Offensive Magic Items

(Version 1.03 - Last Modified: 03/26/2003)



Ancient Melee Weapons

These are standard melee weapons such as swords, whips, or axes, but also include thrown weapons such as spears and javelins. These weapons are given a basic enchantment and they can also be given special enhancements to improve their strength and power. Part of the basic enchantment increases the durability and balance of these weapons.

  1. Simple Magical Weapon (Minor)
  2. Medium Magical Weapon (Medium)
  3. Major Magical Weapon (Major)
  4. Legendary Magical Weapon (Artifact)

Ancient Missile Weapons

Ancient Missile Weapons includes bows, crossbows, blowguns, slings, and similar weapons, but does not include spears, javelins, or other thorn weapons, they are considered to be Ancient Melee Weapons. Ancient missile weapons are not commonly used in modern armies, but there are several mercenaries who specialize in them because of their silent nature and versatile use. The damage listed for each weapon is for the standard non-magical ammunition for that weapon. For example, the damage for a bow is from a standard arrow.

  1. Sling or Slingshot (Minor)
  2. Crossbow (Any Type) (Medium)
  3. Bow (Any Type) (Medium)

Magical Ancient Ammunition

This ammunition comes in the form of arrows for bows, bolts for crossbows, metal balls for slings, etc. There are several different types of Magical Ancient Ammunition and typically a graduate would be given 30 of any one type or 20 of any type. Mercenaries, students, and faculty members would have access to an unlimited number, but no more than 40 of any type could be removed from the Garden at any one time, any more would require special permission from the Garden Master. The different types of ammunition are listed below, but none of them can be fired or used more then once.

  1. Blinding Flash
  2. Carpet of Adhesion
  3. Fire Bomb
  4. Lightning Bomb
  5. Orb of Cold
  6. Piercing

Magical Gauntlets and Gloves

These weapons are used for hand-to-hand combat and can considerably increase a person’s ability to cause damage. They are especially useful for those who choose to study martial arts instead of studying weapon combat or magic. There are a variety of magical gauntlets that are available, some are more powerful than others and will not be normally available to all students and graduates. These weapons count as ancient melee weapons for purposes of selecting weapon enhancements.

  1. Metal Knuckle (Minor)
  2. Maverick (Medium)
  3. Gauntlet (Major)
  4. Ehrgeiz (Artifact)

Magical Gunblades

Headmaster Martine personally developed all the Gunblades and they are all considered extremely powerful. The Gunblade is a difficult weapon to use and requires years to master, this has led to very few Gunblade experts in Galbadia Garden and they are virtually unheard of in the other Gardens. Strangely enough, the two most famous Gunblade masters both belong to Balamb Garden and are Squall Leonhart and Seifer Almasy. There are a variety of Gunblades that are available, some are more powerful than other weapons and none are given or sold to people outside of the Gardens. To activate a Magical Gunblade, it costs 10 P.P.E. and the charge will last for 5 minutes. A Gunblade must be activated in order to cause additional damage, receive attribute bonuses, or use any special powers it may possess. These weapons count as ancient melee weapons for purposes of selecting weapon enhancements.

  1. Revolver (Minor)
  2. Shear Tiger (Medium)
  3. Cutting Trigger (Medium)
  4. Flame Saber (Major)
  5. Twin Lance (Major)
  6. Punishment (Artifact)
  7. Lion Heart (Special Artifact)

Magical Modern Ammunition

Galbadia Garden has developed several types of magical ammunition that can be used in their weapons. Only certain weapons can use this ammo, and an even smaller number can use every type of ammunition available. Each type of ammunition is different and possesses different properties that would make it useful. Magical Ammunition comes in a special clip that fits perfectly to replace a standard P.P.E. clip; the amount of special ammunition in each clip varies for each type of ammunition and the range and rate of fire of the weapon change depending on the type of special ammunition used.

  1. Normal
  2. Shotgun
  3. Dark
  4. Fire
  5. Demolition
  6. Fast
  7. Armor Piercing
  8. Pulse

Magical Modern Weapons

Another specialty of Galbadia Garden is the creation of magical guns. These guns are made for both personal uses for the Garden students and graduates and for mass-production and sale to militaries, such as the Galbadia Military. There are several types of modern weapons that are available, but the more powerful weapons are never sold or used by non-Garden personnel. The magical modern weapons use a specially designed P.P.E. clip. This clip contains P.P.E. energy that can be accessed as a P.P.E. battery, but is specially designed for use by the weapon itself. Each P.P.E. clip has 60 P.P.E., but it costs twice as much P.P.E. to cast spells when using the clip partially or in full to pay for the spell. A P.P.E. clip recharges itself at a rate of 3 P.P.E. per hour. The number of enhancements that are placed on modern weapons depends upon the student that is being given the weapon. Training students would be given a weapon with 1 or 2 enhancements, a graduating student would be given a weapon with 2 to 4 enhancements, and a Garden mercenary would be given a weapon with 4 to 8 enhancements. Ten is the maximum number of enhancements any modern weapon can have, but very few of these weapons have that many. Unlike other types of weapons, more enhancements can be added onto modern weapons after they have been initially enchanted. Only Garden Faculty members and Headmaster Martine know the secrets for adding enhancements onto these weapons.

  1. Flare Pistol (Minor)
  2. Flare Rifle (Minor)
  3. Valiant (Minor)
  4. Ulysses (Medium)
  5. Bismark (Medium)
  6. Exeter (Major)

Magical Spikes

A traditional weapon on the Galbadia continent dating back thousands of years, the spikes resemble vicious looking short spears. The spikes can be thrown or used as a melee weapon and receives bonuses with the Spear and Targeting Weapon Proficiencies. There many different kinds of magical spikes used by Galbadia Garden and they range from relatively common minor magical items to the truly magnificent. These weapons count as ancient melee weapons for purposes of selecting weapon enhancements.

  1. Cactus Thorn (Minor)
  2. Steel Pipe (Minor)
  3. Dragon Fang (Medium)
  4. Vampire Fang (Medium)
  5. Venom Fang (Medium)
  6. Curse Spike (Major)
  7. Sharp Spike (Major)

Weapon Enhancements

Special enhancements can be incorporated into a magical weapon to give it magical properties. Simple magical weapons can have one enhancement, medium magical weapons can have up to three, major magical weapons can have up to five, and legendary magical weapons can have up to ten. See the descriptions of specific weapons to determine how many enhancements they can hold. Unless otherwise noted all abilities used by a minor magical item are cast at 5th level of experience, all abilities used by a medium magical item are cast at 10th level of experience, all abilities used by a major magical item are cast at 12th level of experience, and all abilities used by a legendary magical item are cast at 15th level of experience.

  1. Armor Piercing
  2. Bonding
  3. Durability (non-indestructible weapons only)
  4. Elemental Attack
  5. Enhance Attribute
  6. Holy Weapon
  7. Internal Spell
  8. Magical Detection
  9. P.P.E. Battery
  10. Sharpness (Ancient Melee Weapons only)
  11. Wounding