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Weapon Special AbilitiesNew special abilities that can be added to magic weapons, like the familiar flaming or holy. Each one lists its caster level, prerequisites and market price modifier. Goldflameby Asharak Upon command a goldflame weapon bursts forth with a golden, radiant fire. The flames add +1d6 points of light damage, add an additional +2d6 against any evil opponent, and any undead struck must make a Fortitude save (DC 14, +1 for every 2 points of damage done by the attack) or be destroyed. Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, fireball, holy sword, daylight, caster must be good; Market Price: +5 bonus. Used by: Valene. MagiusBladeby Asharak Imbued with a mage's power, MagiusBlades are favored weapons of sorcerers. For every 4 levels possessed by the caster at the time of creation, one spell may be imbued into the blade that will affect the target of the attack randomly. The spells may not be area effect spells. If a successful hit is struck, one of the spells will, at random, automatically affect the target (SR applies, Reflex saves are negated, Fortitude and Will are normal). For every 4 levels of the caster, an additional spell level may be accessed, to a maximum of 5th-level spells at 20th level. Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Imbue with Spell Ability, caster must be chaotic; Market Price: +1 bonus per spell imbued. Used by: Valene. The author later edited his post to lower the spell cap from 7th level to a maximum of 5th at 20th level; the text above is the edited version. Edition: D&D 3e. The author did not name an edition; these are filed under D&D 3e by their rules.
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