To level up items or not to level up items is the question.
Weapons of Legacy
Written by Bruce R. Cordell, Kolja Raven Liquette, Travis Stout
Published by Wizards of the Coast
www.wizards.com/dnd
ISBN: 0-7869-3688-6
224 full color pages
Hardcover
$34.95
Weapons of Legacy is the latest sourcebook for Dungeons and Dragons by Wizards of the Coast. A full color hardcover, it certainly beats off WoTC's 160 page books as it’s only $5 more but has extra 64 pages. Art is handled by several of the industries finest illustrators who do a fantastic job brining the weapons and characters involved here to life. Artists include Wayne Reynolds, Wayne England, Doug Kovacs, and Fred Hooper among others.
Layout is standard two-column format. Tabs are used at the outer edge towards the top of the page to indicate chapter. For example, flipping to page 15, I see I’m in chapter two, heroes of legacy.
A weapon of legacy, which need not be a weapon, is an item that has undergone some type of transformation through heroic actions. The user unleashes its power as he learns more about it. I’ve heard others compare this to Earthdawn, but my experience with Earthdawn is limited. However, my experience with augmenting magical items as the character advances in levels is not. This book includes almost sixty items for the GM to insert into his campaign.
To use an item of legacy, the user must meet some basic requirements. For example, Merikel, a silvery greatsword, requires the user to be able to cast 1st level divine spells and have a bab +3. To unlock the rituals, the user must have the knowledge of the ritual (DC checks from 15-31), and spend gold. For example, to unlock the least legacy of the Morningstar Mindsplinter, you have to steal an item worth at least 1,000 gold pieces from a close friend and the total cost of the ritual is 4,500 gold pieces, including the value of the stolen item.
These feats are least legacy, for 5th level characters, lesser legacy, for 11th level characters, and greater legacy, for 17th level characters. Not every item has a greater legacy, allowing a lesser investment in the item. The bad new though, is that there are side effects from using such items. Some reduce your hit points. Some reduce your saving throws or attack bonus. These penalties are fairly harsh and as you advance and the weapon gains more and more power, they become worse.
The penalties don’t use a standard format. For example, the penalty to saving throws and attack bonus is a cumulative total. Whatever the number in the row is, based on your level and what you’ve unlocked, is the total penalty you have. For others, like hit points, it’s a non-running total, so the user has to do that math. It’s not a big deal as the numbers are small, but some standard formatting would’ve been the way to go with it.
Let’s take a sample. Full Moon’s Trick is standard +1 small-silvered short sword so it does only 1d4 due to size. As the user gains levels and performs the rituals, he gains abilities such as the following. For one, the bonus of the blade eventually increases to +4. For another, the user gains darkvision, bonuses to Hide and Move Silently, bonuses again transmutation magic, bane weapon against shapechangers, greater invisibility twice a day, rage, as the spell, three times per day, and wolfsbane, the ability to send shapechangers back to their true form.
In exchange, you’ll eventually suffer a –2 reflex save, -3 skill check penalty, 4 hit point loss, and 18-skill point loss.
Let’s compare some drawbacks. In Artifacts of the Ages, Swords and Staves, a battle scion, a fighter-based scion, over the course of ten levels, gains a total of four bonus feats with an extra feat (either two-weapon fighting or weapon specialization), upon entering the class. A standard fighter would gain six feats, so in essence, a sacrifice of one feat, or two, not counting the bonus feat upon entering the class. For other classes, like clerics that use the faith scion, there are no drawbacks, as the cleric gains no other special abilities save spellcasting. The true drawback though, is that you have to take a PrC. This can limit character growth in exchange for a near unfettered magic item.
In the Complete Book of Eldritch Might, you have intelligent items that you can donate experience points to and they gain levels which they use to purchase feats and abilities. There is sacrifice, but it’s not as bad as making you take a PrC. Experience points aren’t too hard to recover due to the way experience points are gained in 3.5. However, every item is intelligent and it requires some degree of customization.
There are other varieties. Unearthed Arcana has Item Familiar where you spend gold and experience points. Oriental Adventurers has the Samurai character class that can spend gold to augment their swords, but only up to a certain amount per level.
This doesn’t count Bonded Items, introduced in the DMG II, or Leveled Treasures from Dragon 289, or items that gain power as the user gains levels in general, such as the artifact swords from Fiery Dragon publications. In short, there are many ways of augmenting your item.
One of the benefits Weapons of Legacy has though is that it’s fleshed out. Unlike say the Artifacts of the Ages series, where they have an appendix to cover creation of your own items; Weapons of Legacy has a detailed section with numerous powers to select from and different options to include for drawbacks.
That completeness goes further though, as it even has rules for incorporating epic Legendary Weapons with an example and more tables for your own campaign construction. Few other resources bother to provide this level of coverage.
In addition, what if you want a unique monster, one that has survived against the odds. There are monsters of legacy you can add to the game. They gain abilities from the various charts that strengthen them considerably.
Another interesting section provides guidelines to convert standard magic items into legacy items and provides two sample conversions, a staff of power and a holy avenger. Why would you want to make these items legacy with all the penalties associated with that? It allows you to insert the item into the game at lower levels and allows the player to grow with the item as opposed to just getting such an item at 10th-15th level.
Perhaps one of the most useful features of the book though, is how it’s ready to be inserted into play. Each item comes with its own encounter and has ideas on how to get the material immediately into the game. Each encounter has its own monster and map. That’s almost sixty encounters and maps right off the bat. Even if you don’t use the items of legacy, that’s a good deal.
Lastly, one of the things I enjoyed about the book is that it provides ways to improve weapons of legacy through feats, spells, and a single PrC. Feats work around focusing an ability of the item. For example, Channel Legacy allows you to expand an item’s available legacy ability in exchange for a bonus to attack, saves, and ability checks. Legacy Focus gives the item a +1 to the DC for all saving throws against the item’s abilities. These feats allow the character to do more with the item than it’s base functions, and goes beyond most other similar treatments where the initial sacrifice is all that can be done to activate the item.
The spells focus on either providing extra uses of the legacy abilities, or canceling those abilities. Interestingly enough, they’ve included the Hexblade, Shugenja, and Wu Jen in the spell lists.
The PrC, the Legacy Champion, is a strange bird. The character has to be at least 10th level with five ranks of history and have the least legacy feat. In exchange, every level, except 1st and 7th, the character continues to gain class features as if he were still in his core class. The character does not have the pay the ritual gold piece cost. The character can replace the abilities of the item, customizing it as he grows in level. The character gains bonus legacy feats, and extra legacy abilities.
The breakdown is in terms of saving throws, attack bonus, and hit dice. The class gains d8 hit dice, good will save, and 4 skill points per level. That is awesome for a wizard or sorcerer. Double the hit dice, plus near standard advancement, plus more skill points than they gain, plus a better base attack bonus, plus the PrC benefits. On the other hand, a fighter who relies on his base attack bonus, is almost getting hosed, with poor Fort saving throws and a medium bab with reduced hit dice. I can see some classes, like say a Soul Knife, Rogue or Mage taking it, but doubt any class with full bab and higher hit dice would be interested enough to do so.
Weapons of Legacy provides a framework that the GM can build on. While I don’t think that the full levels of penalties are appropriate, I’ve yet to extensively play test it. In addition, since my own games are different than other peoples, for example, in my campaigns, hit dice work as a function of class and are not randomly rolled, the penalties may not be as severe.
If you’re looking for magic items that include history and methods of instantly getting them into the game, Weapons of Legacy provides all that and more.