TEXT: 1
  5 Magic 
  abilities for 
  cold iron 
  Weapons
  Sometimes rules supplements read like the world-setting 
  bible of frustrated novelists. While solid world-building 
  is a useful skill, you don’t always need four paragraphs 
  of flavor text to tell you swords are cool, magic is power, 
  shadows are scary, and orcs are savage. Sometimes a GM 
  doesn’t have time to slog through a page of history for 
  every magic weapon. Sometimes all that’s needed are a 
  few cool ideas, with just enough information to use them 
  in a game. Sometimes, all you need are bullet points.
  #1 With A Bullet Point is a line of very short, cheap PDFs 
  each of which gives the bare bones of a set of related 
  options. It may be five spells, six feats, eight magic 
  weapon special abilities, or any other short set of related 
  rules we can cram into about a page. Short and simple, 
  these PDFs are for GMs and players who know how to 
  integrate new ideas into their campaigns without any 
  hand-holding, and just need fresh ideas and the rules to 
  support them. No in-character fiction setting the game 
  world. No charts and tables. No sidebars of explanations 
  and optional rules. Just one sentence of explanation for 
  the High Concept of the PDF, then bullet points.
  #1 With a bullet point
  one idea. one page. one dollar.
  
  2
  the high concept: 
  Five 
  magic 
  properties 
  exclusively for weapons made 
  of cold iron, to make your choice 
  of weapon material matter more 
  than just when bypassing DR.
  distracting
  Aura: Moderate necromancy; CL: 
  9th;
  Craft Magic Arms and Armor, 
  Disruptive, enervation; Price: +2 
  bonus
  Description
  Damage dealt by a distracting 
  weapon counts as continuing 
  damage 
  for 
  purposes 
  of 
  spellcasting, forcing a foe to make 
  a concentration check (DC 10 +1/2 
  damage dealt + level of spell the 
  foe tries to cast) in order to cast a 
  spell. This effect remains in place 
  until the beginning of your next 
  round. If the distracting weapon 
  manages to strike a foe while the 
  foe is casting, the foe must instead 
  make the normal concentration 
  check DC for being hit during a 
  spell’s casting time (10 + damage 
  dealt + level of spell being cast).
  If you strike a foe multiple times 
  in one round, the distracting effect 
  applies only to the largest single 
  amount of damage you deal, not all 
  the damage from multiple attacks 
  combined.
  Normally, only damage that 
  is ongoing from round to round 
  (such as an acid arrow, or standing 
  in a pool of lava) can force a caster 
  to make a concentration check 
  for spells cast after the damage is 
  dealt.
  grounding
  Aura: Moderate abjuration; CL: 
  6th;
  Craft Magic Arms and Armor, 
  dimensional anchor; Price: +2 bonus
  Description
  The first time each round you hit a 
  foe, the target must make a Fortitude 
  save (DC 10 +1/2 your base attack 
  bonus + the enhancement bonus of 
  the revealing weapon). On a failed 
  saving throw, the target is affected 
  as if the target of a dimensional anchor 
  spell with a duration of 1 minute per 
  point of the grounding weapon’s 
  enhancement bonus.
  Special: While anchoring and 
  grounding both have a +2 bonus 
  cost, a cold iron weapon can have 
  both abilities for only a total +3 
  bonus cost.
  revealing
  Aura: Moderate divination; CL: 9th;
  Craft Magic Arms and Armor, true 
  seeing; Price: +2 bonus
  Description
  The first time reach round you 
  hit a foe who has a magic illusion 
  that is changing or concealing its 
  appearance (including invisiblility) 
  with a revealing weapon, the target 
  must make a Fortitude save (DC 10 
  +1/2 your base attack bonus + the 
  enhancement bonus of the revealing 
  weapon). On a failed saving throw, 
  you see the creature as it truly 
  appears for one minute. You can 
  express this appearance to others, 
  but only you see the creature for 
  what it really is.
  spell penetrating
  Aura: Moderate transmutation; CL: 
  5th;
  Craft Magic Arms and Armor, Spell 
  Penetration; Price: +1 bonus
  Description
  When you use a spell penetrating 
  weapon to deliver a touch-range 
  spell (such as when using the 
  magus’s spellstrike class feature), 
  you gain a bonus to caster level 
  checks for that spell to penetrate the 
  target’s SR equal to 3 + the weapon’s 
  enhancement bonus. (Thus a +1 spell 
  penetrating cold iron longsword grants 
  a +4 bonus to caster level checks 
  made to penetrate a target’s SR with 
  a spell delivered through a weapon 
  strike.)
  Special: If a weapon has both the 
  spell penetrating and ward cracking 
  magic abilities, when you hit a foe 
  that has SR the foe must make a 
  Fortitude save (DC as for the ward 
  cracking ability). On a failed save, 
  his SR is reduced by 1 for 1 minute.
  Ward cracking
  Aura: Moderate abjuration; CL: 
  8th;
  Craft Magic Arms and Armor, 
  dispel magic; Price: +1 bonus
  Description
  The first time each round you hit 
  a foe who has bonuses to AC from 
  spells or spell-like abilities with a 
  ward cracking weapon, the target 
  must make a Fortitude save (DC 
  10 +1/2 your base attack bonus + 
  the enhancement bonus of the 
  ward cracking weapon) or have 
  the AC bonus of one randomly 
  determined spell reduced by one 
  for the spell’s duration. If you 
  reduce the bonus to AC granted 
  by a spell or spell-like ability to 0, 
  the spell ends.
  Special: If a weapon has both 
  the spell penetrating and ward 
  cracking magic abilities, when 
  you hit a foe that has SR the foe 
  must make a Fortitude save 
  (DC as for the ward cracking 
  ability). On a failed save, his SR 
  is reduced by 1 for 1 minute.
  
  3
  We err on the side 
  of aWesoMe
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  #1 With a Bullet Point: 5 Magic Abilities for Cold Iron Weapons. Copyright 2013, Owen K.C. Stephens. Author: Owen K.C. Stephens
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  Contents ©2013 Owen K.C. Stephens
  Used with Permission
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