This is a
collection of magical and divine weapons that are in use by Celestial
Guardians, Angels, Arrogant Wizardlings beyond their station and
Paladins on a Most-Holy Quest. While cosmically in a lower regard
then the Astras, these powerful weapons can sometimes be gifted to
the most pure hearted souls in the battle against evil; or stolen
from the heavenly halls to use their power for wicked means. Also,
this list is built with “bonus to hit” being totally separate
from “bonus to damage”, so don't double up unless you want these
divine weapons to be twice as accurate (which is fine too I guess).
20 Weapons in the Celestial Armory
[1]
War Asp – 1d6
Damage, +2 to hit, Deadly Poison
This looks like a
snake. It's a snake that has no problem being held, and never bites
its master. The snake can be flung around like a weapon, the way many
ancient Gods use its venom as a tool of death. Because the snake can
aim itself when it is whipped or tossed, it gets +2 to hit as it aims
at the enemy's weak point.
For mortals,
assume the snake's venom is save vs poison or die. Against elephants,
gods, giants, or other beings who make sense the snake venom just
deals 2d6 damage. The snake can aim for weak points but naturally
cannot bite through metal armors. Enemies can also cut off the
snake's head with a slicing weapon; requires a successful to-hit roll
at -4
[2] Magic Clam
– Adds +1 to damage and AC, Magic Pearls
This “weapon”
is for the use of magical spells. Once per day, the clam produces a
magical pearl inside itself. By holding the clam, you can make it
open like a purse which lets you access the pearl. The pearl can be
expended, turning into a brilliant display of stellar light, to
empower any spell you cast. The spell is cast as though you are two
caster levels higher, or the saving throw is increased in difficulty
by +2, or you may add an extra specific quality to the spell's
effect. For example, if you cast polymorph with a pearl instead of
turning someone into a “pig” you can turn someone into a “pig
that looks tasty”.
Simply by holding
the magic clam, you are blessed by its energy. You deal +1 damage
with all attacks and gain +1 AC.
[3]
Agony Branch – 1d8,
+2 to hit, catastrophic pain
This weapon
appears as a simple piece of dried wood with a small amount of
leather wrapped around the base for a simple handle. The wood doesn't
even look thick enough to be useful as a club! However, the surface
and interior of this wooden branch is filled with tiny, almost
microscopic bullet ants with an agonizingly painful bite. This bite
can pierce any skin; even thick skin like a rhinoceros or perfect,
divine jade or bronze skin seen in some divine beings; as such even
angels have to hold this by the leather handle (soaked in liquid
smoke for three centuries to keep the bugs out of it) to avoid being
stung and suffering the same pain.
At first being
bit, it deals 1d8 damage and then causes horrible pain at the site of
contact. The being in question loses 3d6 Wisdom. If this causes their
Wisdom to drop below zero, set their Wisdom to 1. This new Wisdom
score is how much the pain is hurting them and how badly it
interferes with them. Every year, the character may make a saving
throw to restore 1 point of lost Wisdom. Because the branch only
needs the slightest grazing blow to work, it has an attack bonus of
+2 to hit.
[4]
Great Chakram –
2d4+2, +4 to hit
This metal hoop is
used as a deadly chakram. Spun on a single finger, this chakram is
much larger then a normal one, being about the size of a smell
shield. It is made of heavenly alloys and of such perfect geometrical
composition though that it can be spun in perfect balance until
needing to be thrown. The chakram flies with unerring speed and
accuracy, making it extremely likely to hit its target. The weapon
also only needs to barely grace its target; the razor-thin line
across your skin explodes into a gory gash from its spinning
deadliness. This weapon can also be used in melee as a 1d4+2 deadly
slicing ring, but only when spun and launched does its true power
show.
Heavenly warriors
and angels tend to use chakrams and javelins over divine arrows. This
is because they often forget to retrieve their arrows after using
them, letting them fall into the hands of mortals. At least with a
chakram or throwing star, they have a motivation to retrieve them, as
they were only given one at the start of their duty to heaven at the
beginning of time, and it needs to last all the way until the end.
[5]
Deadly Bubble –
Slow Floating, Save or take 2d20
The bubble is
about the size of a play ball and has a dark purple tinge. It can be
blown at an opponent, and it generally floats towards their direction
but is easily knocked aside by the wind. If it hits the foe or is
popped, it explodes and deals 2d20 damage to everyone in a small area
who fails a save. If the bubble is a direct hit against target that
target doesn't get a save.
The Deadly Bubbles
were created over a thousand years ago by an ancient God of the Seas.
Only after these first few cataclysmic bubbles were formed from this
God's foaming spittle, they lost their voice utterly and these are
the last remnants of that power.
[6]
Refined Teacup –
Frighten Animals, Heal for 3d6 on Drink
This is a “weapon”
in the same way a a wall is “armor”. It appears as a white and
green fragile bit of fine crockery, clacking with each small movement
and shake. Its rim has a silver lining and the clattering noises this
teacup makes on its saucer have an unusual effect on animals; it
causes panic from the high pitched scrapping. Animals in the player's
party go crazy and flee the area, half animals or intelligent animals
must either make a morale check or get -2 to attack the holder of the
teacup. Within the divine teacup is a magical liquid that, if drank
by any living being, restores 3d6 hit points, curses most earthly
diseases, and restores 1d6 points of any damaged attribute, or a full
level of level drain. Once the liquid has been drained from the
teacup, it disappears along with the saucer back to heaven, as the
divine realm is not one to leave a guest with an empty cup.
This divine teacup
is sometimes seen in artwork depicting warrior angels and celestial
beings; who can somehow hold it in a melee. Anyone with a superhuman
level of agility (+4 Dex mod) can hold the saucer in a fight while
attacking, dodging, or casting spells without breaking it or having
it fall. Divine entities are imbued with perfect divine grace and can
therefore do pretty much anything without the saucer and the teacup
spilling. Also, the divine tea inside the teacup refills the life
energy of living creatures; it is poison to undead. Tossing the
contents of the divine teacup on an undead creature will deal 3d6
damage instead, destroying their unlife.
[7]
Tassel Spear –
1d8+2, +4 to hit
This magic spear
is made of holy white wood with light-shining metal on the end. It is
a holy weapon and is very potent against the undead and demons, and
is an all-around powerful instrument. Just below the head on the
shaft of this spear is a long red tassel made of divine holyfibre. It
cannot be cut or burnt, and usually just drifts in the breeze or
moves along with the head of the spear and flows beautifully like
flowing water.
If
you make a successful attack with this weapon, the magic tassel can
be animated to wrap around anything the user of the spear wishes. So
you could make the tassel wrap around the knife in the enemy's belt
and stab them with it (deal an extra attack at 1d4), you could make
the tassel wrap around a foe's weapon in an attempt to disarm, or to
tie the spear to them and make your next round of combat easier with
a +2 to hit from being lined up, etc. During the heights of the
ancient war between Good and Evil it is said that every single
soldier was given one of these spears, but surprisingly few of them
remain in the celestial armory; the holyfibre was taken and the
essences of the spear broken down and reused in new, more peaceful
projects as the Gods and Demons finished their war.
[8]
Mighty Falchion –
1d8+3, +2 to hit, Shreds armor on hit
Appearing as a
sword with a thick midsection, the Mighty Falchion is a powerfully
crafted bit of heavenly strength wrapped in steel and inlaid with
gold. The image of writing fire is emblazoned on the face of the
blade in gold leaf, and the blade itself is might of lightly colored
holy ore as many of the divine weapons in the celestial armory are.
This Falchion seems to chop with concussive force; gravity and
momentum work in tandem with the lightening effect this weapon has on
the user's grip when held, making it easy to use despite being
deceptively heavy.
First, the
Falchion is hard and sharp enough, and even a simple swipe has a huge
amount of power behind it, the blade can chop through almost any
armor. Only the strongest of dense deep black metal or other heavenly
ore, or the greatest of magical alloys such as Adamantine, are
treated as similar levels of material hardness. This means that after
each successful hit, ignore all damage reduction from well made or
padded armor if any and reduce the armor's AC by the damage dealt.
Secondly, the
Falchion can chop through most other materials like wood and bone as
well as thin brickwork and stone. As long as you have leverage for
the attack, you can pound away at inanimate objects to shave off mass
or to cut straight through with the right angle and thickness.
However- it is not like Adamantine and will dull eventually if
you're using it to cut stone and metal.
[9]
Dagger of Green Glass
– 2d4+1, +4 to hit
Magical dagger
forged of glass only found in the deepest, purest caverns in the
Earth. The daggers themselves are glass and partially transparent,
infinite and finally cut fractal angles going onwards inside to
infinity show a type of otherwordly craftsmanship. Without such
perfect cuts, these incredibly brittle and sharp knives would shatter
into a million pieces with even trying to cut soft flesh. These can
be used in stealth and in a grapple, and with heavenly hands using
them they can bypass most armors. The sharpness of this blade is so
great that it will cut its holder as well. If you made an attack roll
after moving, or on the same roll after drawing the weapon, or if
your opponent has stunned you even attempted a disarm, then you take
1 damage from the blade's edge just barely cutting your body.
The sharp geometry
of this weapon is infused with an unnatural deadliness. Anyone cut by
this knife could truly be harmed much worse by it, the cosmic level
of uncertainty can be manipulated by the cutter. While holding the
blade and after making a successful hit, you can twist it in the air
to cause an additional +1d6+1 damage to whoever was harmed by the
blade last round, including the wielder if they were cut by on
accident.
[10]
Crushing Claws –
2d2+2, +2 to hit
These appear as
punch daggers or “claw” style weapons with golden foil and
blackened ornate steel. The tips of these claws are thicker then the
bases, each claw-tip is ended with a cube. While this would render a
mortal weapon totally useless, for a divine weapon it can still work.
This means these claw weapons actually deal blunt or crushing damage
instead of slashing or piercing. These claws gouge out heavy dents
and divots in stone and metal as long as the person using them has
the strength to wield them; it can be used against golems and the
bloodless just as well as a hammer.
Beyond
just being powerful blunt weapons, these claws are quite good at
destroying things. By punching with force, you can selectively
destroy or crack different materials, or guide existing cracks in
very hard objects like walls or metals. Doing so means a rapid flurry
of blows could break open unstoppable, impenetrable mega-armor or
guide the crack in a wall up to a specific guard-post so you can slip
inside.
[11]
White Lotus – 1d6+1
Petals, +4 to hit
This white
lotus-flower is held in one hand. Divine beings can fire petals off
the flower with this same hand, but mortals will need to use another
hand to pluck a petal and then throw it. The petals fly either
straight or in great looping patterns, and are very hard to avoid.
Each lotus has a number of uses which is equal to its number of
petals. The number of petals depends on how many centuries the lotus
has been cultivated for, but it is always a holy number. The most
common number of petals on a lotus therefore are 12, 21, 36, 50, and
77.
The magic flower
petals cut and slash along the edge of their leaves; staining them
red and sinking to the ground from the new weight. They cannot be
used as weapons again, but the petals themselves can be picked up and
be brewed into a celestial bloodstained tea. Additionally, the flower
petals can catch the wind and use it; therefore spells that bring up
barriers of air or wind to block arrows or other projectiles are
therefore ineffective against the holy white lotus petals.
[12]
Forge-Lord's Hammer –
1d6+3 Magic Hammer, +3 to hit
Magic hammer with
a red cap on the striking surface, which is always steaming from the
heat and the moisture in the air touching it. This magical hammer
isn't quite the same as the hammer of the forge-God himself, instead
it is more like the hammers his arch angels use or the ones who uses
when his main one is stolen by the devil to bend people's lampposts
or whatever. The celestial servants are a lot more careful about this
one getting down into the mortal realm due to it causing problems a
lot more longer lasting then most of the other divine weapons.
Beyond just being
a strong magical hammer that channels the heat of the forge and the
skill of the craftsman, the Forge-Lord's hammer can be used to imbue
regular items with magical properties. This only works on metal (wood
erupts on fire if struck with it, glass and shells too delicate,
paper and leather burn up, even if you could find a use for a hammer
when working with those) but can imbue metal items like weapons or
armor with magical properties. Anything forged with this hammer
counts as a +1 magic weapon with a hint of divine or holy energy
within it; meaning these mass produced items clog up all the temples
and churches, hence the celestial beings wanting a lot less of these
floating around. Think about it, if you visited a temple in spirit
form you'd want to see cool statues and murals not a million
dime-a-dozen armor pieces some crafter made with a special hammer.
Also the hammer can repair any item, even magic ones, in one turn of
hammering and careful mending. There's no limit to these abilities,
you just need the materials, time, and skill.
[13]
Death Scarab – 4+2
HD Flying Scarab Automaton
Could have been
invented by the God of Death or the God of the Desert Sun. Either
way, this jet black scarab is mechanical and is large enough to fill
the palm of your hand, but not too cumbersome despite its heavy size
and heft. By flicking a switch that makes the wings pop open and
throwing the scarab, it activates and becomes a robotic killing
machine.
Death Scarab
(4+2 HD, +4 AC, 2d6 grinding jaws, leap & glide, latch on is save
to avoid)
Morale:
N/A
Whenever the Death Scarab is released, it attacks whoever it is
thrown at first. It will fly around the target and then attempt to
latch on to them. You get a save to avoid being latched on, on
failure the bug lands on you and starts to attack you- it never
misses once it is latched on. Once the beetle is latched on you
cannot get it off unless it is broken off (+1 magic blunt weapon or
better) or someone with supernatural strength (+4) can pull it off
your body. Every round it deals 2d6 damage with grinding,
flesh-ripping jaws. The beetle can also jump about 20 ft in the air
and glide around; not quite true flight but enough to cross great
distances.
[14]
Devil's Pitchfork –
Xd6, +X to hit, Multi-Headed Spear
It is a well known
fact that devils are servants of the Gods as much as angels are,
their job is just a bit different. Stabbing people with this
pitchfork deals damage based on the weight of their sins. The
pitchfork has a number of heads on it according to the number of
seven deadly sins the victim of the attack has committed without
properly repenting of the sins at a temple or being forgiven by a
high priest or the gods themselves.
The pitchfork gets +1 to
hit per Seven Deadly Sin the target is guilty of. The pitchfork deals
1d6 damage per Seven Deadly Sin the target is guilty of.
Everyone also sees
the pitchfork with a different number of heads, according to how many
sins they are guilty of. Holy men and those who have a clean heart
will see the pitchfork as just a harmless nub, and will take no
damage from its attacks. The holder of the pitchfork will also see
the number of heads as the number of sins they have committed, but
how good or evil the holder is has no effect on the pitchfork's
power.
[15]
Angelic Bow –
1d10+1 Magic Bow
Bow made of white,
heavenly wood and beautifully carved with a feather motif on both
ends. The drawstring is made of holy silvered metal. It has an
unlimited supply of magic arrows which appear from the air when
pulled back- white arrows with finest feather fletchings and curved,
hollow arrowheads. If you speak into the head of the arrow- you can
make whoever is struck with it say aloud whatever you whispered into
the magical arrowhead.
This bow is very
strong- it's as a warbow. But the strength requirements are beyond
mortal men, perhaps as a test to prevent those not of divine blood to
be able to use it- for much the same reason, it also provides no
bonus to hit- the user must possess the skill to make use of its
power. You must have a Strength score of +3 to pull back the string,
which takes one combat round + one round to fire. Those of +4 or
higher Strength modifier can pull the string just fine. This
restriction is waived for Fighters of name level, who can command
weapons with their spirit.
Additionally, the
weapon's arrows fly like the angels. Each arrow loosed can travel
almost any distance, though its striking force and chance to hit is
the same regardless of range. The arrow can be fired from in the sky
to hit any place on the ground the flier can see; hence angels using
these to make heretics confess to their sins or give good men the
strength to speak out against evil- by shooting them with the arrows
of the word. Angels and other divine beings know how to hit someone
with an arrow where they will both not feel it and it will deal no
damage, but mortals are too clumsy.
[16]
Holy Manuscript –
1d4+1 Magic Book
This
magical tome is a very holy book, imbued with the powers of the Gods
themselves- thrice blessed from their very beings. Note that it's
unusual to find Clerical magic in the Celestial Spheres- the power of
a holy man is very specifically a piece of heaven dropped to earth.
But in the Celestial Realms, the power of holy magic emanates from
everything. This book acts a a locus then of holy energy, which
radiates from it like a hot stone melting the ice of sin all around
it if brought to any other realm.
This holy
manuscript can appear as an old bible, a stone tablet of prayers, or
an ancient scroll bound in seaweed- as long as it can store writing,
the Manuscript can appear as it.
This holy book can
blast holy energy at a target for 1d4+1 damage, which requires no
attack roll. Obviously, those of divine nature are immune, as are
Clerics.
The
manuscript also grants its holder the full set of Cleric spells of a
9th
level Cleric- and that many casts per day. Every spell must be cast
by opening the book and reading a prayer for a full round. It is also
a holy symbol +3 and turns undead as though by a 12th
level Cleric, if such a thing even exists in your game. Just assume
it turns everything except the Devil himself, basically. The Domain
of the Cleric spells is random, but based on whatever the holy book
is about. The full accounts of a Sea God's great journey across the
ocean, the private diary of the Goddess of Love, or the lists of laws
and tax codes for the God of Order could also be picked up and used
as holy manuscripts with these same powers and abilities; if you
managed to get them.
[17]
Ice Baton – 1d4+1,
+1 to hit
It looks like a
magical ice dildo. Fattened on both ends, the rod is cold to the
touch and difficult to use for creatures who aren't immune to normal
cold; a celestial entity or an ice-monster could use this, but a
mortal could also hold it with fur lined gloves. The air sounds like
its cracking whenever you swing it.
The Ice Baton
deals cold damage- chilling whatever it strikes to the bone. In
addition to dealing 1d4+1 damage from the hit itself, the target must
save or have their blood become as slush. In this state, they can
only act once every other turn, enemies get advantage to hit them,
and take 1d6 cold damage per round. If struck again in this chilled
state; save or their blood freezes, and they cannot move at all and
become paralyzed with cold and helpless. Any solid blow with a weapon
will shatter them and kill them instantly. Being chilled and frozen
in this way can be healed by warming them with the touch of a divine
being, drinking a potion of liquid fire, or with pure sunlight.
Normal fire lacks the spiritual authority to chill the ice that has
grown around them.
The Ice Baton also
contains useful ice magic- it can be used to freeze a path on a body
of water, extinguish fires, chill drinks, or create a magical 'dead
zone' in a blizzard or snowstorm. These magical batons are sometimes
given to the guardians of the winters- who coat the world in their
blankets of snow to change the seasons. Only a truly master
pickpocket could steal one out of their all white coats made of
eternal heavenly snow.
[18]
Sons of Fortune –
Varies
These are magical
coins. The God of Merchants, Mercenaries, Exploration, and Manifest
Destiny are the creators of these items. Every coin has the face of a
grinning solider on one side, and a symbol representing the divine
vault of heavenly splendors. They are simply highly valued pure coins
if not active; each one is worth about double whatever a normal coin
of its type is. Within any given box of these coins, you will find
3d10 Copper, 2d8 Silver, and 2d4 Gold.
These
coins are used by placing them in the ground, where they will
instantly sprout up as fully grown warriors. The warriors are adorned
with armor and weapons made of metal that match their coin, though
the metals that they actually use are divine in nature and are
considered armed with magic weapons and protected by magic armor. The
soldiers rise up and will defend their creator to the death with
absolute loyalty. They will fight anything that their creator demands
once they have been made, and will then disband once all the fighting
in the area has ceased and disappear with a salute. The coins do not
return to the box unless they were unable to defeat the opponent
(such as the enemy ran away). They coins are also lost if they are
killed; their gear and corpses remain however, so one could get some
very useful magical items out of their bodies. Also; the warriors are
born fully equipped, but what they bring out is based on what is
needed; they will either bring out melee weapons and shields in a
close range scrap, OR ranged weapons if they are to act as scouting
or support forces. Each rank of coin has a different possible
loadout.
The Copper coins
create Copperish warriors. They appear like rank and file infantry,
usually armed with spears or axes and large shields with minimal
armor OR with bows. Their weapons are magic at +1 to hit and damage,
and they have 14 AC. They die in one hit.
The Silver coins
create Silverish warriors. They appear like lieutenants and
centurions; ornate armor and with some leadership ability. Usually
they wield swords and shields, a single long glaive polearm OR with
crossbows. Their weapons are magic at +2 to hit and damage, and they
have 16 AC. They die in one hit by a powerful weapon, but two with
regular weapons.
The Gold coins
create Goldish warriors. They appear as mighty heroes or kings, often
adorned with crowns melded into their gilded armor. They can appear
with almost any weapon- usually exotic to best meet the situation
like a chain-claw and dagger to fight a shield wielding opponent, or
with a boomerang to fight a flier and so on. Their favored implement
is a golden greatsword. Their weapons are magic at +3 to hit and
damage, they have 18 AC, and they die only with three powerful hits
and ignore all weaker damage.
[19] Brazen Bracelet
– 2d8, +4 to hit
These dangerous
flames are kept in reserve for when the Gods need to destroy the
world and start back over. After a few eons of burning without fuel
and getting colder (still insanely hot for mortals) sometimes bits of
these fires are sliced off and carefully placed in the Celestial
Armoury for use by the servants of the Gods. They are then stored
within a divine brass bracelet. Each bead has a tiny flame, brightly
burning inside which is dulled by the metal orbs within. If you are
wearing this bracelet on an arm, you can channel the fire as a flame
attack; which deals 2d8 damage and has a +4 to hit, but can only
strike targets in a close to melee range; about the length of a
spear.
Every time the
Brazen Bracelet is used, it spurts out a supernaturally hot and
powerful fire, which dies quickly without divine material to feed its
flame. Because the flame appears almost instantly, it is very hard to
dodge or block and has a to hit bonus of +4. It is still very
powerful even for how short it lasts; the hot fire looks orange and
red which highlights of bright yellow wisps- appearing much more
colorful and lively then mortal fires. Each time the Bracelet is
used, keep track and mark a use. The beads are numbered 9, 13, or 17
depending on their size and level of power in the Celestial Armory.
Once the number of uses reaches the number of beads, reduce the
damage to 1d8. Once the number of uses reaches the number of beads
x2, it dies out and cannot be used again.
The only way to
recharge the bracelet is to let it simmer in fire. Mortal fires take
1d6 years to reduce the number of uses by just one. Supernatural or
alchemical furnaces can manage one per season; but only a divine fire
where the beads were forged can recharge it with speed.
[20]
Thunder Thimbles –
3d4, +1 to hit, Stun power
These
are metal nail-guards, enchanted with the magic of the skies and
created from holy fulgurite. They look like rough metallic clumps
twisted into shape, but are somehow still beautiful and delicate all
the same. They attack by scratching in close range, and can be heard
whining a low hum whenever they are ready to strike- they are super
charged with electrical energy, straight from the thunderbolt of the
Gods.
Whenever
these Thunder Thimbles hit a foe, it deals 3d4 damage. For each '4'
rolled on the damage dice, the enemy is shocked by electricity and
stunned for one round. These stack, and can only be ended prematurely
by enemies with a special technique, immunity to electricity or
paralysis, or those who have a large metal object nearby to ground
the lightning. This means the safest armor to wear against these
weapons is actual heavy metal- those wearing a full suit of plate are
only stunned a maximum of 1 round on a hit. If you are standing on a
metal floor, or are wading through a pile of dead knights in armor,
then the electricity merely does its damage as it passes through you
and doesn't continually shock you which causes the stun.
The
Thunder Thimbles have a final power- they can be snapped to create a
thunderclap. This thunderclap is incredibly loud and can shatter
glass. It also surprises anyone who can hear it- they lose combat
initiative and are surprised from it. Also, anyone caught in the
blast is deafened for 1d6 turns and cannot hear spell incantations or
orders.
Breaking
a Thunder Thimble doesn't lower the power of the rest, each set of
them is 3 or 4 finger guards. Breaking one means the others still
have their electricity, you just lose the item if the final one is
broken.