Calahir's Corner
Calahir, an elven battle-mage, enchants weapons here. You can generally find any magic weapon you are seeking or he will gladly enchant one for you for an additional fee. If you seek magical armor be sure to visit his brother, Thariviol, across the river on the other side of the city.
Current Inventory:
Available Enchantments Weapons,
Add the cost of a Masterwork Weapon (300gp) to the enchantment cost
All standard enchantments are available in addition to these.
- Corrosive, (2000gp)
- Upon command, a corrosive weapon becomes slick with a thick layer of acidic fluid. The acid does not harm the hands that hold the weapon. Corrosive weapons deal +1d6 points of bonus acid damage on a successful hit. Bows, crossbows, and slings with this ability bestow the acid energy upon their ammunition.
- Eager, (8000gp)
- An eager weapon is easy to draw and allows its possesor to react quickly to danger. It grants a +2 bonus on its owner's initiative checks, regardless of whether it is being used. An eager weapon may be drawn as a free action. Only melee weapons can have this ability.
- Fortunate, (2000gp)
- A fortunate weapon gives its wielder incredible luck--a +1 luck bonus on all saving throws.
- Harmony, (2000gp)
- Harmony weapons help their wielders press the advantage against a flanked opponent. When flanking an opponent, the wielder of this weapon gains a +4 bonus on attacks rather than the normal +2 bonus for flanking. Only melee weapons can have this ability.
- Impact, (2000gp)
- Any bludgeoning weapon with this ability has its threat ranged doubled. For example, an impact quarterstaff scores a critical threat on a 19-20, and an impact heavy flail scores a threat on a 17-20. This ability does not affect piercing or slashing weapons.
- Precise, (2000gp)
- Only ranged weapons can have this ability. A precise weapon can be shot or thrown at an opponent engaged in melee without incurring the standard -4 penalty. This weapon does not grant any further benefit to wielders who already have the Precise Shot freat.
- Proficient, (8000gp)
- The wielder of a proficient weapon never takes a nonproficiency penalty when attacking with it.
- Quick-loading, (8000gp)
- Only crossbows can have this ability. A quick-loading crossbow accesses an extradimensional space that can hold up to 100 bolts, allowing the wielder to reload the crossbow more rapidly than normal. Reloading a hand or light crossbow is a free action (allowing a character with multiple attacks to make a full attack), and reloading a heavy crossbow is a move-equivalent action. Adding a bolt to or removing one from the extradimensional space by hand requires a move-equivalent action. The extradimensional space can hold different types of bolts, and the wielder may select freely from these when reloading.
- Exit Wound, (8000gp)
- Weapons with this ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d6 points of damage. The weapon or projectile continues in a straight line beyond the original target. Targets in that path are attacked using the same attack roll that hit the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops. This ability can be applied to any ranged weapon; projectile weapons so enhanced bestow the ability on their ammunition.
Specific Magic Weapons
- Bladed Crossbow, (32350gp)
- This +2 heavy crossbow is magically strengthened and fitted with sharp metal blades. In addition to functioning as a normal +2 heavy crossbow, the bladed crossbow can be used as a melee weapon with a +2 enhancement bonus that deals 1d8+2 points of damage (critical x2). A character need not take any additional proficiencies to wield the bladed crossbow in melee combat.
- Bowstaff, (10975gp)
- As a move-equivalent action, the wielder can change this thin, flexible +2 quarterstaff into a +2 longbow or back again. Both forms perform exactly like a regular magic weapon of their type.
- Emerald Caltrops, (166gp)
- The magic caltrops dissolve into small puddles of acid when stepped on. Like normal caltrops, emerald caltrops are scattered on the ground to slow enemies, but the act of scattering them also activates their magic. One 2-pound bag covers an area 5 feet square. Each time a creature moves into an area covered by emerald caltrops, make an attack roll (with a +1 bonus) using the rules for caltrops found in the Player's Handbook. Any creature struck bu the caltrops takes an additional +1 point of damage and 1d6 points of acid damage. Emerald caltrops turn to vapor 1 hour after being removed from their original container.
- Ioun Blade, (6302gp)
- This +1 dagger can hold any one ioun stone in a special socket in its pommel. As long as the wielder holds the ioun blade, any stone held in the pommel affects her as if it were spinning around her head normally. Placing or removing an ioun stone from the socket is a move-equivalent action that provokes an attack of opportunity.
- Moonsilver Shard, (50gp)
- This silvery dart turns into a small bolt of magical force when thrown and unerringly strikes its target for 1d4+1 points of damage. Once thrown, a moonsilver shard behaves in all manner like a dart from the magic missle spell, except that it has an effective range of 150 feet. Attempting to throw a moonsilver shard at a target beyond this range causes the dart to transform and then dissipate harmlessly. A moonsilver shard vanishes after one use.
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