Magic Weapon Creation

Magic Weapons Chart
At the beginning of character generation a player may purchase a magic weapon with experience points, but may not do so afterwards. Boons are bought with XP, and Curses help reduce the cost at a price. These bonuses may be applied to any kind of weapon or ammunition at the GR’s discretion. A weapon can only have up to 12 points of Bonuses. They can have more by balancing with Curses. When creating the weapon, it is assumed to have the appropriate power source to power the abilities at least once per day. If the gem is a Toth gem, the cost stays the same. A Wraith Gem adds 2 points to the weapon.

Examples:

1.     Earthshaker: Heavy Giant Mace (6 damage,Legendary Strength). Weapon Cost = 12

a.       Boons: Impervious, Elemental (Earth), Keen (+2). Total = 12

2.     Wyrm Slayer: 2-Hander Sword (7 Damage, Legendary Strength). Weapon Cost = 8

a.       Boons: Hunting (+6), Magic (Infuse Fire Node), Seeking (+1). Total = 16

b.      Curses: Hateful (All Dragons), Quest (Slay the Dragon, Apocalypse) 6. Total =8

3.     Black Fang: Long Sword (4 Damage, Good Strength). Total Weapon Cost = 10

a.       Boons: Intelligent (+2 PER, +1 INT, +0 CHR, +0 PSY), Venomous (Rounds, Brittle +6, Deadly +1 HEA = Superb, Lasts 14 Rounds, Costs 14) Total Cost = 24

b.      Curses: Murderous, Siphon 3, Clot, Total Cost = 14

Boons
Intelligent: The weapon’s INT, CHR, PSY, and PER start at Fair. INT is if the spirit knows about a subject or not. CHR is used to assist in Charm checks and to convince the wielder to bend to the sword’s will, while the user must resist with Will. PSY is for casting any spells, as well as determining Mana points per day. PER is for noticing the environment around itself, and the user effectively gains two perception rolls if the weapon wants to share its findings. Base cost for Intelligence is 4, and costs 2 more per +1 one for each rating individually.

Example – INT & CHR at +2, PSY & PER at +0. Cost - 12

Venomous: There are two properties to a poison –Duration and Effect. Opponents receive an appropriate Health check to resist it. Duration is equal to the cost of the poison, and the effect lasts for that long. The shorter the duration, the harder the Health check. Effect is what the poison does and when. Magical healing removes any poisons. Example:

Widow’s Kiss: Dur. – Minutes, Effect – Debilitation 1 (HEA) and Paralysis 6, Health Check – Superb, Cost 9, Lasts – 9 minutes

Curses
Quest: It is up to the GR and player to determine a quest for the weapon. If given the opportunity, the player with the curse will seek to advance their quest, but are not forced to if they have the appropriate Will. A new Quest always replaces a completed one.