infernal Ash, Iron Ore
K
Kraken Shell
L
Lifebolt, Lizardskin
M
Magewright Core, Magical Clay, Mithril Ore, Momento Mori
N
Necrotic Bile, Necrotic Claw, Necrotic Flesh, Nectar, Nymph's Flesh, Nymph's Heart
O
Ocean's Core, Orichalcon
P
Phoenix Pinion, Phylactery, Plasma Core, Platinum Ore, Poison Fang
R
Radiant Core, Rainbow Scales, Royal Jelly
S
Screechbox, Silver Ore, Slime Jelly, Soft Stone, Solar Corona, Sonic Boom, Sorcerer's Stone, Stardust, Storm Core
T
Tentacle, Terra Core
U
Umbral Core, Unicorn Horn
V
Vampire Fang, Vampire Wing
W
Weretooth
Z
Zephyr Core, Zombie Brain
Masterwork Equipment
Adding the Masterwork quality to a weapon or armor gives it an enhancement bonus (to attack and damage for weapons; to AC and max dex for armor) and costs extra GP as follows:
+1 - 1000gp
+2 - 6000gp
+3 - 13000gp
+4 - 24000gp
+5 - 35000gp
For each +1 enhancement bonus, increase the Craft DC of a given weapon or armor by 4. Crafting Masterwork items requires only as much additional time over their normal counterparts as 1/10 the GP value of the enhancement bonus.
Masterwork equipment also has a number of enchant slots equal to the enhancement bonus, for example, a +3 Longsword would have three enchant slots.
Masterwork weapons, despite having an enhancement bonus to attack and damage rolls, are not magic weapons and do not overcome DR/magic. Likewise, they cannot hurt incorporeal creatures.
Masterwork armor also reduces the armor check penalty of the worn armor by an amount equal to the enhancement bonus.
Magic Equipment
Magical properties may be added to any masterwork weapon or armor, taking up one of the item's enchant slots for each property added, by spending an amount of gold equal to the the property's effective enhancement bonus. Magical properties may be suppressed by a Dispel Magic effect (check each property separately), or removed entirely by a Break Enchantment effect (1 casting for each property).
A weapon or armor with one or more magical properties is considered a magic item. Any effect generated by a magic weapon property is considered a spell-like ability and is subject to Spell Resistance. The wielder of a magic weapon checks against SR using his character level as his effective caster level, or his actual caster level, whichever is higher.
The wielder of a magic weapon checks SR only once for each property. If he successfully penetrates a creature's SR, his property always effects that creature. If he fails to penetrate a creature's SR, his property never effects that creature.
To add a magical property to a weapon or armor a character must possess the Craft Magic Arms & Armor feat.
There is no ceiling to the total effective enhancement bonus an item may have (typically non-Epic characters aren't allowed to have items better than +10, but that doesn't apply to these rules).
Magical Properties
Energy Resistance
Type: Armor or Shield
Price: +1 bonus
Create: Caster level 3, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 5 + wearer's level (max 10) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Improved
Type: Armor or Shield
Price: +2 bonus
Create: Caster level 7, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 10 + wearer's level (max 20) against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Resistance, Greater
Type: Armor or Shield
Price: +3 bonus
Create: Caster level 11, Resist Energy
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Resistance 15 + wearer's level against that type of energy.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Energy Immunity
Type: Armor or Shield
Price: +5 bonus
Create: Caster level 15, Energy Immunity
Effect: When you add this property to an armor choose a type of energy (Acid, Cold, Electricity, Fire, Force, Negative, Positive, etc). An item with this property grants its wearer Immunity to the chosen energy type (without also inflicting any vulnerability that may normally be associated (http://www.d20srd.org/srd/specialAbilities.htm#coldImmunity) with that Immunity).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Arrow Catching
Type: Shield
Price: +1 bonus
Create: Caster level 3, Entropic Shield
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder each round as a free action. This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Arrow Eater
Type: Shield
Price: +3 bonus
Create: Caster level 7, Protection from Arrows
Effect: A shield with this property automatically blocks the first successful ranged attack made against the wielder by each enemy, each round, as a free action. Furthermore, anytime an enemy within Medium range (100ft + 10ft/level) makes a ranged attack, the wielder of the shield may, as a free action, force that enemy to attack him (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This property has no effect against unusual projectiles such as siege weapons or ray attacks.
Fortification
Type: Armor
Price: +3 bonus
Create: Caster level 11, Stoneskin
Effect: Armor with this property grants its wearer a 50% chance to avoid critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Fortification, Greater
Type: Armor
Price: +5 bonus
Create: Caster level 15, Iron Body
Effect: Armor with this property grants its wearer Immunity to critical hits and precision damage (such as Skirmish, Sneak Attack, or Sudden Strike).
Ghost Touch
Type: Any
Price: +1 bonus
Create: Caster level 3, Bless
Effect: An item with this property may be picked up, held, worn, and/or wielded by incorporeal or ethereal creatures. Ghost Touch equipment is equally effective against incorporeal and corporeal creatures, and ethereal and material creatures. A Ghost Touch item may pass harmlessly through solid objects or corporeal creatures at its wearer/wielder's whim.
A weapon with this property suffers no chance to miss incorporeal creatures and extends into the ethereal plane like a force effect.
Armor or shields with this property apply their bonus to AC against the attacks of incorporeal or ethereal creatures, and also against incorporeal touch attacks.
Spell Resistance
Type: Armor
Price: +1 bonus
Create: Caster level 3, Sanctuary
Effect: Armor with this property grants its wearer SR 12 + 1/2 level.
Spell Resistance, Improved
Type: Armor
Price: +3 bonus
Create: Caster level 9, Spell Resistance
Effect: Armor with this property grants its wearer SR 15 + level.
Spell Immunity
Type: Armor
Price +5 bonus
Create: Caster level 17, Greater Spell Immunity
Effect: Armor with this property grants its wearer unconditional Spell Immunity (http://www.d20srd.org/srd/specialAbilities.htm#spellImmunity). Unlike Spell Resistance, this Spell Immunity does interfere with the wearer's own spells, items, and abilities. This Immunity does not apply to the armor itself or its properties (including this property).
Blinding
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Blindness/Deafness
Effect: A weapon with this property can Blind creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds.
Chromatic Surge
Type: Weapon
Price: +1 bonus
Create: Caster level 3, Lesser Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 1d6 additional damage of the chosen type of energy, +1 per wielder level (max 1d6+5).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Improved
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 2d6 additional damage of the chosen type of energy, +1 per wielder level (max 2d6+10).
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Chromatic Surge, Greater
Type: Weapon
Price: +3 bonus
Create: Caster level 13, Greater Energy SurgePHB2
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. A weapon with this property deals 3d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Ragnarok
Type: Weapon
Price: +5 bonus
Create: Caster level 17, Disintegrate
Effect: When you add this property to a weapon choose Cold, Electricity, or Fire. The wielder of a weapon with this property ignores Resistance to the chosen energy type up to a value equal to his level and treats Immunity to the chosen energy type as Resistance 35. Additionally, the weapon deals 4d6 additional damage of the chosen type of energy, +1 per wielder level.
Special: This property may be added to an item more than once. Each time it is added beyond the first, choose a new energy type.
Defending
Type: Weapon
Price: +1 bonus
Create: Caster level 3, Shield of Faith
Effect: A weapon with this property adds its enhancement bonus to AC as a Dodge bonus. This bonus applies even when the wielder is denied his Dexterity bonus to AC, but only applies while the weapon is in hand. This property may only be added to a light or one-handed melee weapon.
Disruption
Type: Weapon
Price: +4 bonus
Create: Caster level 13, Disrupting Weapon
Effect: A weapon with this property may destroy non-living creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 2d6 additional damage, +1 per wielder level (max 2d6+10).
Thundering
Type: Weapon
Price: +2 bonus
Create: Caster level 7, Sound Burst
Effect: A weapon with this property may Deafen creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 5 rounds. Even on a successful save the struck creature is dealt 1d6 additional sonic damage, +1 per wielder level (max 1d6+5).
Forceful
Type: Weapon
Price: +2 bonus
Create: Caster level 9, Battering RamSC
Effect: A weapon with this property may cause creatures its wielder hits with an attack1 to be Blown Away (http://www.d20srd.org/srd/conditionSummary.htm#blownAway) (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). Even on a successful save the struck creature is dealt 1d6 additional force damage, +1 per wielder level (max 1d6+5).
Venomous
Type: Weapon
Price: +2 bonus
Create: Caster level 11, Poison
Effect: A weapon with this property may Poison creatures its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) causing 1d6 initial Strength damage and 1d6 secondary Constitution damage. Even on a successful save the struck creature is dealt 1d6 additional acid damage, +1 per wielder level (max 1d6+5). A creature cannot be Poisoned by this property more than once at a time.
Sleepstriking
Type: Weapon
Price: +2 bonus
Create: Caster level 9, Deep Slumber
Effect: A weapon with this property may Fatigue creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round. A Fatigued creature that fails this save is Exhausted for 1 round. An Exhausted creature that fails this save falls asleep as the Sleep spell (no HD limit) for 1 minute per wielder level.
Stunning
Type: Weapon
Price: +3 bonus
Create: Caster level 13, Symbol of Stunning
Effect: A weapon with this property may Stun creatures its wielder hits with an attack1 (Will negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier) for 1 round.
Deathstroke
Type: Weapon
Price: +5 bonus
Create: Caster level 17, Finger of Death
Effect: A weapon with this property may instantly slay any living creature its wielder hits with an attack1 (Fort negates, DC 10 + 1/2 wielder level + wielder's Charisma modifier). This is a Death (http://www.d20srd.org/srd/specialAbilities.htm#deathAttacks) attack. Even on a successful save the struck creature is dealt 3d6 additional negative energy damage, +1 per wielder level.
1 - The attack must deal at least 1 hit point damage to trigger a saving throw against the property's effect.
New Spells
Enhance Armor
(Replaces Magic Vestment)
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Casting Time: 1 swift action
Range: Touch
Target: 1 suit or armor, or 1 shield
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Enhance Armor gives an armor or shield a +1 enhancement bonus to AC and maximum Dexterity bonus. This bonus increases by 1 at caster level 8th, 12th, 16th, and 20th. For every point of enhancement bonus gained the armor or shield's armor check penalty is also reduced by 1.
This does not stack with a masterwork armor or shield's enhancement bonus, nor does it grant the targeted armor or shield enchant slots.
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.
Enhance Weapon
(Replaces Magic Weapon and Greater Magic Weapon)
Transmutation
Level: Clr 1, Dru 1, Pal 1, Sor/Wiz 1, War 2 (bump Spiritual Weapon to War 3)
Components: V, S, DF
Casting Time: 1 swift action
Range: Touch
Target: 1 weapon, or up to 50 projectiles
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Enhance Weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. This bonus increases by 1 at caster level 8th, 12th, 16th, and 20th.
This does not stack with a masterwork weapon’s enhancement bonus, nor does it grant the targeted weapon enchant slots.
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
You may use this spell on both natural weapons and manufactured weapons.
Stuff & Nonsense
Monster Hunting
A
Aboleth Mucus, Adamantite, Admixture Core, Amber, Anarchic Core, Angel Feather, Angelfire, Ankheg Egg, Animus Corpus, Astral Essence, Automata Gear, Axiom Core
B
Balefire, Balor Nimbus, Beast Claw, Beast Fang, Beast Flesh, Beast Pelt, Black Fang, Black Vulcan
C
Chalcedony, Concussive Force, Copper Ore, Corrosive Jelly, Crocodile Tears
D
Demon Fang, Demon Heart, Devil Claw, Devil Heart, Dragon Bile, Dragon Blood, Dragon Bone, Dragon Claw, Dragon Fang, Dragon Flesh, Dragon Heart, Dragonscale, Dragon Skull, Dragon Wing, Dryad Bark, Dryad Blossom
E
Ectoplasm, Ether
F
Fardeep Filth, Fish Scales, Flare Core, Frost Core
G
Galvanic Core, Giant's Tooth, Glacial Core, Gold Ore, Golden Ice, Gorgon's Eye
H
Hag Eye, Hard Case, Hoarfrost
I
Infernal Ash, Iron Ore
K
Kraken Shell
L
Lifebolt, Lizardskin
M
Magewright Core, Magical Clay, Mithril Ore, Momento Mori
N
Necrotic Bile, Necrotic Claw, Necrotic Flesh, Nectar, Nymph's Flesh, Nymph's Heart
O
Ocean's Core, Orichalcon
P
Phoenix Pinion, Phylactery, Plasma Core, Platinum Ore, Poison Fang
R
Radiant Core, Rainbow Scales, Royal Jelly
S
Screechbox, Silver Ore, Slime Jelly, Soft Stone, Solar Corona, Sonic Boom, Sorcerer's Stone, Stardust, Storm Core
T
Tentacle, Terra Core
U
Umbral Core, Unicorn Horn
V
Vampire Fang, Vampire Wing
W
Weretooth
Z
Zephyr Core, Zombie Brain