This enchantment can only be placed on a missile weapon, and cannot be used in conjunction with any other weapon enchantment. An energized weapon shoots bolts of force instead of physical projectiles. These bolts of force ignore normal damage reduction, but are subject to spell resistance. Each point of enhancement bonus gives a further +3 to spellcaster checks to overcome SR (ignore the wielder's own caster level, if any). The bolts also pass through a globe of invulnerability, but are absorbed by an antimagic field.
The damage dealt, range increment, and reloading time (if any) of an energized weapon are the same as if it fired physical missiles. Any feats or abilities that affect ranged weapons still apply to the energized weapon. For example, bonus damage such as from the Weapon Specialization feat or from a mighty bow is still inflicted, and is converted to force damage.
An energized weapon does not require ammunition. It also cannot be used to fire physical missiles, and any attempt to do so destroys the missile. An energized weapon is useless (except as a makeshift club) in an antimagic field.
Strong evocation; CL 13th; Craft Magic Arms and Armor, magic missile, mage's sword; Price double the underlying enhancement bonus (ie, a +1 energized bow costs the same as a +2 bow, a +2 energized bow costs the same as a +4 bow, etc).
A penetrating weapon is magically enchanted to pierce through layers of armour with ease. It ignores the first 5 points of armour and the first 5 points of natural armour bonuses to AC that a target has (including enhancement bonuses). Similarly, it ignores the first 5 points of any hardness attribute the target has.
This enchantment can only be placed on a piercing weapon. Bows or crossbows so enchanted bestow the penetrating ability on their ammunition.
Strong transmutation; CL 13th; Craft Magic Arms and Armor, mage's sword, phase door; Price +4 bonus.
This +5 composite longbow (+3 Strength bonus to damage) is imbued with the essence of the Way. Arrows fired from it deal a bonus +2d6 points of damage against dishonorable creatures (those of chaotic evil, neutral evil and chaotic neutral alignment). Against such creatures the bow is treated as both good- and lawful-aligned, and thus its arrows bypass the corresponding damage reduction.
The Bow of Harmony further grants its bearer a +2 luck bonus to initiative checks made while carrying it, and once per day, it can be used to pierce a portal to the Astral plane. This works as the plane shift spell, but creates a portal that remains open for 1d4 minutes and then closes. Any creature can pass through the portal, in either direction, while it is open, but once it closes it cannot be opened again. Finally, if the wielder is of lawful alignment, she gains the ability to make a single ranged attack per day with a +20 insight bonus on the attack roll, and bypassing all miss chances due to concealment.
Strong evocation; CL 18th; Craft Magic Arms and Armor, castigate, clairaudience/clairvoyance, haste, plane shift, true strike, creator must be lawful neutral or lawful good; Price 181,700 gp; Cost 91,100 gp + 7,248 XP.
On close inspection, these soft leather boots can be seen to have a shimmering, almost ethereal look to them. As a free action, they allow their wearer to gain the benefit of an air walk spell, for a total duration of two minutes per day. The duration of the air walk effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, air walk; Price 10,000 gp; Weight 1 lb.
These silvered metal wristbands act as bracers of armor +6, and confer on their wearer the Improved Initiative feat. In addition, the wearer can act as though affected by a haste spell for up to 10 rounds per day. The duration of the haste effect need not be consecutive rounds. Activating this latter effect is a free action.
Strong transmutation; CL 12th; Craft Wondrous Item, haste, mage armor, creator must be 12th caster level and have the Improved Initiative feat; Price 65,000 gp; Weight 1 lb.
This appears to be a normal quiver. Its user can draw forth arrows from it as though from a normal quiver, but the everfull quiver never runs out of arrows. The arrows are of masterwork quality, but are otherwise mundane. They disappear after one round, whether they are used or not.
Moderate conjuration; CL 9th; Craft Wondrous Item, fabricate; Price 3,500 gp; Weight 2 lb.
This scabbard, made of lacquered darkwood inlaid with gold filigree and runic carvings, alters to fit the size and shape of a sword placed within. After 24 continuous hours have passed, the scabbard attunes itself to the sword, and henceforth, when it is held in one hand and the sword wielded in the other, it grants its user a shield bonus to AC of +1 to +5. A scabbard of defending can only be attuned to one sword at a time.
Faint abjuration; CL 5th; Craft Wondrous Item, shield or shield of faith, creator's caster level must be at least three times the bonus placed in the scabbard; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
The following items are all from Geoff Watson’s campaign, featuring much high-level butt-kicking and taking of names.
This jade amulet is inscribed with intricate runes. It grants its wearer a +2 enhancement bonus to Constitution, and also casts heal on its wearer once per day should they be reduced to –10 hit points or lower.
Strong conjuration; CL 13th; Craft Wondrous Item, heal, limited wish; Price 54,000 gp.
These nondescript boots appear no different to ordinary footgear, but for the symbol of a silver upturned swoosh on the side. The wearer of the boots of air stride gains an increase of 10 feet to their base land speed (considered an enhancement bonus) and can make great leaps, gaining a +5 competence bonus to Jump checks. Once per day on command, the boots allow their wearer to move through the air for up to an hour, as if through an air walk spell.
Moderate transmutation; CL 7th; Craft Wondrous Item, air walk, longstrider, creator must have 5 ranks in the Jump skill; Price 19,000 gp; Weight 1 lb.
These boots are identical to the boots of air stride, except that the upturned swoosh is gold instead of silver. The wearer of the boots of greater air stride can air walk three times per day instead of once, for up to an hour per use.
Moderate transmutation; CL 7th; Craft Wondrous Item, air walk, longstrider, creator must have 5 ranks in the Jump skill; Price 39,000 gp; Weight 1 lb.
These boots are identical to the boots of greater air stride, except that the upturned swoosh is shimmering ebony. The wearer of the boots of perfect striding can air walk continuously, and with no restrictions on angles of ascent or descent.
Moderate transmutation; CL 7th; Craft Wondrous Item, air walk, longstrider, creator must have 5 ranks in the Jump skill; Price 85,000 gp; Weight 1 lb.
These pale yellow wristbands are engraved with a mystical symbol of a multibarrelled hand gun. The bracers empower the wearer to use any bow (not a crossbow) as if they were proficient in its use. If the wearer already has proficiency with any type of bow, they gain a +2 competence bonus to attacks and a +1 competence bonus to damage dealt whenever using that type of bow. As a free action, the bracers allow the wearer to act as though affected by a haste spell for up to 10 rounds per day; the duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, Craft Magic Arms and Armor, haste; Price 49,000 gp; Weight 1 lb.
This ring grants its wearer the ability to act as if continually under the effect of a freedom of movement spell, and to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Strong abjuration; CL 14th; Forge Ring, jump, freedom of movement; Price 90,000 gp.
This cloak is made of neutral grey cloth, and appears identical to a cloak of elvenkind to those familiar with the latter item. When worn with the hood up, it grants the wearer a +5 competence bonus to Hide checks, just as a cloak of elvenkind does; in addition, it is ensorcelled with further protective powers, granting its wearer cold resistance 5, a +4 resistance bonus to saving throws, and a +3 deflection bonus to AC.
Strong abjuration; CL 12th; Craft Wondrous Item, resist energy, resistance, shield of faith, creator must be an elf; Price 85,000 gp; Weight 1 lb.
These magical lenses are made to fit over the eyes of the wearer. Although having a mirrorlike finish, when worn, the eyes of the nighthawk are seen to be transparent. The lenses grant darkvision (range 60 feet) and a +5 competence bonus to Spot checks. Both lenses must be worn for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance, darkvision; Price 17,000 gp.
These pebble-shaped eyepieces grant a +5 competence bonus to Search and Spot checks, and can be used to detect magic at will.
Faint transmutation; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance, true seeing, detect magic; Price 13,000 gp.
These soft boots appear identical to boots of elvenkind, to those familiar with the latter item. They grant a +5 competence bonus to Move Silently checks and a +5 competence bonus to Tumble checks. On command, the boots sprout wings at the heel and let the wearer fly without having to maintain concentration, as the fly spell. He can fly three times per day for up to 5 minutes per flight. More powerful boots are rumoured to exist that enhance the wearer's dexterity.
Moderate transmutation; CL 9th; Craft Wondrous Item, fly, creator must be an elf; Price 26,000 gp; Weight 1 lb.
3E versions of these items
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