Atlantean Trilogy Archive
A panorama of skills: an acrobat leaping, a scribe writing, a thief climbing a moonlit wall, a tracker, a lyre player and sparring fighters.

Magical Weapons and Armor

Skill, Magical/Alchemical

Enchanting weapons, armor or shields with bonuses or spell-like powers.

From the book

Weapons, armor and shields can be enchanted by an alchemist using orichalc, or by a spell caster of any profession following the usual magic-item process. Materials match those of minor magic items, and the item must be of the finest quality. The work takes a month plus another month for each spell-like power or +1, and up to 12 arrows or bolts can be done together. Success is 99%. Such items sell for at least twice their materials plus 2,000 GP per +1, and no mortal can raise an item above +4.

Special weapons may carry +1-4 on top of their powers (+1-3 when orichalc is used). Swords can shed darkness or light, show an opponent's alignment by the color of their aura, or store up to 7 spells, and any weapon can be made to store spells. Dire swords deal double damage to one kind of foe: Demon's Bane, Devil's Bane, Dragon Slayer, the Eldritch Fireblade, the Frost Blade, Spirit's Bane, the Holy Sword (fully usable only by lawful good paladins and priests, and painful to evil hands) and its mirror, the Sword of the Nether Realms. Other marvels include firebows and frostbows that add 1-6 damage, the Hammers of Hades and of the Heavens, a dancing sword that fights alone for 2 rounds per level of its wielder, dwarven throwing hammers that return, elf bows with half again normal range, the garotte of strangling (+25% to assassinations) and the snake staff whose tip becomes a biting viper.

At a glance

Skill group
Magical/Alchemical
Materials
As Minor Magic Items
Time
1 month plus 1 month per power or +1
Chance of success
99%
Batch
Up to 12 arrows or bolts at once
Price
At least twice materials +2,000 GP per +1
Learned by
Magician (13), Shaman (12), Sorcerer (12), Witchdoctor (13), Wizard (11)
Limit
No mortal can enchant an item beyond +4
Special weapons
May also carry +1-4 to hit (+1-3 if made with orichalc)