Weapons, Enchanted:

Specific Weapon enchantments:

 

Arrow

Ball and Chain

Ballast

Blowpipe

Bow

Bullet (for a sling)

Catipult

Chain, War

Club

Dagger

Dart

Elbow-Blade

Flail

Glaive

Hammer

Javelin

Knife

Lance

Maul

Pendulum and Chain

Scythe

Shaken

Sickle

Staff

Sword

Whip

Wrist-Blade

 

Generic Enchantment clusters to place with the random rolling up of a weapon:

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Argonaught's Augmentation:

This enchantment will add + 1-D12 damage to any weapon.

 

Cyclone:

Gain +3 - +7 attacks per turn on a maximum-strike of +70 above the defending roll.

 

Deminaught's Augmentation:

This enchantment will add + 3-D12 damage to any weapon.

 

Dimensional: Striking with weapon will have a chance to send the targeted to another dimension.

 

Drednaught's Augmentation:

This enchantment will add + 4-D12 damage to any weapon.

 

Gem weapon:

This solid gem weapon will have special powers based upon the solid “Special Gem” it is
constructed of.

 

Host:

Have 1-D6 +1 creature abilities within it.

 

Indignation:

Divinationist’s blessed weapon of holiness. x4 damage to unHoly and undead creatures, x2 to evil.

 

Juggernaught's Augmentation:

This enchantment will add + 2-D12 damage to any weapon.

 

Life-tap:

Strike takes life from target and give 10% (rounded up) back to the wielder.

 

Planar: Striking with weapon will have a chance to send the targeted to another plane.

 

Shrillin’s Wail:

Causes enchanted wail to effect all within a 20 space distance from the wielder for 1 turn. Avoid
vs. “Magic” or die. Cost to use: 1-D6 years.

 

Solace weapon:

Resistance of chaos.

 

Spirit:

Effects creatures of spirit, or of an ethereal nature.

 

Substance:

Effects creatures of substance.