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Temporary
Enchantment
By Barak Blackburn
Problem: Your party is going into the
Forgotten Crypt of Tej Hael. You have
already encountered minions of this corrupt
fallen priest. Your fighters were not very
effective against the wraiths.
Old Solution: Head to “town” and buy a
weapon with the ghost touch ability.
Problem with the old solution: Magic
items become almost disposable, and
interchangeable, with a party “powering
up” before each adventure. At higher
levels, if a fighter type does not have the
requisite weapons that can best damage a
foe, they serve no purpose other than to
take damage, while the casters rip it up
with their spells.
New Solution: Temporary enchantments.
Temporary enchantments allow spellcasters
to temporarily enchant the weapons of their
comrades to give them a fighting chance.
It maintains the mystique of Magic Items,
while at the same time giving parties
available solutions to combat specific
threats. These spells should be considered
rare -- a spellbook containing them should
be considered a Treasure unto itself.
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Temporary Enchantment I
Evocation
Level: Clr 4, Sor/ Wiz 3
Components: V. S. F
Range: touch
Target: Weapon touched
Duration: 1 round/ level
Saving Throw: None
Spell Resistance: None
Temporary Enchantment I allows a caster to
temporarily enchant a weapon. The weapon must be
touched, and one of the following enchantments can
be temporarily placed on the weapon: Bane, Flaming,
Frost, Shock, Ghost Touch, Ki Focus (see page 4) -- or
a weapon can be temporarily enchanted to act as one
of the following materials: Adamantine, Cold Iron,
Silver.
2) Weapons may be enchanted as in Temporary
Enchantment I, but the range is 5 ft/ level and
the caster must make a ranged touch attack
against the target to enchant their weapon.
3) Weapons may be enchanted as in Temporary
Enchantment I, but the duration is 2 rounds/
level.
4) Weapons may be enchanted as in Temporary
Enchantment I, but each weapon may be
enchanted twice with different effects (a short
sword could be temporarily enchanted to be
both Bane vs aberrations and Ghost Touch).
Temporary Enchantment III
Evocation
Level: Clr 6, Sor/ Wiz 5
Components: V. S. F
Range: See Below
Target: One Weapon
Duration: See Below
Saving Throw: None
Spell Resistance: None
Temporary Enchantment III allows a caster to
temporarily enchant a weapon in one of four ways:
Only one enchantment can be active at a time.
Temporary enchantments do not stack with permanent
enchantments of the same name or type (a weapon
could not be Bane against undead twice, gaining
twice the bonus, but a weapon with a permanent Bane
against dragons, could be temporarily enchanted
against undead).
Temporary Enchantment II
Evocation
Level: Clr 5, Sor/ Wiz 4
Components: V. S. F
Range: See Below
Target: One Weapon
Duration: See Below
Saving Throw: None
Spell Resistance: None
Temporary Enchantment II allows a caster to
temporarily enchant a weapon in one of four ways:
1) A weapon can be touched and enchanted
with one enchantment each from Temporary
Enchantment I and II, or with three
enchantments from Temporary Enchantment I,
duration is 1 round/ level.
2) Weapons may be enchanted as in Temporary
Enchantment II(section 1), but the range is 5
ft/ level and the caster must make a ranged
touch attack against the target to enchant their
weapon.
1) A weapon can be touched and enchanted with
one of the following enchantments: Anarchic,
Axiomatic, Holy, Unholy (see page 4). This
enchantment lasts for 1 round/ level. Weapons
cannot have opposing alignment enchantments
active at the same time (a permanent Holy
sword could not be temporarily enchanted
to be Unholy, but it could be temporarily
enchanted to be Axiomatic).
3) Weapons may be enchanted as in Temporary
Enchantment I, but the duration is 1 minute/
level.
4) Weapons may be enchanted as in Temporary
Enchantment II(section 1), but the duration is 2
rounds/ level.
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Temporary Enchantment IV
Evocation
Level: Clr 7, Sor/ Wiz 6
Components: V. S. F
Range: See Below
Target: One Weapon
Duration: See Below
Saving Throw: None
Spell Resistance: None
Temporary Enchantment IV allows a caster to
temporarily enchant a weapon in one of four ways:
Enchantment II(section 1,2,4) , but the duration
is 1 minute/ level.
4) Weapons may be enchanted as in Temporary
Enchantment II (section 1), but each weapon
may be enchanted twice with different effects
or a weapon can be enchanted with one effect
from II (section 1) and two effects from I (a
flail could be temporarily enchanted to be both
Holy and Axiomatic).
1) A weapon can be enchanted with one
enchantment each
from Temporary
Enchantment I and
II(section 1) (or with
three enchantments
from Temporary
Enchantment I),
with the range equal
to 5 ft/ level and the
caster must make
a ranged touch
attack against the
target to enchant
their weapon and a
duration of 1 round/
level or with range
of Touch and a
duration of 2 rounds/
level.
2) Weapons may
be enchanted as
in Temporary
Enchantment
II(section 1), but the
range is 5 ft/ level
and the caster must
make a ranged touch
attack against the
target to enchant
their weapon and the
duration is 2 rounds/
level.
3) Weapons may
be enchanted as
in Temporary
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Enchantment Descriptions
Flaming:
Upon command, a flaming weapon is sheathed in fire.
The fire does not harm the wielder. The effect remains
until another command is given. A flaming weapon
deals an extra 1d6 points of fire damage on a success-
ful hit. Bows, crossbows, and slings so crafted bestow
the fire energy upon their ammunition.
Anarchic:
An anarchic weapon is chaotically aligned and in-
fused with the power of chaos. It makes the weapon
chaos-aligned and thus bypasses the corresponding
damage reduction. It deals an extra 2d6 points of
damage against all of lawful alignment. It bestows
one negative level on any lawful creature attempting
to wield it. The negative level remains as long as the
weapon is in hand and disappears when the weapon is
no longer wielded. This negative level never results in
actual level loss, but it cannot be overcome in any way
(including restoration spells) while
the weapon is wielded. Bows, cross-
bows, and slings so crafted bestow the
chaotic power upon their ammunition.
Frost:
Upon command, a frost weapon is sheathed in icy
cold. The cold does not harm the wielder. The ef-
fect remains until another command is given. A frost
Axiomatic:
An axiomatic weapon is lawfully
aligned and infused with the power of
law. It makes the weapon law-aligned
and thus bypasses the corresponding
damage reduction. It deals an extra
2d6 points of damage against all of
chaotic alignment. It bestows one
negative level on any chaotic creature
attempting to wield it. The negative
level remains as long as the weapon
is in hand and disappears when the
weapon is no longer wielded. This
negative level never results in actual
level loss, but it cannot be overcome
in any way (including restoration
spells) while the weapon is wielded.
Bows, crossbows, and slings so
crafted bestow the lawful power upon
their ammunition.
Bane:
A bane weapon excels at attack-
ing one type or subtype of creature.
Against its designated foe, its effec-
tive enhancement bonus is +2 better
than its normal enhancement bonus.
It deals an extra 2d6 points of dam-
age against the foe. Bows, crossbows,
and slings so crafted bestow the bane
quality upon their ammunition.
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weapon deals an extra 1d6 points of cold damage on a
successful hit. Bows, crossbows, and slings so crafted
bestow the cold energy upon their ammunition.
Ki Focus:
The magic weapon serves as a channel for the
wielderʼs ki, allowing her to use her special ki attacks
through the weapon as if they were unarmed attacks.
These attacks include the monkʼs stunning attack, ki
strike, and quivering palm, as well as the Stunning
Fist feat. Only melee weapons can have the ki focus
ability.
Ghost Touch:
A ghost touch weapon deals damage normally against
incorporeal creatures, regardless of its bonus. (An in-
corporeal creatureʼs 50% chance to avoid damage does
not apply to attacks with ghost touch weapons.) The
weapon can be picked up and moved by an incorpore-
al creature at any time. A manifesting ghost can wield
the weapon against corporeal foes. Essentially, a ghost
touch weapon counts as either corporeal or incorporeal
at any given time, whichever is more beneficial to the
wielder.
Shock:
Upon command, a shock weapon is sheathed in
crackling electricity. The electricity does not harm
the wielder. The effect remains until another com-
mand is given. A shock weapon deals an extra 1d6
points of electricity damage on a successful hit. Bows,
crossbows, and slings so crafted bestow the electricity
energy upon their ammunition.
Holy:
A holy weapon is imbued with holy power. This
power makes the weapon good-aligned and thus by-
passes the corresponding damage reduction. It deals an
extra 2d6 points of damage against all of evil align-
ment. It bestows one negative level on any evil crea-
ture attempting to wield it. The negative level remains
as long as the weapon is in hand and disappears when
the weapon is no longer wielded. This negative level
never results in actual level loss, but it cannot be over-
come in any way (including restoration spells) while
the weapon is wielded. Bows, crossbows, and slings
so crafted bestow the holy power upon their ammuni-
tion.
Unholy:
An unholy weapon is imbued with unholy power.
This power makes the weapon evil-aligned and thus
bypasses the corresponding damage reduction. It deals
an extra 2d6 points of damage against all of good
alignment. It bestows one negative level on any good
creature attempting to wield it. The negative level re-
mains as long as the weapon is in hand and disappears
when the weapon is no longer wielded. This negative
level never results in actual level loss, but it cannot
be overcome in any way (including restoration spells)
while the weapon is wielded. Bows, crossbows, and
slings so crafted bestow the unholy power upon their
ammunition.
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