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Generic Magical Weapons

These weapons can typically be any PrinceCon weapon type. This includes those in the conbook, as well as javelins, nets, whips, and tridents. Some combinations don't make sense, such as Arrow of Dancing, and should obviously be avoided. The levels listed here are provided only as guidelines for leveling magical weapons. A weapon type that does greater damage, such as a halberd or two-handed sword, is obviously more powerful than a weapon such as a dagger, even when both have the same generic magical weapon power. The levels listed also assume that the value of N is positive; a weapon with a negative value of N may be grossly misleveled and should be considered carefully before being added to an item list.

Weapon +N

Level N. A Weapon +N is +5N% to hit and +N to damage. This type of magical weapon is by far the most common.

Weapon +N/+X vs. "Monster"

Level N. This weapon is +N to hit and damage against most creatures, but is +X against a special type or class of monster. Typically, X is greater than N, but this is not required. The item is typically of level N, although the level could be raised by one or more if X is significantly larger than N, or if the type of monster includes a large set of potential opponents. If the type of monster is an ordinary variety of creature, such as felines or reptiles, it generally includes giant versions of the creature. The special types of monster can be anything, but here are some suggested ones:

Weapon of Backbiting +N

Level 1. Cursed-14. This is a +N weapon. However, if an attack with this weapon is missed by more than 25%, it strikes the wielder, doing normal damage. N should not be larger than 3.

Weapon of Berserker Rage +N

Level 1. Cursed-14. Every round that the wielder of this +N weapon is in combat, he has a 10% chance of flying into a berserk rage. In this rage, the wielder will always attack the nearest target. He will never drop his saving throws, listen to or recognize any comrades, think of any long-term goals, or switch weapons. He has a 10% chance per round of snapping out of the rage. If he is somehow separated from the weapon, he will recover. Rolls for becoming enraged or recovering take place in the item phase.

Weapon of Chivalry +N

Level N. Cursed-16. This +N weapon is very honorable. It can never be used in an ambush or sneak attack; if the wielder attempts to use it this way, the weapon immediately turns and strikes at him instead, gaining a +20% bonus to the wielder's normal chance to hit. If the wielder challenges another to a single combat, the weapon gains another +2 for the duration of the single combat. Although it is Cursed, this can be circumvented, for the weapon can be given away freely if the gift is without recompense.

Weapon of Command +N

Level N+2. This +N weapon bestows improved powers of command upon its wielder . His effective charisma is raised by 3, although this does not sum with the clerical prayer Word of Command. He can cast Mass Bless I once per day as a level 8 cleric. Twice per day, he can raise the weapon overhead and rally his troops. This has the effect of a Mass Bless N, raises morale 10%, and allows broken troops a new chance to rally. Raising the weapon overhead for this purpose requires a full round's action.

Weapon of Curse -N

Level variable. May be Cursed. This -N weapon also inflicts a curse upon the wielder. The curse should be specified and appropriate to the time during the convention at which the weapon is handed out. If this weapon is not specified as Cursed (i.e., requires a Remove Curse for the wielder to rid himself of it) in the item list, it can be discarded or passed on freely, but it will still inflict the specified curse upon anyone who wields it.

Dancing Weapon +N

Level N+3. This weapon acts as a +N weapon. In addition, at any time after three rounds of melee against one opponent, the weapon will dance. To use this ability, the user simply lets the weapon go. The weapon then fights on its own for three rounds exactly as if wielded by the user, but only against that opponent. The weapon is too agile to be grabbed, lassoed or knocked away, and if netted or webbed, it will try to slash its way free. The user can retake the weapon at any time, in which case it is reset. If not retaken after three rounds of dancing, it falls to the ground. The weapon will continue fighting for the three rounds, even if the user dies or runs away. It can follow the opponent at up to 48", but will not do so if the user forbids.

While the weapon is dancing, the user is free to do anything he could do if not wielding it---run, fight with another weapon, cast a spell, etc. If using the PrinceCon Phased Combat system, the user lets go and regains the weapon during the item phase, after user and/or weapon have engaged in combat. The user can also draw/put away another weapon during this same phase, provided that the weapon is in a position to be drawn quickly. This is an exception to the rule of only one phase per round. Some of these weapons are more vulnerable and can be knocked out of the air if the opponent attempts to knock it down and hits AC 2. These weapons are only level N+2.

Weapon of Darkness +N

Level N+1. This +N weapon emanates Darkness, as per the clerical prayer, on command from the user. Three times per day, this effect can be strengthened in intensity and area to that of Continual Darkness for ten rounds.

Weapon of the Desperation Defense +N

Level N+1. This +N weapon gains an additional +2 bonus if the wielder is cornered without a physical escape route. Deliberate attempts to invoke this bonus will not invoke it; the cornered wielder must have been unwillingly forced into that position.

Weapon of Disease +N

Level N+1. On a hit of 01-10 this +N weapon inflicts a slow wasting disease on the victim. If the target fails a physical saving throw, he will lose one point of strength and constitution for every five days that pass, up to a maximum of 5 points of each requisite lost (i.e., 25 days). If either requisite falls below 3, the victim dies. A Cure Disease at any time prior to death or the loss of the fifth points will negate the effect of the disease. Otherwise, after 25 days, the victim must make a system shock roll (using his current decreased constitution value). If he fails the roll, the loss of strength and constitution is permanent. If the roll succeeds, the lost points will return at the rate of 1 each per day. The effect of additional hits on a single target is not cumulative; he can't be inflicted with multiple diseases from the weapon simultaneously.

Weapon of Disguise +N

Level N. This +N weapon shrinks on command to some nondescript small metal clothing item such as a ring, buckle, button, or necklace. The form of the item is fixed. The wielder can command it to return to normal size. Shrinking and growth take place in the item phase and take a full phase to complete. When shrunk, the item has a Conceal Magic on it.

Weapon of Disruption +N

Level N+2. This weapon acts as a +N weapon, +N+1 versus undead. Any undead that is hit by it must win a level-vs-level battle against the weapon. If the creature fails, it must make a spiritual saving throw or be dissolved/dispelled. For this battle, the weapon is level 6 for +0, 8 for +1, 10 for +2, etc.

Dud Weapon +N

Level 1. This weapon is +N to hit, but does only half normal damage, rounded normally, and gains no bonus to damage. The weapon appears as if it is doing full damage; it is not Cursed and can be given away or discarded with no difficulty.

Weapon of the Elements +N

Level N+2. Each Weapon of the Elements is specifically opposed to Fire, Cold, Earth, or Air. It is +N, +N+2 vs. the element to which it's opposed. It gives the wielder resistance to the element (Fire, Cold, Crushing, or Lightning, respectively), as per the generic clerical Resist prayer. Once per day, the wielder can throw a 6 die Snowball, Fireball, Lightning Bolt, or Implosion, respectively. Also, the wielder can cast Dispel Magic against a Wall of Fire, Wall of Frost, Wall of Stone, or Fly/Levitate Self, respectively, as a 12th level mage. The Dispel Magic can be used as often as desired, but it can only be used once against any particular spell or prayer. (For example, a Weapon of the Elements +N [vs. Cold] would be +N, +N+2 vs. cold-based creatures, would give the wielder Cold Resistance, and allow him to throw a Fireball and to dispel a Wall of Frost. This was formerly referred to as a Weapon versus Cold.)

Enhanced Weapon +N

Level N. This +N weapon acts as a +N+2 weapon for which creatures it can hit. For example, an Enhanced Sword +1 could hit creatures which can only be hit by +3 or better weapons.

Weapon of Equality +N

Level N+1. When this +N weapon hits, it attempts to dispel all bless-type or enhancement spells on the victim. Some examples of such spells are Bless, Enchant Armor, Enchant Weapon, Fight like a Lion, Strength, Resists, Immunities, Immolate, Control Self, and Toughness. It does not affect those powers that are centered on equipment, such as Flame Weapon, nor cancel powers that are permanent, such as fire giant heat immunity or a Ring of Cold Resistance. The weapon is level 10 for the level-vs-level battles, which must be conducted against each individual spell.

Equalizing Weapon

Level 4. This item acts as a +1 weapon. In addition, when a humanoid scores a hit with this weapon upon another humanoid, the person of higher level loses a level, and the person of lower level gains one level. The higher level person always gets a physical saving throw to negate the transfer effect. Lost levels are treated as those drained by undead.

Fast Draw Weapon +N

Level N. This +N weapon can be taken out or put away without using an action. This ability can be used in any phase; however, it can only be used once per round. This power is often combined with the Weapon of Quickness.

Weapon of Fatigue +N

Level N-1. Cursed-14. This +N weapon is extremely tiring to wield. After every 3 rounds of using the weapon in melee, the wielder must rest the next round, doing nothing else. Resting makes him 20% easier to hit and negates the use of a shield. The 3 rounds need not be consecutive; the wielder must rest in order to reset this counter.

Flaming Weapon +N

Level N+1. This power is usually reserved for bladed weapons and is usually +1. It receives no bonus unless flaming, which it does at the option of the wielder. It then is +N vs. normal opponents, +N+1 against trolls, ents and cold-based creatures, and +N+2 against undead and plant-types. It is -2 against fire-based creatures when flaming. Ordinary creatures will check morale before attacking the wielder. Wounds caused by it are cauterized and do not regenerate. The flames can be used to ignite inflammable material.

Gladiator's Weapon

Level N+2. This weapon acts as a +N weapon with no bonus to damage. If the user is fighting a member of his own race in single combat (no other living creature within 10' of either of them), then all hits by this weapon do maximum damage (e.g., 8 points + other bonuses for a long sword).

Weapon of the Great Strike +N

Level N+1. If this +N weapon hits on a 01-10, it does double damage.

Weapon of Great Swings

Level N. This +N weapon gives its user the ability to make Great Swing attacks as per the fighter maneuver. Great Swings are -10% to hit, +4 damage, and -3 to the attacker's AC.

Weapon of Haste +N

Level N+2. This +N weapon gets two swings per round when it is used in combat. Note that it is not the same as a Haste spell because the wielder gets only two swings, not two fully independent actions. This extra swing cannot be stacked with combat Haste.

Weapon of Increase +N

Level N+2. This weapon is always +N to hit, but after the first time that a particular creature is hit in a combat, the weapon gains an extra +1 on damage per extra hit. For example, a +1 Weapon would do +2 on damage on the second hit, +3 on the third, etc.

Weapon of the Lakes +N

Level N. This +N weapon can be used freely underwater. For some of these weapons, the bonus only applies underwater.

Weapon of Lethargy +N

Level N+2. If this +N weapon hits on a 01-10, the victim must save vs. physical or be affected by a mage Slow spell for 6 melee rounds.

Weapon of Level Draining +N

Level N+2. If this +N weapon scores a hit with a roll of 01-05, the victim must make a spiritual saving throw or lose a level. Lost levels are treated as those drained by undead.

Weapon of Light +N

Level N+1. This +N weapon emanates Light, as per the clerical prayer, on command from the user. Three times per day, this effect can be strengthened to Continual Light for ten rounds. In addition, if the weapon is glowing with Continual Light strength, a hit of 01-10 blinds the victim for D4+2 rounds if he fails a spiritual saving throw. The effect of this blindness is a penalty of -30% to hit or target in combat.

Weapon of Luck +N

Level N*2-1. This item acts as a +N weapon, but also gives the wielder +5N% to his saving throws.

Weapon of Magnetism +N

Level 1. Cursed-12. Metal weapons only. This weapon is strongly attracted to metal. Against a foe in metal armor, it is +N to hit and on damage, but will stick to the foe's armor 50% of the time. If stuck, it requires one round to dislodge it, during which round the wielder suffers a penalty of -2 AC and cannot do anything else. Against a foe not in metal armor, it is gains no bonuses. If the wielder is in metal armor, then to hit rolls of 91-00 mean that the weapon has stuck to his own armor, with dislodging procedure and penalties as above.

Weapon of Mercilessness

Level 2. Cursed-16. This weapon gains experience points for creatures killed by it single-handedly, and advances in level as would a fighter. It requires of its owner the killing of a certain number of humanoid types by it per month. If the owner fails in this task, he will be forced to turn the weapon on himself. As it goes up in level, it is more effective, but its demands are also greater. At experience level N it is +N and requires N killings of at least Nth level. This weapon doesn't work well in convention play.

Weapon of Metal Domination +N

Level N+3. This +N weapon ignores all nonmagical metal protection when striking. The target's AC is computed without these protections, such as nonmagical metal armor and shields.

Weapon of Parrying +N

Level N. This +N weapon also has the power of parrying, as per the fighter maneuver Parry. The wielder must declare in the melee phase that he is parrying. Parrying uses his action and prevents him from attacking. It then improves his AC by 3 against melee attacks.

Poisoned Weapon +N

Level N+4. Each time this +N weapon hits, one dose of poison is injected into the target in addition to normal damage. The poison has a D6 surge and does 1 point of damage each round thereafter. The victim gets a physical saving throw before the surge and each 20 rounds thereafter. Larger than man-sized creatures get a save every 10 rounds. A successful save cancels all later damage. If a Neutralize Poison is cast on the weapon, it must make a save or lose its poison ability for a day. Slow Poison has a similar effect for 1 turn.

Weapon of Protection +N

Level N*2. This +N weapon also gives the wielder +N to his AC. This weapon acts as a Ring of Protection for stacking purposes.

Weapon of Quickness +N

Level N. This +N weapon hits in the missile phase if a melee weapon, and in the breath phase if a missile weapon.

Weapon of Resistance +N

Level N. This +N weapon bestows on its wielder one of the clerical Resist prayers when drawn. Some of these weapons radiate the resistance in a 10' radius; these weapons are level N+1. The resistance must be specified in the item list.

Weapon of Revenge +N

Level N-1. Cursed-14. This item acts as a +N weapon, but the wielder suffers a point of damage for every point of damage caused by the weapon. This damage will be delayed D4 melee rounds, making it more difficult to ascertain the nature of the weapon.

Rusty Weapon +N

Level 1. This is a +N weapon. However, if an attack with this weapon is missed by more than 25%, it shatters, becoming useless and nonmagical. N should not be larger than 3.

Weapon of Silence +N

Level N. This +N weapon makes no sounds upon being drawn or sheathed, in weapon play, or in other use. Hence, a combat using it is silent, except for the noise of the two people.

Weapon of Slaying +N

Level N+1. This +N weapon does lots of damage to one particular species of monster. The damage is 4D10 if the weapon's maximum damage to the target is greater than or equal to 8, and is 4D6 otherwise. Exception: Missiles of Slaying always do 4D10 due to their one-use nature. The particular species of monster must be specified in the item list.

Spectral Weapon +N

Level N+1. This +N weapon can hit out-of-phase or intangible targets. It gives its wielder +10% to detect illusions.

Weapon of the Stirge +N

Level N+1. Bladed weapons only. If this +N weapon hits on a 01-10, it stays lodged in the victim, ripping itself from the wielder's grasp. Each round thereafter it will suck blood for N points of damage. The victim must use a free hand to attempt to detach the weapon; he must hit AC 2 to succeed. Once dislodged, the weapon falls to the ground lifeless. Against undead, golems, and similarly unliving creatures, the weapon will stay lodged as usual, but it is generally unable to suck for damage.

Weapon of Stunning +N

Level N+1. This is a +N weapon. In addition, any victim hit by the weapon on a roll of 01-10 must save vs. physical or be stunned for the next N rounds. A stunned victim can do nothing but stand in place and defend himself, although he defends at full value.

Weapon of Subdual +N

Level N. This +N weapon does less lethal damage than its counterparts. Only half of the inflicted damage is actually permanent killing damage. The other half is still counted against the target's hit point total. If the victim's hit points reach 0 or lower, he is unconscious, unless the real, killing half of the damage alone would take him below 0, in which case he is dead as usual. Some of these weapons give the user the choice of whether to subdue or not, although the default is that the weapon always strikes to subdue.

Weapon of Thunder +N

Level N+1. This +N weapon emits loud cracks of thunder when it hits. If it hits on a 01-10, the crash is so loud that it can cause permanent hearing loss in the target. The victim gets a physical saving throw to avoid this effect. Assuming the target uses hearing for sensory input, this loss causes a -50% to all hearing rolls, a +25% to the probability of being surprised, and a -5% to hit in melee. In addition, if the save is failed, the victim is stunned for the next two rounds and can do nothing but stand in place and defend himself, although he defends at full value. Subsequent failed saves against the weapon's deafening effect will not cause cumulative hearing loss, although the target can be repeatedly stunned.

Weapon of Truth +N

Level N+1. When this +N weapon hits, it attempts to dispel any disguise, magical or physical, and to force shapeshifters, excepting lycanthropes, back to their true form. A level-vs-level battle is fought for each effect, with all physical disguises counting as one. The weapon counts as level 10.

Weapon of Undeath +N

Level N+3. Creatures slain by this +N weapon will become zombies under the control of the wielder one hour after death. For this animation to take effect, the weapon must deal the killing stroke. If the body is burned after death, it will not rise. The zombies are mindless and can cast no spells, but they retain their physical abilities of life. If a living creature wields the weapon, it will backbite on a roll of 81-00, doing full damage.

Vampiric Weapon +N

Level N+3. One-third of the hit points of damage caused by this +N weapon are bestowed upon the wielder, up to his maximum hits.

Winged Weapon +N

Level N+3. If this +N weapon is thrown toward an enemy, it sprouts wings and fights him as would a fighter of the user's level. It fights until it is either recalled or hit as AC 3-N. If it is hit it falls to the ground and cannot be recalled. A Winged Weapon is usually a dagger.

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Last Modified on September 10,1995..

ammulder@princeton.edu