Header

Advertisement

Weapons of Change

April 23rd, 2015

Alex Riggs

Magic Market Archive

                Welcome to Magic Market! Today’s specials include a knife that turns your foes into helpless woodland creatures, an axe that changes both its wielder and his foes to stone (but in very different ways), and a staff that can transform water into fire. Enjoy!

 

KNIFE OF THE GREAT HUNT                    PRICE 56,102 gp

Slot none; CL 9th; Weight 1 lb.
Aura moderate transmutation

                These +1 keen animal-bane daggers have carved bone handles, which are often set with rubies or garnets, or other gems with a blood-red color. The blades, which are made of metal, are stylized so that they resemble the snarling, biting face of a predator animal, such as a wolf or bear, when viewed in profile, though this decoration is never allowed to interfere with the effectiveness of the blade, and so is sometimes a bit abstract.

                Whenever a critical threat is confirmed with the weapon, the target must succeed on a Fortitude save (DC 17 + 1 for every 5 points of damage inflicted by the critical hit) or be affected as though by a baleful polymorph spell, transforming into a random woodland creature (it must still be Small or smaller, and have no more than 1 Hit Die). As with baleful polymorph, a secondary Will save is required, and failure indicates that the target loses its abilities and class features.

                None of a knife of the great hunt’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 28,202 gp

Craft Magic Arms and Armor, baleful polymorph, summon monster I

 

STAFF OF BOILING SEAS                             PRICE 26,300 gp

Slot none; CL 15th; Weight 4 lbs.
Aura strong transmutation

                These +1 flaming quarterstaves are made of red coral (although they have hardness and hit points as though they were made of steel), and have been carved so that they appear to have tongues of flame covering them from end to end. They are warm to the touch, but not uncomfortably so. Both ends of the staff have the enhancement bonus and special ability, and the fire damage from the flaming special ability is increased to 2d6 if the creature being attacked has the aquatic or water subtype, or if they are underwater when hit.

                As a standard action, the wielder of a staff of boiling seas can touch one end of the staff to a body of water and speak a command word. If he does, he can transform up to 15 five-foot-cubes of water into supernatural flames. These five-foot-cubes must form a single, contiguous shape, but can otherwise be shaped however the wielder desires. All water in the affected area vanishes, replaced by a sea of roiling flames, which burn without fuel, dealing 4d6 points of fire damage each round to any creature that begins its turn in the area (a successful DC 15 Reflex save halves this damage). The flames burn for one minute, after which they subside. While the flames burn, they fill the five-foot-cubes they occupy, magically preventing any adjacent water from flowing in to replace that which was transformed. Water has no effect on these flames, and cannot be used to put them out, but any other effect that can extinguish flames can do so. The flames do not obscure vision or movement, and do not produce smoke (or steam). The wielder can use this ability once per day.

                None of a staff of boiling seas’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +2-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 13,300 gp

Craft Magic Arms and Armor, polymorph any object

 

STONELORD’S AXE                        PRICE 28,320 gp

Slot none; CL 11th; Weight 40 lbs.
Aura moderate transmutation

                These +1 greataxes have blades of gleaming onyx, though part of the weapon’s magic makes them as effective as adamantine (and they function in all ways as adamantine weapons). The axe’s handle is also made of stone, which seems to have been smoothed from hundreds of years of use.

                As soon as the stonelord’s axe is picked up, the stone handle seems to come alive, and envelops the wielder’s hands, fusing them to the axe. This functions as locked gauntlets, except that both hands are affected, and only speaking the command word (or destroying the axe) can free the wielder’s hands (a standard action). The wielder cannot use his hands for other things, or put down the axe, without the command word being spoken. As long as the stonelord’s axe is fused to the wielder in this way, the rocky growth also protects him, increasing his natural armor bonus to AC by +2. If desired, the wielder can continue to wield the stonelord’s axe after speaking the command word and ending the fusing effect, though if he does so, he does not gain these benefits. Putting the weapon down and picking it back up causes it to fuse to the wielder once more.

                Additionally, wounds inflicted by a stonelord’s axe cause the area around the wound to harden, taking on a rock-like consistency. Whenever a creature is struck by a stonelord’s axe, he must succeed on a Fortitude save (DC 16 + the wielder’s Strength modifier) or suffer 1 point of Dexterity damage. A creature reduced to 0 Dexterity in this way is turned completely to stone, as the spell flesh to stone.

                Some of a stonelord’s axe’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +3-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 15,820 gp

Craft Magic Arms and Armor, flesh to stone, stoneskin