Weapon and Armor Properties
D&D 3e (3.0/3.5) Rules
Weapon Quality – Accuracy
This enhancement can only be applied to ranged weapons. Accurate weapons have double the normal range increment of the specific weapon.
Faint transmutation; CL 3rd; Craft Magic Arms & Armour, accuracy; Price +1 bonus.
Weapon Quality – False Dawn
False dawn weapons glow brightly in a red light, like that of the rising or setting sun. Against creatures that are vulnerable to sunlight, false dawn weapons deal an extra +1d6 points of damage per successful strike.
Moderate Evocation [Light]; CL 11th; Craft Magic Arms & Armour, false dawn; Price +1 bonus.
Armor Quality – Spell Augmenting
The spell augmenting armour or shield adds +1 point of damage to all damaging spells cast while the armor or shield is worn.
Faint Evocation; CL 5th; Craft Magic Arms & Armour, augmentation; Price +1 bonus.
Armor Quality – Spell Dilating
The spell dilating armour or shield adds +25% to the area of effect of spells cast while the armor or shield is worn. Only spells that have casting times of 1 full round or less are affected by this quality.
Moderate Transmutation; CL 11th; Craft Magic Arms & Armour, dilation; Price +2 bonus.
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