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 additional point of enhancement bonus beyond +1 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. In particular, 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.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, magic missile, Mordenkainen's sword; Market Price: the cost of the underlying enhancement bonus is doubled (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.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Mordenkainen’s sword, phase door; Market Price: +4 bonus.
This +5 honorable, distance, mighty composite longbow (+3 Strength bonus to damage) is imbued with the essence of the Way. It 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 an aimed shot once per day with a +20 insight bonus on the attack roll, and bypassing all miss chances due to concealment. (Remember that taking an aimed shot is usually a full-round action that imposes a –4 dodge penalty to AC.)
Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, castigate, clairaudience/clairvoyance, haste, plane shift, creator must be lawful neutral or lawful good; Market Price: 181,700 gp; Cost to Create: 91,100 gp + 7,248 XP.
[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. The latter ability functions exactly as if a fortunate fate spell had been used.
Caster Level: 13th; Prerequisites: Craft Wondrous Item, heal, fortunate fate; Market Price: 54,000 gp; Weight: —.
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 moves at double their normal speed and can make great leaps, gaining a +10 competence bonus to Jump checks; their jumping distance is also no longer limited by their height. On command, the boots allow their wearer to move through the air as if through an air walk spell, for a total of two hours per day.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, air walk, expeditious retreat, jump; Market Price: 18,000 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 gains all the benefits of the lesser version, and can air walk at will.
Caster Level: 12th; Prerequisites: Craft Wondrous Item, air walk, expeditious retreat, jump; Market Price: 30,000 gp; Weight: 1 lb.
These pale yellow wristbands are engraved with a mystical symbol of a multibarrelled machinegun. 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. The bonus to damage only applies to targets within 30 feet. On command, the bracers allow the wearer to act as though hasted for up to 10 rounds per day; the duration of the haste need not be consecutive rounds.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor, haste; Market Price: 18,200 gp; Weight: 1 lb.
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 +10 circumstance 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.
Caster Level: 12th; Prerequisites: Craft Wondrous Item, endure elements, resistance, shield of faith, creator must be an elf; Market Price: 58,000 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 circumstance bonus to Spot checks. Both lenses must be worn for the magic to be effective.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, darkvision; Market Price: 10,000 gp; Weight: —.
These pebble-shaped eyepieces grant a +5 circumstance bonus to Search and Spot checks, and can be used to detect magic at will.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, detect magic; Market Price: 5,000 gp; Weight: —.
These soft boots appear identical to boots of elvenkind, to those familiar with the latter item. They grant a +10 circumstance 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. The flight ability can be used a total of up to two hours per day. More powerful boots are rumoured to exist that enhance the wearer's dexterity.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, fly, creator must be an elf; Market Price: 17,500 gp; Weight: 1 lb.
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