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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 ! |