Dungeons and Dragons Adventures provides resources for 2E/3E Dungeons and Dragons. We have 500+ 2E/3E adventures. Including NPCs, magic items, monsters, rules, tools, downloads, spells, and classes. We also create original adventures from our group of experienced writers.

Dungeons and Dragons Adventures
Tomb of Horrors
Dwellers of the Forgotten City
Web D&D Adventures


Armor and Weapon Enchantments
by by Wiebe Haanstra

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.


Copyright 2001 Lambtech Enterprises. All rights reserved. Donate to D&D Adventures