Magic Items (Cora Supplement)

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[edit] Weapon Enhancements

[edit] Table: Weapons

Minor Medium Major Weapon Bonus Base Price1
01–70 01–10 +1 2,000 gp
71–85 11–29 +2 8,000 gp
30–58 01–20 +32 18,000 gp
59–62 21–38 +42 32,000 gp
39–49 +52 50,000 gp
86–90 63–68 50–63 Specific weapon3
91–100 69–100 64–100 Special ability and roll again4
  1. This price is for 50 arrows, crossbow bolts, or sling bullets.
  2. A weapon can’t actually have a bonus higher than +2. Use these lines to determine price when special abilities are added in.
  3. See Specific Weapons.
  4. See Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

[edit] Weapon Type Determination

d% Weapon Type
01–70 Common melee weapon
71–80 Uncommon weapon
81–100 Common ranged weapon

[edit] Common Melee Weapons

d% Weapon Weapon Cost1
01–04 Dagger +302 gp
05–14 Greataxe +320 gp
15–24 Greatsword +350 gp
25–28 Kama +302 gp
29–41 Longsword +315 gp
42–45 Mace, light +305 gp
46–50 Mace, heavy +312 gp
51–54 Nunchaku +302 gp
55–57 Quarterstaff2 +600 gp
58–61 Rapier +320 gp
62–66 Scimitar +315 gp
67–70 Shortspear +302 gp
71–74 Siangham +303 gp
75–84 Sword, bastard +335 gp
85–89 Sword, short +310 gp
90–100 Waraxe, dwarven +330 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

[edit] Uncommon Weapons

d% Weapon Weapon Cost1
01–03 Axe, orc double2 +660 gp
04–07 Battleaxe +310 gp
08–10 Chain, spiked +325 gp
11–12 Club +300 gp
13–16 Crossbow, hand +400 gp
17–19 Crossbow, repeating (heavy or light) +550 gp
20–21 Dagger, punching +302 gp
22–23 Falchion +375 gp
24–26 Flail, dire2 +690 gp
27–31 Flail, heavy +315 gp
32–35 Flail +308 gp
36–37 Gauntlet +302 gp
38–39 Gauntlet, spiked +305 gp
40–41 Glaive +308 gp
42–43 Greatclub +305 gp
44–45 Guisarme +309 gp
46–48 Halberd +310 gp
49–51 Spear +301 gp
52–54 Hammer, gnome hooked2 +620 gp
55–56 Hammer, light +301 gp
57–58 Handaxe +306 gp
59–61 Kukri +308 gp
62–64 Lance +310 gp
65–67 Longspear +305 gp
68–70 Morningstar +308 gp
71–72 Net +320 gp
73–74 Pick, heavy +308 gp
75–76 Pick, light +304 gp
77–78 Ranseur +310 gp
79–80 Sap +301 gp
81–82 Scythe +318 gp
83–84 Shuriken +301 gp
85–86 Sickle +306 gp
87–89 Sword, two-bladed2 +700 gp
90–91 Trident +315 gp
92–94 Urgrosh, dwarven2 +650 gp
95–97 Warhammer +312 gp
98–100 Whip +301 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.

[edit] Common Ranged Weapons

d% Weapon Weapon Cost1
01–10 Ammunition (roll again):
01–50 Arrows (50) +350 gp
51–80 Bolts, crossbow (50) +350 gp
81–100 Bullets, sling (50) +350 gp
11–15 Axe, throwing +308 gp
16–25 Crossbow, heavy +350 gp
26–35 Crossbow, light +335 gp
36–39 Dart +300 gp 5 sp
40–41 Javelin +301 gp
42–46 Shortbow +330 gp
47–51 Shortbow, composite (+0 Str bonus) +375 gp
52–56 Shortbow, composite (+1 Str bonus) +450 gp
57–61 Shortbow, composite (+2 Str bonus) +525 gp
62–65 Sling +300 gp
66–75 Longbow +375 gp
76–80 Longbow, composite +400 gp
81–85 Longbow, composite (+1 Str bonus) +500 gp
86–90 Longbow, composite (+2 Str bonus) +600 gp
91–95 Longbow, composite (+3 Str bonus) +700 gp
96–100 Longbow, composite (+4 Str bonus) +800 gp
  1. Add to enhancement bonus on Table: Weapons to determine total market price.

All magic weapons are masterwork weapons.

[edit] Melee Weapon Special Abilities

Minor Medium Major Special Ability Base Price Modifier1
01–10 01–06 01–03 Bane +1 bonus
11–17 07–12 Defending +1 bonus
18–27 13–19 04–06 Flaming +1 bonus
28–37 20–26 07–09 Frost +1 bonus
38–47 27–33 10–12 Shock +1 bonus
48–56 34–38 13–15 Ghost touch +1 bonus
57–67 39–44 Keen2 +1 bonus
68–71 45–48 16–19 Ki Focus +1 bonus
72–75 49–50 Merciful +1 bonus
76–82 51–54 20–21 Mighty cleaving +1 bonus
83–87 55–59 22–24 Spell storing +1 bonus
88–91 60–63 25–28 Throwing +1 bonus
92–95 64–65 29–32 Thundering +1 bonus
96–99 66–69 33–36 Vicious +1 bonus
70–72 37–41 Anarchic +2 bonus
73–75 42–46 Axiomatic +2 bonus
76–78 47–49 Disruption3 +2 bonus
79–81 50–54 Flaming burst +2 bonus
82–84 55–59 Icy burst +2 bonus
85–87 60–64 Holy +2 bonus
88–90 65–69 Shocking burst +2 bonus
91–93 70–74 Unholy +2 bonus
94–95 75–78 Wounding +2 bonus
79–83 Speed +3 bonus
84–86 Brilliant energy +4 bonus
87–88 Dancing +4 bonus
89–90 Vorpal2 4 +5 bonus
100 96–100 91–100 Roll again twice4 5
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
  3. bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
  4. Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon.
  5. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

[edit] Ranged Weapon Special Abilities

Minor Medium Major Special Ability Base Price Modifier1
01–12 01–08 01–04 Bane +1 bonus
13–25 09–16 05–08 Distance +1 bonus
26–40 17–28 09–12 Flaming +1 bonus
41–55 29–40 13–16 Frost +1 bonus
56–60 41–42 Merciful +1 bonus
61–68 43–47 17–21 Returning +1 bonus
69–83 48–59 22–25 Shock +1 bonus
84–93 60–64 26–27 Seeking +1 bonus
94–99 65–68 28–29 Thundering +1 bonus
69–71 30–34 Anarchic +2 bonus
72–74 35–39 Axiomatic +2 bonus
75–79 40–49 Flaming burst +2 bonus
80–82 50–54 Holy +2 bonus
83–87 55–64 Icy burst +2 bonus
88–92 65–74 Shocking burst +2 bonus
93–95 75–79 Unholy +2 bonus
80–84 Speed +3 bonus
85–90 Brilliant energy +4 bonus
100 96–100 91–100 Roll again twice2
  1. Add to enhancement bonus on Table: Weapons to determine total market price.
  2. Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

[edit] Specific Weapons

[edit] Armor Enhancements

The maximum enhancement bonus a suit of armor can have in the Cora setting is +2, and the maximum total enhancement bonus with abilities a suit can have is +5. In E6 magic items don't get as powerful as in normal DnD because there are much fewer levels. In fact finding a +2 item should be difficult, and those with total modifiers of +3 or more would normally be considered relics.


[edit] Armor and Shields

Minor Medium Major Item Base Price
01–60 01–05 +1 shield 1,000 gp
61–80 06–10 +1 armor 1,000 gp
81–85 11–20 +2 shield 4,000 gp
86–87 21–30 +2 armor 4,000 gp
31–40 01–08 +3 shield1 9,000 gp
41–50 09–16 +3 armor1 9,000 gp
51–55 17–27 +4 shield1 16,000 gp
56–57 28–38 +4 armor1 16,000 gp
39–49 +5 shield1 25,000 gp
50–57 +5 armor1 25,000 gp
88–89 58–60 58–60 Specific armor2
90–91 61–63 61–63 Specific shield3
92–100 64–100 64–100 Special ability and roll again4
  1. Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
  2. Roll on Table: Specific Armors.
  3. Roll on Table: Specific Shields.
  4. Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

[edit] Random Armor Type

d% Armor Armor Cost1
01 Padded +155 gp
02 Leather +160 gp
03–17 Studded leather +175 gp
18–32 Chain shirt +250 gp
33–42 Hide +165 gp
43 Scale mail +200 gp
44 Chainmail +300 gp
45–57 Breastplate +350 gp
58 Splint mail +350 gp
59 Banded mail +400 gp
60 Half-plate +750 gp
61–100 Full plate +1,650 gp
  1. Add to enhancement bonus on Armor and Shields to determine total market price.

All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

[edit] Random Shield Type

d% Shield Shield Cost1
01–10 Buckler +165 gp
11–15 Shield, light, wooden +153 gp
16–20 Shield, light, steel +159 gp
21–30 Shield, heavy, wooden +157 gp
31–95 Shield, heavy, steel +170 gp
96–100 Shield, tower +180 gp
  1. Add to enhancement bonus on Table: Armor and Shields to determine total market price.

All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

[edit] Specific Armor and Shields

[edit] Potions and Oils

[edit] Rings

[edit] Scrolls

[edit] Staves

[edit] Wands

[edit] Wondrous Items


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