Magic Weapons

The following types of Magic Weapons are the most commonly found in Anarea.

They may be of any type listed in the Armoury (though the more common Weapons, e.g. Swords, are the most likely to be found).

Melee Weapons

Ranged Weapons

Ammunition

Thrown Weapons


Enchantments

The following enchantments are typically obtained either from Pacts with appropriate Demons or as additional enchantments to Holy Weapons granted in Commune by Gods:

Mithril

Mithril Weapons are not themselves Magical, but may have additional enchantments.  Mithril is especially light, hard and keeps its sharpness.  It gives intrinsic bonuses to A and DAM as per the table below.  MIthril-tipping may be sufficient to achieve the bonuses, dependent on the type of weapon.

Weapon BaseSpec.
Arrow / Quarrel / Sling Stone +1A, +1DAM
Dagger / Stiletto / Throwing Knife / Short Sword +1A, +2 DAM
Taper Axe / Broad Sword / Spear +2A, +3 DAM
Halberd / Great Sword +3A, +4 DAM

Flaming / Cold / Lightning

  1. Do extra d6s (d4s for Daggers, Hand Axes &  Ammo) of Fire/Cold/Lightning DAM with no st.
  2. Some larger Weapons may, exceptionally, be enchanted to do d8s or d10s of DAM.  This is only obtainable from Higher Powers Whose Aspect is Fire, Cold or Lightning.
  3. Fire/Cold/Lightning-Vulnerable Beings respectively take double damage (multiply the result of the nd6 or nd4 by *2 before rolling the first st).
  4. ADS applies (but is subtracted first from the basic DAM from the attack).  The Fire / Cold / Lightning DAM is Specific Damage to the HitLoc Area hit.

Poison

  1. Infects target with a specified number of Poison Levels if Damage > 0 inflicted.
  2. The Poison re-charges up to the specified number at 1PL/sec and will discharge the current number of PLs every time a hit is scored (regardless of whether DAM > 0 inflicted).  There is no maximum limit of PLs the Weapon or Ammo may inflict during its lifetime.
  3. Poison Ammo lodged in a victim does not Poison him again once it has recharged, but attempts to remove it may cause it to discharge again inside him.
  4. May not be "milked" for venom.  If hit against something and does not poison it, the poison will simply evaporate.

Festering Wounds

  1. Wounds caused by the Weapon do not heal normally or Regenerate, but instead increase by a specified number of HP per HitLoc Area wounded per Cd.
  2. Healing Spells and Effects work normally, and stop the Festering Effect once the HitLoc Area has been fully Healed of all Damage (not just that caused by the Weapon).
  3. Typically applied to Unholy Weapons (especially of TERRIK), in which case only works if wielder has Accepted Ft in patron God >= 10.

Life Draining

  1. If Damage > 0 inflicted, target is drained a specified number of points of At.  Each 1 At drained restores 5HP Damage taken by the Wielder (it cannot increase beyond his original HP).
  2. The At drain to the target is permanent (but may be restored by a Clerical Restoration Spell), and gives -1 to Co and -1 to Wp per 1 At lost.
  3. A target drained to 0 At is dead, or may become a specified type of Ghost under the control of the Wielder (Unholy Life Draining Weapons of SOROK only).
  4. Typically applied to Unholy Weapons (especially of SOROK), in which case only works if wielder has Accepted Ft in patron God >= 10.

Slaying

  1. If Damage > 0 inflicted to a Being of a specified Species (see Table Sp for examples), that Being is dead (no st).
  2. If Being is Undead, it is Dispelled instead.  E.g. if Weapon is of Undead Slaying, the Undead Being is Dispelled, if Weapon is of Dragon Slaying and causes Damage to an Undead Dragon, the Dragon is Dispelled.
  3. Weapons of Lycanthrope Slaying, kill (or Dispel) the Being infected with Lycanthropy, not just the Lycanthropy virus.

Sharpness

  1. On edged Weapons, arrows and quarrels only.
  2. Any -ve combat result *2, & modified automatically towards min ADS in nearest limb or Head.
  3. Any Damage inflicted > 0 severs that limb or Head.
  4. Typically applied to Holy Weapons, in which case only works if wielder has Accepted Ft in patron God >= 10.

Vorpalness

  1. On edged Weapons, arrows and quarrels only.
  2. Any -ve combat result *3, & modified automatically towards neck (highest Hit Loc in Head).
  3. Any Damage inflicted > 0 severs Head.
  4. Only known examples are certain of the Seven Swords of Valdrea, on which it only works if wielder has Accepted Ft in SARAN >= 10.

Dancing

  1. Up to half the wielder’s AMR may be taken without holding  the Weapon ("Dancing").  Wielder may specifically plot which AMR it Dances in.  If AMR are an odd number, FRX and alternate between MR (e.g. wielder has 1 AMR.  In MR1 he holds the Weapon.  In MR2 it Dances.  In MR3 he holds the Weapon.)
  2. When Dancing, the Weapon attacks as if wielder was still wielding it.  If it contains a Bound Higher Power, it fights of its own volition, otherwise he controls it mentally using light concentration (and it will just hang in the air if he does not concentrate on it).  If it fights of its own volition, wielder may use the AMR for something else, but if he controls it by concentration, he expends an AMR on the attack.
  3. The Weapon may Dance anywhere within a specified Radius of wielder (default if not specified is 10 ft).  It levitates away from his hand to Dance and may move at up to 2 * Radius ft/sec (so as to fly from his hand to attack and return in 1 sec if necessary).

*2 Shots

  1. Fires two arrows / quarrels / slingstones at once at two different targets in the same direction.
  2. Attacker specifies both targets and must aim at the same height of aiming point on each (counting from the bottom).
  3. Unless otherwise specified, Attacker gets his normal A & DAM against each target.
  4. The roll to hit is the same for both targets, but each has his own RD.  Scattering is resolved separately.
  5. The arrows / quarrels / slingstones must be loaded in two separate secs., but it only uses 1 AMR to load both.

*2 Range

  1. Doubles Effective Range brackets.
  2. Attacker still needs to be able to see (or otherwise perceive) target.

Auto-arming

  1. Wielder may draw the Weapon in 1 sec without using an AMR, provided it is carried on his person (within his aura) and is not tied or strapped down or in a pack.
  2. Light concentration is required to draw the Weapon.  If it contains a Bound Higher Power, it may draw itself if it perceives a threat.
  3. Auto-arming Ranged Weapons do not load themselves, except if they have both Auto-arming and Auto-reloading, in which case they will auto-reload in the next sec. after auto-arming.

Auto-reloading

  1. Ranged Weapon reloads itself in 1 sec without using an AMR, provided an arrow / quarrel / slingstone is available in quiver / case / bag.
  2. Bearer may specify type of arrow / quarrel / slingstone required (e.g. a silver one) in sec. fires previous one.
  3. Does not auto-load for first shot of melee (unless is a Ranged Weapon which also has Auto-arming, as above).
  4. Does not auto-reload if bearer has sheathed the last arrow / quarrel / slingstone that auto-reloaded without firing it.
  5. Auto-reloading quivers / cases / bags auto-reload the bow / crossbow / sling in bearer's hand, regardless of whether it is Magical.  If it also has auto-reload, there is no extra effect.

Auto-returning

  1. Thrown Weapon returns to wielder's hand in sec after making an attack, whether or not hit or caused Damage.
  2. Wielder can catch Weapon without using an AMR (and may do so whilst throwing another Thrown Weapon with the other hand).  If he fails to catch it, it will resolve an attack upon him, with his A and RD and aiming for the hand (min. ADS in Arm).
  3. The DM may rule that the Weapon has become lodged in target / an obstacle and does not auto-return (e.g. if a Throwing Knife hits a Shield and does 6 Damage).
  4. Auto-returning Ammo returns to the quiver / case / bag from which it was drawn, without the need for wielder to catch it.

Shoot / Throw through Trees / Obstacles

  1. Elven Bows, Arrows and Spears,  or Blowpipes, Darts and Assegai from the Jungle may have Shoot / Throw through Trees (especially those of elite Tree Cultists).  For example the Aldatirnor (Guardians of the Mallorn) of the Aldalië are all armed with Elven Bows of Shooting through Trees.
  2. Other Cults (especially Assasins) may have Weapons / Ammo of Shooting through Obstacles.
  3. Either a Ranged Weapon or Ammo may have the ability.  Either is sufficient and both gives no extra effect (unless one has Shoot through Trees and the other Shoot through Obstacles).
  4. Allows Attacker to shoot / throw through a live or dead tree or plant / non-living, non-Undead physical obstacle as if it is not there.  Note that Shoot through Obstacles will not pass through a living tree.
  5. Attacker must still be able to perceive the target or accurately guess the aiming point.

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