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reprinted from V8 N2 of the Ink Blot

Positive Energy


Positive Energy
Weapon Enhancement

Upon command, a positive energy weapon is sheathed in white sparks of light. The emittence of positive planar energy has a number of unique effects. An active positive energy weapon gives off light as a torch (20-foot radius). Against undead and other negative energy creatures, a positive energy weapon doubles its magical bonus and deals +2d6 bonus points of damage (as per an undead bane weapon). While active, a positive energy weapon grants +1d4 bonus points of energy hp. Bonus energy hp should be kept track of similarly to subdual damage. When a character's energy hp exceed the max hp, the character receives a +2 enhancement bonus to strength and constitution, in addition to making a Fortitude check at DC 15. If the check fails, the character explodes in a brilliant display of light. For every 10 hp of energy above max hp, the Fort DC increases by 1 and the character makes another check. If the bonus energy hp ever reach double the character's maximum hp, the character instantly explodes, with no save allowed. Every hour, a number of bonus energy hp are transferred to normal hp equal to the amount the character would receive for resting 8 hours. Only melee weapons may be enchanted in this way.

Note: It is reasonable to expect that negative energy versions of weapon enhancement exist.

Caster Level: 16th
Prerequisites: Craft Magic Arms and Armor,
attunement with positive energy (positive energy priests or elemental sorcerers)
Market Price: +4 bonus

(c) Joseph F. Collins, Jr. - 2001


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