Detailed instructions for use are in the User's Guide.
[. . . ] Create alchemical brews, enhance your weapons and armor with special enchantments, and harness runic powers. New spells, abilities, magic items and technological devices that enhance, mangle, and squawk. Material is adapted from Blizzard Entertainment's best-selling Warcraft computer game franchise, with over 19 million copies sold. More Magic & Mayhem is the first sourcebook for the new World of Warcraft RPG.
New Magic and Technology
ISBN 1-58846-945-X WW17211 $29. 99 U. S.
www. swordsorcery. com
MORE MAGIC AND MAYHEM
Rob Baxter (steam warrior, tech-mods, steam armor), Scott Bennie (magic armor, rods, scrolls), Joseph Carriker (base classes, ley walker, feats, alchemy, runes), Bob Fitch (set items, artifacts, elementium), Bruce Graw (enchanter, enchanting, weapons, rings, staffs, special materials), Mur Lafferty (wondrous items, tech devices), Andrew Rowe (Argent Dawn Templar, spells)
Creative and Rules Design Assistance and Additional Material:
Chris Metzen and Bob Fitch
Jeff Laubenstein, Jason Chan, Harald Oesterle, Darren Calvert, James Stowe
Cover Design and Interior Layout:
Ellen P Kiley .
Special Thanks -- Luke Johnson
Thanks to Mike Johnstone, the previous Warcraft RPG developer, who recommended me to stand next to his shoes. [. . . ] 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 unholy power upon their ammunition. Moderate abjuration [evil]; CL 7th; Craft Magic Arms and Armor, protection from good, creator must be evil; Price +2 bonus. 115
CHAPTER FOUR: SO SHINY!
Description: This weapon is jagged and barbed. Powers: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra +2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.
Description: This golden mace is designed for defense, not offense. When held, it substantially increases the wielder's staying power in combat, but adds no fighting ability whatsoever. No self-respecting warrior would carry such a thing, but it is a favorite among healers and other classes known strictly for combat support. Powers: The ardent custodian is a heavy mace of magic defense that grants its wielder a +2 deflection bonus to AC. (Note that the weapon provides no enhancement bonus on attack or damage rolls; this is an exception to the normal rules that weapons must have at least a +1 enhancement bonus to receive other benefits. ) In addition, once per day as a standard action, the wielder can plant the mace in the ground, where it functions as a healing stream totem*. Moderate abjuraton; CL 12th; Craft Magic Arms and Armor, shield; Price 31, 310; Cost 15, 810 + 1, 240 XP . 116
Blade of Hanna
Description: The famous weaponsmith Hanna was a pragmatist. He could imbue any number of enchantments into the weapons he created, but he always believed the greatest way to improve a weapon was to enhance the person who wielded it. To this end, he crafted an ultimate weapon for himself -- a sword that improved his own body to its ultimate potential. The sword served him well and passed on to his son, who attempted to slay a dragon alone. Powers: This weapon is a +5 longsword that adds a +4 enhancement bonus to all of its wielder's ability scores. Strong transmutation; CL 13th; Craft Magic Arms and Armor, arcane intellect, bear's endurance, bull's strength, cat's grace, eagle's splendor, owl's wisdom; Price 194, 315 gp; Cost 97, 315 gp + 7, 760 XP .
Powers: The bow of searing arrows is a +3 composite longbow (+4) of fiery wrath. Although the user can employ any ammunition he wishes, he can also will the bow to create its own searing arrows in unlimited quantities. These arrows appear as the wielder makes the normal motion of reaching into a quiver. A searing arrow deals an additional +1d6 points of fire damage on a hit. Strong enchantment; CL 13th; Craft Magic Arms and Armor, fire shield, firebolt*, resist energy; Price 72, 800 gp; Cost 36, 800 gp + 2, 880 XP .
Description: The end of this massive axe is jagged and irregular, with a single jutting spike that resembles the metal end of an icepick. [. . . ] Despite frequent requests from the high councils of Khaz Modan and Bael Modan, Zecker never presented himself or the cloak for inspection. When they discovered that it was a brilliant mortal construction rather than a blessing of the immortal Titans, the dwarves condemned both the cloak and Zecker. Their embarrassment was not concealed well, however, and tinkers ignored them in their zeal to study the items Zecker left behind. Tinkers have begun to attempt to reverse-engineer the cloak, finding Zecker's brilliance a difficult act to follow. [. . . ]