Spellshocked Wood (3.5e Equipment)

Spellshocked Wood
Things exposed to magic have rather strange effects on people. Events like these often cause creatures to adapt spelltouched feats, but sometimes living objects such as trees also become altered by magic's touch. The wood from these trees are known as spellshocked wood. Unlike creatures, spellshocked trees don't retain specific abilities from spells nor are they are strong, but they absorb new magic easier. Spellshocked wood looks like normal word often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon, armor, or shield normally made of wood.

Spellshocked wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. Whenever used to channel a spell or whenever a spell is applied to the weapon, the caster level is increased by +1. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light when enhanced. Weapons made of spellshocked wood gain a 10% discount on the Spell Storing enhancements (and all variants).

Spellshocked wood armor and shields are useful as well. Arcane spell failure is reduced by 5%, and any spell applied to the weapon has the caster level increased by +1. If you obtain any DR/magic, the DR is increases by +1. However it does not grant DR/magic if you do not have it. Armor and shields made from spellshocked wood gain a 10% discount on the any enhancements dealing with obtaining spell resistance.

Spellshocked wood needs special preparation so all weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, spellshocked wood weapons and ammunition have a +1 enhancement bonus on attack rolls.

Spellshocked wood has 10 hit points per inch of thickness and hardness 5. Spellshocked wood is immune to raw magic damage (such as from an eldritch blast) and takes half damage from all magic damage sources. It takes full damage from mundane acid and fire, quarters electric damage, and halves all other damage.