| Jaunting Armour: When the wearer of this armour
dies, he or she is transported with all his gear to a place determined
at forging. This is usually a temple or healing house. Note that
old armours might transport you to a ruined or abandoned place.
Moderate Transmutation; CL 10; Craft Magic Arms and Armour; Refuge
or Teleport; Price: +2.
Indestructible: In addition to the effects granted
by partial indestructibility, this weapon cannot be damaged or transmutated
except by adamantine weapons, Mordenkainen's Disjunction,
or deity-level magic.
Strong abjuration; CL 16th; Craft Magic Arms and Armour; Prismatic
Wall; Price: +50,000 gp
Indestructible, Partially: This weapon has its
hardness and saving throws increased by 10.
Strong abjuration; CL 12th; Craft Magic Arms and Armour; Stoneskin;
Price: +30,000 gp
Invisibly Bladed: This enhancement has different
effects on what kind of weapon it is cast upon. Nunchakus, ammunition,
and small throw weapon cannot be made invisible. Ranged weapons
make their ammunition invisible for the duration of flight. Most
melee weapons are invisible except for their handles. A quarterstaff
has two hand-sized visible parts in the middle.
Regardless of type they all have the same effect: a +2 bonus to
attack, as if the attacker is invisible. However, unlike with invisibility,
the defender does not lose its Dexterity or Dodge bonus if it knows
you have an invisible blade, since it can still see being attacked.
This bonus does not stack with other bonuses for being hidden.
Moderate illusion; CL 7th; Craft Magic Arms and Armour; Improved
Invisibility; Price: +1 bonus
Spellpiercer: Weapons like this can smash through
magical wards. If you hit a creature protected by a spell, or hit
a magical barrier, you may make a dispel check if the spell is affected
by dispel magic. Use the caster level of the sword for the dispel
check. If successful, the weapon is not hindered by the spell. It
does not, however, end the spell, or get the wielder through.
You can also disrupt summoned creatures with this. If you succeed
at the dispel check against one, you deal an extra 1d10 damage.
You may increase the enchantment's caster level just like you would
normally upgrade a weapon.
Moderate (no school); CL 7th or higher; Craft Magic Arms and Armour;
Dispel Magic; Price: +1, +1000/caster level
Ownerbound: Whenever this weapon is lost or taken
from its owner, it returns to the owner's possession after a day,
if they are still on the same plane. It's never seen disappearing
or appearing, though, so a thief who wants to keep this from happening
might keep a watch on this item or carry it. If someone else than
the owner wields it, it functions as a non-magical weapon. When
freely sold or given away, this weapon takes on a new owner and
does not return.
Strong conjuration; CL 15th; Craft Magic Arms and Armour; Arcane
Mark, Locate Person, Teleport; Price: +30% of normal price.
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