[1] Arc of Defiance
– Magic Bow+1
Ego-
4
Stats-
1d6+1 Damage OR 1d4 “Death” damage
The Arc of
Defiance is a shortbow. It's material is a strange, knobbed wood from
a far off land, and it is steeped in the energy of deathly magic and
malevolence, but also freedom. On a hit, the bow deals either 1d6+1
normal damage with standard arrows OR deals 1d4 Deathly damage when
firing specially prepared bone arrows. The deathly damage drains a
single level or HD for every 4 points of damage it deals in combat.
The Arc has a
significant ego. Those who wield the bow without enough ego are not
taught the secrets of creating the bone arrows (which are shown to
the owner in dark dreams), and every season of owning the bow they
must save or have a level drained. Those who are drained lose weight,
become gaunt and skeletal, and prefer dark places and reject any
authority for their own barbarism. The ego effects of this weapon are
subtle, meaning the bow has a reputation of slowly draining the life
out of lesser warriors who cannot master it.
[2]
Blood Guard Axe –
Magic Axe +2
Ego-
3
Stats-
1d6+2 Damage
This axe's to-hit
and damage bonus only apply with the blade covered in blood. You can
cut yourself and deal 1d2 damage to activate it, or you can spill the
blood of an enemy on your first successful hit in the combat. Blood
only stays fresh long enough for a single combat; consider the
maximum limit to be one exploration turn until the blood turns cold.
The Blood Guard
Axe has the magical ability to control blood. By giving up your
combat round, you can swing and motion with the axe to
telekinetically control blood, similar to a magical wand. The blood
can flow, mix, shoot out in a geyser, form into a flying orb and
explode, boil, enter containers, spill and so on. This only applies
to liquid blood that has been spilled from a living being, and only
fresh blood works. Blood is not very dangerous on its own unless it
is diseased or used in combination with another power; the maximum
damage you can deal with this power is 1 if you use it cleverly
enough to harm someone with it.
The Blood Guard
Axe has a moderate ego. Those without the proper ego score are
consumed with bloodlust once blood has been spilled on the blade,
they must make a saving throw to avoid attacking the nearest living
creature with blood. They will also ignore any creature without
blood, include enemies monsters that are attacking them, giving those
creatures advantage on attacks against the blood guard axe wielder.
The ego score of this weapon can also be satisfied by fully bathing
this axe in fresh blood for a whole day, upon which it will allow
anyone to use it for a week as its thirst has finally been quenched,
even if only temporarily.
[3]
Devourer Maul –
Magic Two-Handed Mace +2
Ego- 2
Stats-
1d10+2 Damage
This powerful
weapon has the face of an insatiable beast. Whenever the maul deals a
maximum damage roll against a foe of human size or less, it can “eat”
them. The target must make a saving throw, and on a failure is
swallowed. The maul has a pocket dimension where what it eats goes,
an otherworldly space where the air itself is acidic and quickly
digests anything within, dealing 1d6 acid damage per round. Being and
objects immune to acid take half damage instead; the otherworldly
digestion breaks down material in a much more insidious way.
Once someone is
consumed by the maul, the only hope for escape is an outside force.
The maul can be made to “burp up” anything within if slapped on
the back of the head as though burping a baby, which has a 1 in 3
chance to work, and obviously requires you to get your hands on the
maul from whoever is weilding it. The other method is to make the
maul “eat” a large amount of foul material, such as making
several attack rolls against putrid zombies or sticking the “face”
of the maul under sewer water for several rounds. Upon vomitting,
everything the maul has eaten that hasn't been totally digested.
Additionally, upon
a successful killing blow, the devourer maul can “eat” the slain
foe, which quickly consumes the corpse in its pocket dimension over
the course of 3 combat rounds, making easy revival impossible.
The Maul has a
weak ego, as all it cares about is consuming its prey. Anyone who
cannot master the maul leaves themselves open on a failed attack roll
from being unable to handle its hefty, unbalanced weight; giving them
-2 AC on a miss or losing their initiative.
[4] Ivory
Steel – Magic Shfting Weapon +1
Ego- 6
Stats-
1d4+1 to 1d8+1 Damage
Without a true
form, this weapon can transform into whatever the wielder wishes.
While it usually defaults to the form of a one handed sword when
unclaimed, the Fighter who claims this steel can make it fold, bend,
twist, and morph into whatever basic weapon they want. It can change
fast enough that you can make an attack with it each round, switching
forms before you attack to adapt to the situation. The weapon also
gains the damage die of whatever size of weapon you change it into,
so forming it into a dagger will deal 1d4+1 damage, swords and spears
go to 1d6+1 and it can go up to a 1d8+1 damage in the form of a huge
battleaxe, sledgehammer, or greatsword.
As with all magic
weapons, the Ivory Steel has a resistance to being destroyed by
magic. But this particular weapon takes it a step further. When
struck with a magical spell to destroy the blade, the caster of the
spell must make a saving throw. On a failure, the ivory energy around
this metal flies at the magic user, and binds around their hands,
making them unable to cast spells for 1d4 combat rounds. During this
time, the user of the weapon cannot make it shift into new forms, but
can freely call back the ivory energy if they spent their combat
round waving the blade to beckon the energy's return.
With a powerful
ego, the Ivory Steel prevents lesser warriors from using it. Those
who attempt to use it find that their damage is rolled twice and the
lowest it taken, the blade shifting into dull or lightweight, hollow
heads for clubs and maces right before impact. If an unworthy warrior
continues to try and use it, the weapon will shift into ivory chains,
as unbreakable as the sword itself, clamping around their hands and
binding them. This will continue until a master thief picks the lock,
or until a proper warrior takes the chains as a weapon for himself.
[5]
Thundering-Tempest Shield
– Magic Shield +2
Ego-
3 / Special
Stats-
Add +2 AC when equipped. Shield bash deals 1d6 Shock damage.
This unique shield
is made of thaumaturgical workings and technology, and as such it has
no drive or ego of its own and can be used by anyone, despite its
magical powers. However, those who do not have the Ego of a 3rd
level Fighter will still be harmed by this weapon if they do not
possess at least +1 Strength and +1 Intelligence in modifiers or
better. This is because the shield is quite heavy and without the
smarts to use its powers properly it is just as likely to discharge
on the user as a foe.
This shield acts
as a normal enhanced shield, granting +2 AC. It can also bash targets
and releases an electrical blast on them, dealing 1d6 Shock damage,
and can be used as a weapon in this way. However it has another
ability- when the holder of the shield is struck by an electric spell
or breath attack, the damage is halved and the shield becomes charged
up. While charged, the shield can release the damage stored (½ the
original source of damage) as a cone blast of lightning in front of
the shield user. Targets wearing heavy metal armor do not get a save
to avoid this damage, but those without too much conductive material
do get a save to avoid it.
[6]
Siren's Spear –
Magic Spear +1
Ego-
7
Stats-
1d6+1 Damage. Water blast at 1d3.
Empowered with
water magic, the rushing of the waves, and the song of a siren this
spear has enchanted many both to wield it and to be killed by it.
With its impressive Ego, this weapon drives those unworthy who claim
it to their doom like the song of a siren. Anyone without the
necessary Ego score to wield this weapon will see phantoms of
beautiful women, piles of treasure, potions of immortality or
anything else they desire just out of reach. If they try to follow
this phantom it will lead to their death by luring them over a cliff
or a trap, or into the arms of waiting monsters. As such, the spear
has a reputation to be cursed by those unworthy to use it.
For those who can
use the spear's power however, it is quite a potent magical item.
Firstly, the prongs on the end of the weapon can be struck to create
wonderful music that entices people to follow it, requiring a saving
throw or morale check to resist. This spell is broken if the holder
of the spear attacks them, or if they know who the wielder is and
refuse to follow. Secondly, the spear can be thrust to create a blast
of magical water which deals 1d3 damage on a successful ranged to-hit
roll. This power is technically unlimited, but deals no damage
against aquatic creatures. Finally, those who wield the spear can
once per day mask their appearance in a glamour. The glamour can make
them appear as a different person, a different race, armored or
unarmored, rich or poor, and so on just from the disguise. Attacking
or casting any kind of spell will break the enchantment early,
otherwise it lasts up to an hour.
[7] Hell Arrows
– Magic Arrows +3
Ego-
5
Stats-
Use bow damage +3 Fire Damage.
Flaming Arrows
forged in the underworld. Beyond both being enchanted with fire
magic, they are also steeped in demonic energies. The bolts hiss and
scream when they are released. Since these are arrows, they use the
stats of the bow or crossbow an add an additional damage modifier for
the attack. While normally used with bows, there are some bolt
variants for crossbow legions of hell's armies as well.
Hell Arrows have a
moderately strong Ego. When fired by an unworthy warrior, the arrows
may hang in the air instead and demand that they commit a minor sin,
or promise to commit one in exchange for striking the foe of the
archer. Additionally; any Clerics can attempt to Turn Evil on these
arrows as they fly, which will deflect them away. Treat the HD of the
Arrows as their Ego for this calculation.
[8]
Bladed Mind – Magic
Helmet/Weapons +2
Ego-
9
Stats-
Two Blade Projections at 1d6+2, Defense-Spike Projections at 1d4+2
This incredibly
powerful weapon is not a weapon at all; it appears as a strange
helmet. This magical item is heavily cursed. By placing it on your
head, it deals 1d50 damage to you. If this does not kill you, keep
track of the number. The weapon deals that amount again times two if
you take the helmet off. This means that characters can easily become
trapped inside the helmet, as the damage they would take to remove it
would kill them.
The Ego score of
this weapon is intense. Anyone without a strong enough ego must make
a saving throw to attempt to put the helmet on. If an unwise person
places it on their head, they take 1d100 damage upon donning the
helmet and will instantly die if they attempt to take it off. They
still take double this damage if they manage to grow their ego to
accommodate this weapon (ie; they level up with the helmet on), so it
is still easily possible to get trapped even if they don't die from
donning it. Those who wear the helmet without the proper Ego score
must also make a saving throw whenever they attempt to use it, else
they take 1d4+2 from the defense spike stabbing themselves.
Bladed-Mind wearers without at least 9 Ego don't last long.
The Bladed Mind is
quite powerful. It allows the user to project daggers or sword blades
from thin air, appearing out of nothing to stab and slash at their
foes. It grants two attacks a round as blade projections, and the
user can still use whatever weapons they wish in their hands, but the
helmet does obscure their vision. Instead, they see through the steel
around them. Anyone attempting to grapple the wearer of the helmet
must make a saving throw or be rebuked by a Defense-Spike Projection,
which erupts from the wearer's body and deals 1 damage to the wearer
anyway. This defense spike also works on those that are attempting to
use mind effecting magic or telekinetically remove the helmet from
its wearer; the spike comes from the nearest solid object and stabs
them in the foot or side, dealing its normal 1d4+2 damage.
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