BONDED WEAPONS

Bonded weapons are elements, materials, or essences magically bonded into a melee weapon, Thus, there are fire axes made of the element of flame, and fear swords made of the essence of terror.

There are four distinct classes of bonded weapons: Minor Bond I, Minor Bond II, Major Bond I, and Major Bond II, A Minor Bond I weapon expends a charge with each hit, even when its special powers are useless or even counterproductive in the situation, such as stabbing a shambling mound with a lightning spear. A Minor Bond II weapon lacks this fault, being specially attuned to the wielders mind, allowing mental control of charge expenditure; this attenuation requires 24 uninterrupted hours. No more than one charge may be expended at one time, and once the charges are used up, the weapon is "burnt out", disappearing forever, A newly created Minor Bond weapon has 16 charges, but are often found with drastically fewer. Major Bond weapons are like their minor counterparts, yet have permanent dweomers, not charges to run out. Major Bond I weapons also expend charges at each hit, while Major Bond II does so only at mental command.

Even When their special powers are useless, bonded weapons are a great improvement over typical weapons. Due to the magical fields that hold the essence of the weapons together, monsters with immunities up to +4 weapons can be harmed by bonded weapons. This does not bestow any attack or damage bonuses beyond what their special powers normally grant. Note that the user of such weapons, whatever the essence, are not subject to harm from their own weapon (unless otherwise noted).

Bonded weapons are never intelligent, and possess no special abilities normally associated with intelligent weapons. They possess no alignment and may be used by anyone proficient with that weapon type. The special powers of bonded weapons will inflict double damage against creatures particularly sensitive to their type; a holy water sword inflicts extra damage against undead, for example.

Bonded weapons cannot be created through normal magicks; only the gods, and other powerful extra-planar beings, may do so. These weapons will generally be encountered in the safekeeping of a large church organization, to be used only in dire emergencies as the deity dictates; high-level priests and paladins might possibly find themselves on a holy quest armed with such a unique item.


Air weapons harm any creatures that can be harmed by air-based attacks, such as an air elementals whirlwind attack. They inflict an extra 1d4 hp of wind-burn damage against "normal" foes, Gaseous or airy creatures suffer no extra damage. Air weapons seem very light and easy to use.

Earth weapons are effective against any creature vulnerable to earth-based attacks, such as spike stones. Normal foes suffer an extra 1d4 hp scraping damage. These weapons seem unusually heavy, and are often uncommonly large.

Fire weapons do 1d4 extra hp fiery damage to normal creatures subject to burns and heat. These weapons are aflame and shed light. Icy and highly flammable creatures are subject to double damage.

Water weapons do 1d4 extra hp watery (drowning or watery blast) damage. Water weapons do double damage against fiery creatures.

Lightning weapons do double damage against opponents especially vulnerable to electrical attacks, including being clad in metal armor. Again, this weapon inflicts 1d4 extra hp damage against normal foes.

Ice weapons, like water weapons, inflict double damage against fiery creatures or creatures particularly susceptible to cold, as well as inflicting 1d4 extra hp cold damage against normal foes. This weapon is chilly to the touch.

Time weapons do no more extra damage than the norm, but they age victims by five years per hit if a save vs spells is failed. This can be a source of quick victory against most animals, which have relatively short lifespans, but use against dragons, for example, would generally make the troubles worsen. Ageless creatures, such as golems and undead, are unaffected by this special attack.

Rust weapons attack the foes armor and (if parrying) weaponry in addition to the victim himself. Any metallic item struck by this weapon type is subject to the same sort of rusting attack that a rust monster inflicts. This weapon type does additional damage indirectly, by denying foes their armor protection, though it can be decisive against golems and similar opponents.

Salt weapons, whenever they hit a foe, throw off a shower of salt grains that can blind a target for 1d4 rounds (assuming the foe has eyes and fails a save vs spells) and inflicts an extra 1d4 hp damage from dehydration as the weapon absorbs the enemies body moisture. Because of this, watery creatures suffer double damage, as well as semi-solid creatures like puddings, oozes, slimes, and jellies. Giant slugs, of course, also take double damage, Sea deities produce such weapons.

Ash weapons, created from the leavings around the forges of blacksmith gods or from the quasi-elemental plane of Ash, behave similarly to Salt weapons in their blinding effects, except ashes are thrown off instead of salt. Foes take an extra 1d4 hp heat damage from the ashes, but only creatures specifically vulnerable to heat (not simply flames) take double damage.

Holy/Unholy Water weapons do double damage against strongly (or innately) good or evil creatures such as paladins, undead, devas, baatezu, tanar'ri, or lammasu. They ere generally constructed for paladins or clerics and are not meant for use against humanoids or dragons, doing no extra damage against such plainly-aligned opponents.

Musk weapons do al1 the damage that the special attack of a skunk would. The foe is blinded for 1d8 hours, losing 50% of its Str and Dex for the next 2d4 turns if the victim fails a save vs spells, and any non-magical cloth item hit will rot away. Magical items are allowed a save vs acid (at +2). If the victim survives, the foul stench will still linger until the victim has thoroughly washed and aired his equipment for several days. Nature deities make these weapons, often for druids; rangers prefer weapons that do not stink and thus give their position away .

Positive Energy weapons do 1d4 hp extra damage due to burns from positive-planar energy, or double damage against evil creatures of darkness, such as undead and shadow dragons, as well as all evil creatures from the outer Planes. Using such weapons against good creatures causes the bearer to suffer the burn damage himself; the victim suffers normal weapon damage.

Negative Energy weapons drain 1d4 extra hp from the victim, an effect similar to the spell energy drain or the attack of certain undead such as spectres. Humanoids slain by such a weapon can be restored as a Ju-Ju Zombie. If a negative energy weapon is used against energy draining undead, the wielder himself suffers the extra 1d4 damage.

Disease weapons inflict victims as the spell cause disease does if a save vs spells is failed. From 1d6 turns after the save is failed, the victim will lose 1 point of Str per hour until reaching Str 2, rendering him helpless. For foes without Str ratings, 10% of their hp is drained per hour, down to 10% of normal, Without a cure disease spell, recovery requires 1d3 weeks.

Slow weapons cause the victim to move and attack at half the normal rate for the next four rounds if a save vs spells is failed. Repeated blows do not have a cumulative effect. Copper dragons, stone golems, and other creatures with innate slow abilities are immune to this effect. Speed or travel-oriented deities often craft these weapons.

Wood weapons, favored by forest deities, let off a shower of wood splinters, doing an extra 1d4 hp damage per blow. Any creature vulnerable to normal weapons suffers this extra damage. Note that these weapons do count as wood in cases of stabbing a vampire through the heart with the material.

Bone weapons act the same as wood weapons, except they give off a shower of bone splinters. These splinters do 1d6 extra hp damage.

Fear weapons induce magical fear in foes for four rounds after being struck, unless they save vs spells. Undead and other fear-immune enemies are not effected.

Sleep weapons, made by sleep or dream-oriented deities, cause victims to fall asleep for four rounds unless they save vs spells. Undead, golems, and similar unsleeping monsters ere not effected.

Paralyzation weapons paralyze victims for four rounds after a blow is struck, unless a successful save vs paralyzation is made. Undead creatures, and beings with innate paralyzation abilities, are immune.

Silence weapons affect those they hit as if silence, 15 ' radius were cast upon them, though only the enemy is silenced. The foe cannot call for help or cast any verbal-component spells, and monsters such as harpies, androsphinxes, and dragonnes cannot use their special attacks. Music-loving gods make these weapons.

Pain weapons, cause a fantastic pain to be felt when struck, which passes swiftly. However, for the next four rounds, the foes Str and Dex are reduced to 3, making him -3 to attack, -1 to damage, -3 on initiative, and -4 on AC if a save vs spells is failed.

Magnetism weapons are unusual in that they do provide an attack bonus, and nothing else. Against metallic opponents, as well as a foes in metal armor, the weapon is at +3 to hit, but does normal damage, The wielder also has a +3 bonus to parry any metallic weapons.

Radiance weapons give off a flash of light that blinds opponents for 1d4 rounds if a save vs spell fails. Only the struck victim is blinded, but unseeing or eyeless beings are immune. These weapons do double damage against evil creatures from the plane of Shadow, as well as darkness-related evil beings such as undead shadows and shadow dragons. Undead vulnerable to sunlight, like vampires, take double damage and may be permanently slain by such weapons.

DMs note: remember to describe to the players the weapons unique features; these weapons should not be treated as simple iron blades with special abilities, but as unique items composed of their base essence. A sleep sword may appear as a sparkling pink mist in the form of a sword, which causes a cloud of such dust to surround the victim at each strike. Maybe you can see ripples on the surface of a water axe, or the distinctive striped pattern of a skunk on a musk mace, Does a time dagger tick like an alarm clock, keeping the adventurers up at night? Be descriptive !