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Old 08-03-2007
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Default GM's Guide to Magic Weaponry

Everyone always wants a weapon that is perfect for their character or desires power. Unfortunately, if we could have such items or weapons, we would be too powerful to have any fun. Therefore, I have decided to list some characteristics of magical weaponry as well as a rating next to them. The rating, on a scale from 1-10, shows how powerful this characteristic is. When you make your ideal weapon, take the rating from each and add them together. If your score is 15 and under, it is underpowered, or just a real basic weapon. If it is from 16-25, it would require some experience to use. 26-30 is very powerful, and you must be very talented to use. 31 and over, your weapon pretty much is sentient, and in order to not be consumed by its raw power you better damn well be ready for the hardest fight in your life.

Metals/Alloys
This is what your weapon is composed of. Composition of a weapon can determine its durability, its sharpness, its color, etc.

Iron-[1] One of the most basic metals. Fairly durable, fairly sharp.

Steel-[3] A major upgrade from Iron, steel is an very durable alloy and is easy to sharpen.

Mythril-[5] An extremely durable metal but very hard to sharpen due to its tough nature.

Adamanitum-[6] More durable than mythril, but extremely hard to sharpen, but it is very balance. (Captain America's sheild was made from adamantium XD)

Elemental Steel-[7] The ultimate material to make finely crafted weapons from. Nearly unbreakable with the ability to be sharpened to a razor edge.

Weapon Traits
After you've got your base metal, its time for the style of weapon it is.

Curved-[2] The weapon's blade has a distinct curve that makes it easier to swing and follow through with attacks.

Serrated-[4] Oh boy, what a way to tear through skin and muscle. Serrated blades are blades with many edges to them, such as a steak knife. This blade orientation allows every strike to do damage, whether it shred armor to metal shavings, tear skin off, or rip muscle from bone.

Slender Metal-[3] The blade is crafted in a way that it is extremely aerodynamic, allowing for lightning fast strikes.

Imbued Magic
Oh the funnest part of the process. And the expensive one. This section allows you to mix and match magical properties to your weapon. This section is broken up into 4 parts: Elemental, Dark, Healing, and Arcanic.

Elemental
Fire, Air, Earth, Water

Elemental Properties-[5] Give your blade the ability do strike a foe with not only the bite of cold metal, but also a surge of elemental power. Fire-Burn, Air-Blast of wind, Earth-Strikes twice with one hit, Air-Gust of wind erupts from the blade, Water-Freezing

Elemental Missiles-[7] The blade upon mentioning a trigger word (of your choice) can send missiles of the element towards your opponent. Fire-Fireball, Air-Wind Gust, Water-Ice Bolt, Earth-Rock Spire

Elemental Shield-[9] You call a shield of your element to surround you, protecting you from certain damage. Fire-Damages anyone who passes through it, earth-most physical and magic missile attacks, air-arrows, water-magical attacks.

Dark(my favorite)

Vampiric-[8] Life stealing on touch. Excessive use has major drawbacks.

Corruption-[8] Corrupts the target on touch. Skin will twist and rot and eventually flake off.

Poison-[7] Can inflict damage over time. The target will either immediately fall into paralysis, be slowed, or simply fall into a seizure.

Light

Healing-[6] Heal oneself twice per day.

Cure poison-[6] Self-explanatory. Unlimited use.

Arcanic

Fog-[7] Creates a thick fog emitted from the blade, perfect for escapes.

Invisibility-[7] Self-explanatory. Your invisible for some time.

Weapon Growth-[9] Your weapon grows significantly larger than it was originally, though it weighs the same amount.


I'm fresh out of ideas now, if you have any suggestions, private message me.

More to come to GM's Guide to Magical Weaponry. HUZZAH!
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