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Magical Weapons
Axe of Gehenna
This axe is much greater than a common axe and it can't be used by Medium
sized or smaller creatures. Its blade seems to be constantly wrapped in
red and azure veins which are always shifting, giving the impression that
it is enveloped in flames, or frost. It's +3 to hit and damage, forged on
Gehenna. Additionally, it's owner can invoke three times per day each any
one of the four layers of Gehenna, with different effects:
Khalas: The axe is wrapped in flames. The next successful hit will
inflict 3d6 extra fire damage.
Chamada: The axe begins dripping molten lava. The next successful
hit will inflict 2d6 extra fire damage, and up to that moment even misses
will inflict 1d6 damage (no modifiers) for the lava drops flying around.
Mungoth: The axe is covered in snow, which isn't white, but gray
and has a sick aspect. The next successful hit will inflict 2d6 extra acid
damage, and 2d6 more in the following round without modifiers, as the acid
burns the flesh of the victim.
Krangath: The axe is covered in frost. The next successful hit will
inflict 2d6 extra frost damage, and the victim will be automatically slowed
for 1d2 rounds.
It is possible to invoke the power of the axe and attack in the same round.
It is also possible to invoke more layers simultaneously: the effects are
cumulative. It is not possible to invoke the same layer twice at the same
time.
Battle Axe of Baphomet
The minotaur god gives this weapon only to a few
servants. It's an enormous axe, but it is still light enough to be used
with a single hand by a person with 18/00 strenght or plus. Its blade
is made of a metal which emits eerie reddish reflexes and its handle is
of finely worked ebony with the symbols of Baphomet. It's a +4 battle
axe to hit and damage and to the critical hit chance (it causes a critical
hit with a 16 or more hit roll). It also casts a dispel magic (as if cast
by an eigth level character) to any spell effect it touches. Source:
Zappo
Black Dagger
This item is a property of the Blackdagger from
uncountable generations, and it also gave the name to the family. It's
a +4 to hit and damage weapon, which generates around the hilt a sort
of unseen force field which acts as a magical shield, giving +4 to the
AC of the user. The dagger protects completely from all light-based attacks,
and if it hits a creature particularly vulnerable to darkness such as
a light elemental it inflicts twice the maximum damage possible and must
roll a ST versus death or die immediately. When the dagger hits, the target
must roll a ST versus spells or become blind for as many rounds as the
damage inflicted. Source: Zappo
Darkbringer (the Dark Sword)
The sword Darkbringer existed since the dawn of time, it changed owner
many times, but it always carried an aura of death and suffering; this
weapon was created by the Dark Lord, an unknown Tanar'ri Lord, a sworn
enemy of law and peace, to indirectly inflict serious losses in the ranks
of the warriors of good. To better serve this aim, he gave the sword a
great power, but being a demon, he also made it so that the use of Darkbringer
causes troubles to its owner. Darkbringer has no own will, but in the
moment the owner first wields it he knows all KNOWN powers. The sword
is considered a lesser Artifact.
Known powers:
1) the sword is +5 to hit and damage and is particularly harmful (at DM's
discretion damage should be greater depending on the cases) against creatures
of light, while it is a bit weaker against shadow creatures.
2) the sword is +10 to hit and damage versus Lawful beings.
3) if the sword is used against a Lawful being it never fumbles (if fumble
rules are used).
4) the sword can be used by anyone, even classes which can't use swords.
5) It has 5 charges of Darkness (+1 to fumble chance and -1 to critical
success) which it can release at will, one per round, every time it strikes
an enemy if he fails a ST versus death.
Unknown powers:
1) If the sword is used by a lawful being it always inflicts minimum damage.
2) If the victim of a Darkness rolls 1 on the ST, the curse is permanent.
3) Every time the sword kills a Chaotic being it subtracts to its owner
an amount of HP equal to the killed creature's hit dice.
4) Every time the sword kills a Lawful being it gives to its owner an
amount of HP equal to the killed creature's hit dice.
5) The sword can't damage fiends except Baatezu.
Source: Alessandro
Ongari.
Dex Drainer
It's a common dagger, with a gray blade and a shiny black hilt. The dagger
is +5 and its power is to drain 1d4 dexterity points from anyone hit if
the victim fails a save vs. death at -3. Of course, the dagger also inflicts
its normal damage. Drained Dexterity points can be "contained"
in the hilt, which can release them to anyone who knows the magical word
(usually the owner). Source: Alessandro
Ongari.
Fast Staff +2
This weapon applies its modifier to the speed factor
too, so it has +2 to hit and damage and speed 2. Also other fast weapons
are possible but are exceptionally rare. Source: Zappo
Fire Blade
It's a small red dagger, hot to the touch for anyone except its owner,
anyone else touching the daggeri will take 3d4 heat damage- The dagger
causes normal damager +3d4 fire damage when used in combat, but if the
to-hit roll is 19 or 20 the total damage is doubled, and with a 20 (of
course I speak of natural rolls) the victim must save versus spells at
-3 or be engulfed in the flames bursting from the dagger and suffer 10d4
fire damage. The dagger is +5, connected to the fire element. Source:
Alessandro Ongari.
Long Sword
"Psychic Vampire"
It's a unique item. The sword is +3 to hit and damage,
but when used against psionics, psionic dragons or other creature which
make massive use of psionics (including Illithids) becomes +3 to hit and
+5 to damage. The sword emits an odd field, which can't be individuated
or identified, which protects from Ilsensine's psychic activity, in the
Outlands (if the god consciously wills it, it can destroy the field).
The sword, when wielded against an intelligent creature, absorbs its soul:
this lowers the Wisdom of the creature to 8, if it wasn't already lower
(including Intuition and Willpower; the characteristic cannot be raised
above 8 by any mean), eliminates its alignment to all respects (the creature
can be considered Neutral like animals) and every experience he gains
is reduced by 40%. Being the Wisdom 8, the creature can't use psionic
ability. Only a divine intervention can restore the soul. The creature
can make a ST vs. Death, modified by Wisdom, to avoid the destruction
of his soul. The sword, if damaged, can rebuild itself slowly, provided
that the hilt remains. It can regenerate the whole blade in a month. The
sword has a brass hilt with a large sapphire and has a greenish blade
with darker veins. Watching it closely, it seems that the veins are slowly
moving. Source: Zappo
Magi Pole of Flyndellan
An Elven Mage with a strong sense of adventure, Flyndellan often found
himself in need of certain specialized tools. To this end, one of the
first magical items he ever constructed was the Magi Pole of Flyndellan.
It appears to be a normal 5 foot long staff, approximately an inch in
diameter, with an ivory hue. In the hands of anyone it can be used as
a standard quarterstaff with the ability to strike as a +3 weapon. In
the hands of a mage, its true use becomes apparent. Mages wielding the
magi pole find they may shorten its length to 6 inches at will, or likewise
lengthen it to 15 feet. Any length between these two extremes can be chosen
by a silent act of will. With this ability, mages are able to strike with
the pole twice a round, striking first with one end, then by shortening
one end and lengthening the other, gaining a second strike on the follow
through. The most important
feature (at least to Flyndellan) was the fact that the staff is virtually
indestructable. Designed to resist all magics short of a wish or a rod
of cancellation, the pole can be used as a tool to push over objects,
poke holes through walls, break open doors, set off traps etc. Flyndellan
himself often used it when falling down a pit or shaft, to break his fall
by causing it to grow longer than the shaft was wide, making him a bar
to hold onto. When determining the exact effects of the pole, one must
compare the relative strengths of the materials the two ends of the poles
are pushing against. Wizards wishing to create such a pole will require
several exotic materials, including dragon scales from each colour of
dragon, ironwood, stone giant muscle tissue, 15 large diamonds, and a
great deal of time, effort and expense. Source: Joe.
Shining Sword
It's a normal (1d8 damage) sword, with a gray-white hilt and an intense
yellow blade. It's magical and it's +5 to hit and damage, with the following
powers:
1) It's a creation of a good wizard, phanatical of light (it's even said
that its maker was a good archlich!!!) and if it's not wielded by a lawful
good character it always inflicts minimum damage in combat.
2) If the wielder rolls a 20 the blade drains one point from the victim's
primary stat (or a random one if the victim doesn't have a primary stat)
and gives it to the wielder (in the same stat) bathing him or her in a
beam of light.
3) It can cast twice per day a Magic Missile as if cast by a 21st level
wizard.
4) It can cast Magical Light once per round.
Source: Alessandro
Ongari
Staff of the Viper Diety
It's a powerful magical item which looks like a green wood staff, carved
with serpentine figures. It's a staff made to be used with one hand, and
it looks like a viper Changestaff, but it is much more powerful. It's
+3 to hit and damage, and it inflicts 1d6+3 damage. One of the staff's
ends can turn at will in a viper head with a lethal poison. If the staff
becomes a viper, it inflicts 2d3+3 damage. Additionally, it injects an
instantaneous effect poison: the victim must save versus poison or die
immediately. In any case, he suffers 5d6 damage. The viper head can be
attacked: it has 5 AC, but the Dexterity modifier of its owner is applied.
It has 30 HP and it regenerates one hit point per hour. If it is destroyed,
the staff becomes a common staff again and the viper can't be invoked
until it has regenerated fully. If the one wielding this staff isn't a
priest of Set, he has no bonuses to hit or damage. If the infidel invokes
the power of the viper, the staff will turn against him and attack him
with THAC0 10, inflicting 2d3+3 damage plus the poison.
Staff of the Traveller
This item seems to be a common staff about 1.20-1.50 meters long. In fact,
it has magical properties that allow the owner to travel even in the most
impervious situations. Only wandering classes such as thieves, bards,
scouts, explorers, rangers, clerics of wandering cults, champions of Yundamora
and other classes that wander the world without a set destination can
use it.
Thanks to the powers of the staff, the owner can:
-automatically save from snake's bites
-survive without food and water for 1d10+10 days
-detect natural traps in a three meters radius
-climb trees, cliffs and other natural formations as a thief of the same
level, without armor penalties
-detect dangers linked to sudden storms and environment, such as avalanches,
quicksands, sandstorms and rockfalls
-resist heat up to 50°C and cold up to -50°C with a slight uneasyness
and without risk of collapse or freezing, wearing common clothes
-always know where he is and in which direction he is going
-predict weather changes
-control wild animals like a ranger
-resist long travels on foot for long distances with little or no rest
-double his movement factor
Source: Fabio.
Sword of Fear
It's an odd weapon, for it is entirely made of human
bones and it is made sharp by magic. It's a sword, +3 to hit and damage,
intrinsically evil; here are its powers:
a) the sword can, 3 times per day, cast the "Blade
of Evil" spell, a ranged attack which consists in a darkness beam
which hits a single target max. 50 metres away inflicting 10d6 damage
(save for half).
b) if, while using the sword, you roll a 19 or 20
with the to hit roll, the victim must save versus death or the attack
has severed a limb as per Sword of Sharpness.
c) the sword, after hitting the target, can inject,
twice per day, a poison which forces him or her to roll a save versus
poison with -2 or suffer 2d6 damage per round for 10 rounds.
Source: Alessandro
Ongari.
The Ghost
Sword
The ghost sword appears as a translucent long sword.
It is a long sword that can only affect the undead. When wielded against
normal creatures it passes through them with no affect. When wielded against
undead creatures it acts as a sword +5. It also has the power to turn
undead as a cleric (the same level as the wielder). The sword has no alignment
and can be wielded by someone of any alignment. The sword and sheath have
no encumbrance. Source: Jeremy.
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