Temporary Enchantment: by Barak Blackburn

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Temporary

Enchantment
By Barak Blackburn

Problem: Your party is going into the


Forgotten Crypt of Tej Hael. You have
already encountered minions of this corrupt
fallen priest. Your fighters were not very
effective against the wraiths.

Old Solution: Head to “town” and buy a


weapon with the ghost touch ability.

Problem with the old solution: Magic


items become almost disposable, and
interchangeable, with a party “powering
up” before each adventure. At higher
levels, if a fighter type does not have the
requisite weapons that can best damage a
foe, they serve no purpose other than to
take damage, while the casters rip it up
with their spells.

New Solution: Temporary enchantments.

Temporary enchantments allow spellcasters


to temporarily enchant the weapons of their
comrades to give them a fighting chance.
It maintains the mystique of Magic Items,
while at the same time giving parties
available solutions to combat specific
threats. These spells should be considered
rare -- a spellbook containing them should
be considered a Treasure unto itself.
Temporary Enchantment I 2) Weapons may be enchanted as in Temporary
Evocation Enchantment I, but the range is 5 ft/ level and
Level: Clr 4, Sor/ Wiz 3 the caster must make a ranged touch attack
Components: V. S. F against the target to enchant their weapon.
Range: touch
Target: Weapon touched 3) Weapons may be enchanted as in Temporary
Duration: 1 round/ level Enchantment I, but the duration is 2 rounds/
Saving Throw: None level.
Spell Resistance: None
Temporary Enchantment I allows a caster to 4) Weapons may be enchanted as in Temporary
temporarily enchant a weapon. The weapon must be Enchantment I, but each weapon may be
touched, and one of the following enchantments can enchanted twice with different effects (a short
be temporarily placed on the weapon: Bane, Flaming, sword could be temporarily enchanted to be
Frost, Shock, Ghost Touch, Ki Focus (see page 4) -- or both Bane vs aberrations and Ghost Touch).
a weapon can be temporarily enchanted to act as one
of the following materials: Adamantine, Cold Iron,
Silver. Temporary Enchantment III
Evocation
Only one enchantment can be active at a time. Level: Clr 6, Sor/ Wiz 5
Temporary enchantments do not stack with permanent Components: V. S. F
enchantments of the same name or type (a weapon Range: See Below
could not be Bane against undead twice, gaining Target: One Weapon
twice the bonus, but a weapon with a permanent Bane Duration: See Below
against dragons, could be temporarily enchanted Saving Throw: None
against undead). Spell Resistance: None
Temporary Enchantment III allows a caster to
temporarily enchant a weapon in one of four ways:
Temporary Enchantment II
Evocation 1) A weapon can be touched and enchanted
Level: Clr 5, Sor/ Wiz 4 with one enchantment each from Temporary
Components: V. S. F Enchantment I and II, or with three
Range: See Below enchantments from Temporary Enchantment I,
Target: One Weapon duration is 1 round/ level.
Duration: See Below
Saving Throw: None 2) Weapons may be enchanted as in Temporary
Spell Resistance: None Enchantment II(section 1), but the range is 5
Temporary Enchantment II allows a caster to ft/ level and the caster must make a ranged
temporarily enchant a weapon in one of four ways: touch attack against the target to enchant their
weapon.
1) A weapon can be touched and enchanted with
one of the following enchantments: Anarchic, 3) Weapons may be enchanted as in Temporary
Axiomatic, Holy, Unholy (see page 4). This Enchantment I, but the duration is 1 minute/
enchantment lasts for 1 round/ level. Weapons level.
cannot have opposing alignment enchantments
active at the same time (a permanent Holy 4) Weapons may be enchanted as in Temporary
sword could not be temporarily enchanted Enchantment II(section 1), but the duration is 2
to be Unholy, but it could be temporarily rounds/ level.
enchanted to be Axiomatic).
Temporary Enchantment IV
Evocation Enchantment II(section 1,2,4) , but the duration
Level: Clr 7, Sor/ Wiz 6 is 1 minute/ level.
Components: V. S. F
Range: See Below 4) Weapons may be enchanted as in Temporary
Target: One Weapon Enchantment II (section 1), but each weapon
Duration: See Below may be enchanted twice with different effects
Saving Throw: None or a weapon can be enchanted with one effect
Spell Resistance: None from II (section 1) and two effects from I (a
Temporary Enchantment IV allows a caster to flail could be temporarily enchanted to be both
temporarily enchant a weapon in one of four ways: Holy and Axiomatic).

1) A weapon can be enchanted with one


enchantment each
from Temporary
Enchantment I and
II(section 1) (or with
three enchantments
from Temporary
Enchantment I),
with the range equal
to 5 ft/ level and the
caster must make
a ranged touch
attack against the
target to enchant
their weapon and a
duration of 1 round/
level or with range
of Touch and a
duration of 2 rounds/
level.

2) Weapons may
be enchanted as
in Temporary
Enchantment
II(section 1), but the
range is 5 ft/ level
and the caster must
make a ranged touch
attack against the
target to enchant
their weapon and the
duration is 2 rounds/
level.

3) Weapons may
be enchanted as
in Temporary
Enchantment Descriptions
Flaming:
Anarchic: Upon command, a flaming weapon is sheathed in fire.
An anarchic weapon is chaotically aligned and in- The fire does not harm the wielder. The effect remains
fused with the power of chaos. It makes the weapon until another command is given. A flaming weapon
chaos-aligned and thus bypasses the corresponding deals an extra 1d6 points of fire damage on a success-
damage reduction. It deals an extra 2d6 points of ful hit. Bows, crossbows, and slings so crafted bestow
damage against all of lawful alignment. It bestows the fire energy upon their ammunition.
one negative level on any lawful creature attempting
to wield it. The negative level remains as long as the
weapon is in hand and disappears when the weapon is Frost:
no longer wielded. This negative level never results in Upon command, a frost weapon is sheathed in icy
actual level loss, but it cannot be overcome in any way cold. The cold does not harm the wielder. The ef-
(including restoration spells) while fect remains until another command is given. A frost
the weapon is wielded. Bows, cross-
bows, and slings so crafted bestow the
chaotic power upon their ammunition.

Axiomatic:
An axiomatic weapon is lawfully
aligned and infused with the power of
law. It makes the weapon law-aligned
and thus bypasses the corresponding
damage reduction. It deals an extra
2d6 points of damage against all of
chaotic alignment. It bestows one
negative level on any chaotic creature
attempting to wield it. The negative
level remains as long as the weapon
is in hand and disappears when the
weapon is no longer wielded. This
negative level never results in actual
level loss, but it cannot be overcome
in any way (including restoration
spells) while the weapon is wielded.
Bows, crossbows, and slings so
crafted bestow the lawful power upon
their ammunition.

Bane:
A bane weapon excels at attack-
ing one type or subtype of creature.
Against its designated foe, its effec-
tive enhancement bonus is +2 better
than its normal enhancement bonus.
It deals an extra 2d6 points of dam-
age against the foe. Bows, crossbows,
and slings so crafted bestow the bane
quality upon their ammunition.
weapon deals an extra 1d6 points of cold damage on a Ki Focus:
successful hit. Bows, crossbows, and slings so crafted The magic weapon serves as a channel for the
bestow the cold energy upon their ammunition. wielderʼs ki, allowing her to use her special ki attacks
through the weapon as if they were unarmed attacks.
Ghost Touch: These attacks include the monkʼs stunning attack, ki
A ghost touch weapon deals damage normally against strike, and quivering palm, as well as the Stunning
incorporeal creatures, regardless of its bonus. (An in- Fist feat. Only melee weapons can have the ki focus
corporeal creatureʼs 50% chance to avoid damage does ability.
not apply to attacks with ghost touch weapons.) The
weapon can be picked up and moved by an incorpore- Shock:
al creature at any time. A manifesting ghost can wield Upon command, a shock weapon is sheathed in
the weapon against corporeal foes. Essentially, a ghost crackling electricity. The electricity does not harm
touch weapon counts as either corporeal or incorporeal the wielder. The effect remains until another com-
at any given time, whichever is more beneficial to the mand is given. A shock weapon deals an extra 1d6
wielder. points of electricity damage on a successful hit. Bows,
crossbows, and slings so crafted bestow the electricity
Holy: energy upon their ammunition.
A holy weapon is imbued with holy power. This
power makes the weapon good-aligned and thus by- Unholy:
passes the corresponding damage reduction. It deals an An unholy weapon is imbued with unholy power.
extra 2d6 points of damage against all of evil align- This power makes the weapon evil-aligned and thus
ment. It bestows one negative level on any evil crea- bypasses the corresponding damage reduction. It deals
ture attempting to wield it. The negative level remains an extra 2d6 points of damage against all of good
as long as the weapon is in hand and disappears when alignment. It bestows one negative level on any good
the weapon is no longer wielded. This negative level creature attempting to wield it. The negative level re-
never results in actual level loss, but it cannot be over- mains as long as the weapon is in hand and disappears
come in any way (including restoration spells) while when the weapon is no longer wielded. This negative
the weapon is wielded. Bows, crossbows, and slings level never results in actual level loss, but it cannot
so crafted bestow the holy power upon their ammuni- be overcome in any way (including restoration spells)
tion. while the weapon is wielded. Bows, crossbows, and
slings so crafted bestow the unholy power upon their
ammunition.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
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Temporary Enchantments Copyright 2006, Adamant Entertainment.: Author: Barak Blackburn

ALL GAME TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT

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