Bone: bone weapons suffer a -1 penalty on attack and damage rolls; bone armour suffer a -1 penalty on AC. Bone weapons have a 5% chance to break on an unsuccessful hit; bone armours have a 5% chance to break when getting hit.
If you use a stone, its effects will be applied on the last item of your inventory.
Adds a +n enhancement bonus to your AC. The effects granted by a stone do not stack e.g. if an armour already has a +2 bonus, applying a +3 bonus will only make it a +3 armour.
Adds a +n enhancement bonus to both attack and damage rolls when used in combat. The effects granted by a stone do not stack e.g. if a weapon already has a +2 bonus, applying a +3 bonus will only make it a +3 weapon. Note that the effects granted by the stones that follow are treated as a +n bonus, and thus the effect granted by a +n weapon stone on such weapon is lower than it would be on a non-magical weapon.
A stone effect is treated as a +1 bonus. It can only be applied on a non-magical weapon.
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
A frost effect is treated as a +1 bonus. It can only be applied on a non-magical weapon.
Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
A shock effect is treated as a +1 bonus. It can only be applied on a non-magical weapon.
Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
A bane effect is treated as a +1 bonus. It can only be applied on a non-magical weapon.
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. The weapon’s designated foe is randomly rolled:
A holy effect is treated as a +2 bonus. It can only be applied on a non-magical weapon.
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
An unholy effect is treated as a +2 bonus. It can only be applied on a non-magical weapon.
An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
A vorpal effect is treated as a +5 bonus. It can only be applied on a non-magical weapon.
This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.