Showing posts with label Astras. Show all posts
Showing posts with label Astras. Show all posts

Saturday, September 26, 2020

20 Weapons from the Celestial Armory

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 9
th 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.

Monday, March 18, 2019

8 More All-Powerful Astras

While the Nine Astras were the first and most well known, many Gods may have created more of the powerful weapons- each Astra never misses its attack rolls and can only be used by the most powerful of characters. Even if found, they refuse to serve a lesser being.

[1] Ribbon of the Summer Day – One Handed Heavenly Ribbon
Damage- 2d4+2

Created by the God of the sun, grass, cool rains, light, and celebrations. It appears as a thin silver rod with a long red and gold ribbon attached to the end. The ribbon is decorated from start to tip in an abstract but accurate map of the celestial realm. The ribbon leaves behind a spectral tail of bright gold and orange light, which burns into your retina if you look at it briefly as though you looked at the sun. This weapon deals either physical cutting damage or fire damage, whichever is more dangerous to the target, slashing or searing as it brushes gently past.

The ribbon is as prehensile as the user needs and can flex and slide into anything a very flat piece of fabric could slide through. It can also act as an average human limb in terms of strength, wrapping around objects and using tools or fighting with weapons if needed, or catching something from falling at a distance. The strength is similar to an average human but the dexterity of the magical limb is arbitrated as +3 to Dexterity for times when it matters. Enemies get -2 to saves when this ribbon is used to grapple or disarm them, moving with divine grace.

By spinning the ribbon it can create waves of heat, light, or flame. Light created by the ribbon can be channeled; long upwards twirls create a cascade of soft light that bathes an area where as fast twirls in a direction creates a light beam that can blind creates or could burn them if they are weak to sunlight, such as a pureblooded orc or vampire. Once per adventure, the ribbon can be spun around to create an orb of burning fire that looks like a miniature sun. It can be hovered in place to create light, attached to the end of the ribbon to turn it into a terrifying flail (dealing 2d10+2 fire damage on hit), or thrown as per a Fireball spell. The orb can last up to a day free floating, an hour as a weapon, but is expended if thrown. If an ice or water spell of at least 3rd level is used on the burning orb, then it is quenched early.

[2] Sickle of the Harvest – One Handed Heavenly Sickle
Damage- 2d6+2

Created by the God of woodlands, harvests, farms, brewing, and the simple life. The sickle appears as though made of bronze, to show humility, with a golden edge and decorations showing wheat and flowers trailing down to its handle. The handle is carved from wood, though the wood is clearly divine in origin as it does not burn or is not susceptible to wood-warping spells. This weapon slashes perfectly in an arc, and its damage spreads to nearby identical targets to the first; meaning that if used to kill a swarm it deals FULL damage to the swarm, chopping in great swathes. However this power also carries over to mirror images, clones, or men dressed in identical dress or uniform, the damage from each attack spilling over to each if they have no uniqueness between them, as though they are but wheat to be harvested.

This Astra is tied closely to the powers of nature- especially plants and even moreso domesticated plants. Grass and stalks of grain will bend towards the holder of the sickle to touch them, but may also help them in danger; the weilder takes no fall damage if they fall into a field of grass or grain, or through any area with enough vegetation to intentionally catch their fall. They can also sink down into the grass or cornrows and disappear, appearing anywhere else in that same field they wish. Wild plants show less respect for this Astra, and as such these powers only have a 50% chance to function. By sticking the sickle into the ground and cutting it, the channel dug will create entangling roots which will stop or strangle the users enemies if they dare pursue him further.

If used to cut bread, crush barely, or otherwise used as a tool in daily tasks the sickle purifies all food created and creates bags of flour from a few grains, or creates a powerful and delicious ale from a weak mixture; camp life is greatly enhanced with the sickle. Using the sickle as a power source, it is also possible for the holder to “bake” simple folk from flour, water, and specially prepared oven, and a few rare and special reagents. The folk are taken from the oven fully formed into the bloom of young adulthood, and while are a bit simple mentally are hardworking, diligent, and good people at heart. Any race can be created using this method, but it may require different materials. Elves require a bit of lavender extract in their bread, and orcs need a little mold.

[3] Trident of Yesterday's Future – One handed Heavenly Trident
Damage- 3d4+2

Created by the God of time, fate, regret, gladiators, and determinism. The trident has a thick, darkly painted shaft with three points. Each point is painted a different color- the paint glows and moves as one observes it. The first point is the spring of youth, which appears as blooming flowers and swaying grass, the second is the autumn of age, which shows orange falling leaves and swaying branches, and the third is the winter of death, which shows falling snow against creaking ice. It is said the trident strikes all three moments of a person's life- and this is not retroactive. It has already occurred. If you strike someone with the trident, a nasty injury they had in their youth was caused by it. If they survive the trident's sting, then another accident in the future will also be caused by the trident, potentially leading to their death. Those killed by the trident's attack are further cursed to one last “hit” in the afterlife, either a great misfortune to their family as they watch on, or to a curse or other problem in the next life they must also face. If a person struck by the trident later on every has just 1 hit point left, they must make a saving throw or else the final point of the trident appears from thin air and kills them, the final blow is finally struck.

The Trident's three points are also not static as they may appear. By striking the bottom of the pole against the ground, the wielder can make the three points stretch out like vipers which seek out their targets, each individual hit dealing 1d4+2 damage, and these points cannot be blocked or dodged except by powerful magic or extremely skilled warriors. Using this ability, the wielder can also wrap up their foes in the long extended metal trident-limbs as a grapple, or to imprison them. Anyone so imprisoned this way can be magically banished to another realm where they are forced to live out a life experience in the past of the weilder's choosing over and over, are stuck in a void in contemplation of their present situation (viewing the world from their eyes and ears as though it was frozen), or they can be imprisoned in the future, dreading an event to come and for time to catch up to them. The most a person can be imprisoned in this way for is a year, but they receive a saving throw each season of time to snap out of the imprisonment.

This Astra has a final power; disjoinment. At the caster's command, the center spike of the trident can be made to vanish to perform some task somewhere else. The trident of the present which is painted as the autumn of age becomes a 1d4+2 magical dagger, which can be ferried into the hands of anyone in the world who needs it at that moment and who the weilder of the trident may send to as a mental command. The weapon remaining is the Bident of Tomorrow and Yesterday, which deals no damage on a direct hit but instead curses the target's past and future as per the normal rules of the trident. The wounds of the trident's points simply don't open up; they remain as scars or in awful suspension for when they open up finally in the future.

[4] Amulet of the Nosight – One Handed Heavenly Amulet
Damage- 2d4+2

This Astra was created by the God of cults, mystic secrets, holy and unholy orders, the hangman, forbidden words, and that which cannot be seen or spoken. The amulet is made of a dark black metal which is very heavy. It has a relief of a hooded figure, with an open hole where the face should be. The figure is balancing several symbols on plates; each one representing one of the true names of the prime elements. The chain that goes around the neck is made of gold, and a jet gem holds the clasp together. The first bit of magic is in this clasp; only someone that is at least level 10 can open it, and even then they must succeed a save if they try. On failed save, they can never again open or shut the amulet themselves- and it must be worn closed around the neck for it to work. Due to its nature, this amulet is said to also be able to be used by Level 10 Sorcerers or Otherworldly beings, not just Fighters can make use of its powers.

When the amulet is held, the user can invoke its powers for several effects. First, it can fire forth a glowing orange and purple projectile akin to a magic missile attack. This projectile cannot be blocked or dodged like a magic missile, but it also sizzles through magical barriers under 4th spell level in power as well. This causes the weapon to do its normal damage roll, as above. This power can be used any amount of times, but takes up a full round to use as if you were casting a spell. Secondly, the amulet can be used to move objects around as though under a powerful telekinesis spell or ability- anything a human could feasibly lift can be moved by this spell at roughly the speed it would take to move the object. You can also blast an object with this invisible force to make it perform an action over a period of time; such as brooms to sweep the floors or spoons to stir the soup, akin to enchanting your housework to perform itself. You can also perform attacks with this, slam shut doors and break fragile objects with invisible rays of force, etc.

The amulet's final power is the sight; if you look through the hole in the center of the amulet you can see all invisible things and beings. This is true sight, letting you see through all illusions, glamors, supernatural forces, creatures from other worlds and their auras of insanity and so on. You can see everything as it is, even things that humans cannot normally comprehend or stand seeing, but you are not harmed by using this amulet's power, your brain simply refuses to process it and you must reconcile that on your own time. If you plug this hole with something and wear the amulet, instead it turns you absolutely invisible and unknowable. Despite being physical present, nobody can acknowledge your existence. If you touch them they may fight back, thinking it is a spirit or spell, but nobody can see or hear you as you become truly alone.

[5] Quarterstaff of the Task-At-Hand – Two Handed Heavenly Quarterstave
Damage- 2d4+2

This Astra was created by the God of slavers, contracts fulfilled, duties, and authority. The staff is made from a piece of cosmic wood, that glows softly and contains faint spectral colors in all of its many grain-lines. In darkness, it can glow as a light source. The ends of the staff are capped in a dark heavy metal, with faint burned spots in the shape of chains, as though chains were once wrapped around them and heated to an ungodly temperature. Whenever this weapon hits, it releases a wave of aura energy showing a suppression and weakening of the struck target's natural numen- their inner spirit as a force of authority in the world. As such, any spells that rely on the caster being in command or control cease to function if cast by someone hit by this staff for the next 1d4 days, as they have an aura of a slave or servant, not a master. The staff can also extend and be used as a 10 foot pole, or attack at a fair distance such as within throwing range at normal damage; the wood of the staff magically stretching to strike or chastise specific targets.

Secondly, instead of attacking with this staff the user may wave it and issue a command. This command must issue a specific task or quest which cannot be an impossible feat or (inherently) suicidal to the questee. The staff binds the person to that quest as per a Geas or similar spell, and no saving throw is allowed to resist this effect. Once the geas is in effect, the user may follow the command only to the letter, and can make a saving throw to make a minor detour or change to the original command- though they are still bound to this task until it is completed. Anyone who finishes this task is rendered totally immune to the power's of the staff, as well as its damage, for a year and a day. As such, most quests given by the staff wielder are incredibly tedious or send the target far enough away they cannot return in time for them to be immune to it.

Finally; the staff conveys an aura of leadership and control. When using the staff to command any force, if it be a military unit, a group of slaves, hirelings, minions summoned by other magic and so forth the staff grants a constant +2 to morale or loyalty checks made by these creatures following the staff user. The staff user can also grant another +2 bonus to specific rolls made if they spend a combat round giving a command. For example, if the staff holder commanded his men to shoot the dragon out of the sky, then they would all receive +2 to hit with ranged weapons. If the staff holder told a group of mining slaves to be careful around the explosive gemstone ore, then they would all gain a +2 to saving throws versus hazards or appropriate saving throw category.

[6] Axe of the Deepest Might – Two Handed Heavenly Battleaxe
Damage- 2d10+2

This Astra was created by the God of far away wild places, the deep oceans, crashing waves, earthquakes, natural disasters and the wildest things beneath the Earth. The Axe has a long golden handle with a huge and heavy two-headed axehead. One side of the axe appears as a crashing wave with “foam” engraved along the edge, and the other is made of a pitch blade metal that has many teeth along its edge as a saw would. Despite their unsual edges, both sides of the axe cut as cleanly as any other razor sharp axe, and are very powerful in combat. The 'wave' blade of the axe has the magically power to carry its killer wedge all the way through the subject it strikes. For instance, striking the base of a massive tree and willing the crack to split the tree from here to the top, or spreading the crack formed by the blow of the axe along the surface of the object. With enough strength this axe could crack open an entire castle tower or wall, the crack carrying itself through the stone like an unstoppable wave. The dark side of the axe head instead creates horrible rends- any wound a living being takes from this side never stops bleeding. The wound cannot be healed except with very powerful healing magic or divine intervention; health from this side of the axe cannot be healed.

Secondly, the Axe channels strength to the wielder. Beyond it's already impressive power, the Axe can be held in both hands, with one end to the ground, to sap the energy from it and transfer it into its holder. Each round this is done, the user gains +1 to his or her Strength modifier and heals 1d6 hit points. All hit points gained this way can exceed the maximum hit point limit of this person and are treated as temporary hit points. The added strength lasts for the rest of the combat; out of combat it lasts about an exploration turn. Using this axe out of combat and the user can essentially gain unlimited temporary strength; enough to pull open a solid gate, crush stones, hold down a huge creature with just a two-finger grip, and so on.

Finally; the Axe can be used in combination with its strength growing ability to allow for impressive leaps. If the user has at least a +4 in Strength total, they can shove the axe under themselves and use it as a lever to fling themselves up; using this they can easily leap tall buildings or across canyons. As long as they hold the axe, a whirlwind forms under them to prevent fall damage unless they drop or lose the axe mid flight.

[7] Crossbow of Chaos – One Handed Heavenly Crossbow
Damage- 2d6+2

This Astra was created by the God of chaos, carrion-eaters, battle rage, seizures, the desert storm, and mutations from a being's ideal form. The crossbow is made of a very lightweight golden metal, and can fold up to be used with one or two hands. The crossbar is gorgeously spun into a pattern, which ends with a small knob that holds the unbreakable metal line, which glows bright yellow when pulled back. The weapon may only fire crossbow bolts, but if enough sand, salt, dirt, sugar, ash, etc. is poured onto the device while cocked, the particles will form into a one use shot. Shots from this weapon do not miss, as with all Astras.

Whenever this weapon strikes a target, the user of the crossbow decides if they take the normal damage from the attack OR if the target must polymorph. If the target polymorphs, they get a saving throw to transform into something useful or adaptive to the environment. If they fail the saving throw, the crossbow user may turn them into anything of HD equal to or less then the target's level+1 or current HD+1. This can be fired at allies to turn them into more dangerous forms, or fired at enemies and turn them into something useless like a flopping fish in the middle of a desert. The saving throw allowed for unwilling targets lets them avoid this, such as turning into a camel and hopefully being able to run away. Targets changed by the crossbow are changed for a year and a day, and their animal lifespan is artificially lengthened to allow them to survive that long, though they will be very very old if their species can't normally live that long until they change back.

The user may also turn inanimate objects into normal animals, but these animals must be 2 HD or less, according to the polymorph rules. For instance, you can shoot at a rock and turn it into any animal you wish, but it favors slower and more heavily armored animals like turtles, according to the rock's nature. These artificially created beings also live for a year and a day, and are loosely bound underneath the user's command when created, and slowly meander away from control over time.

Finally, the crossbow can be invoked to create wild magic. If the crossbow's cord is plucked like a musical instrument, it creates a dissonant ring and a wild magic effect is created. The effect is roughly correlated to the strength of which the string was plucked and/or the user's HD or level. The lightest of notes may cast a 1st level spell or whip up the winds as a minor magic phenomena, where as a deep low note may create a vortex of magic, mutate everyone nearby, or conjure a powerful being from the outer realms. The user of the crossbow has no control over this ability, but has advantage on all saving throws from hazards and beings created by this ability and is never targeted first by beings brought forth by the magic bowstring.

[8] Knife of Gods above Gods – One Handed Heavenly Dagger
Damage- 3d4+3

Nobody knows who made this knife. It's powers are divine, but somehow moreso. Many theorize it was made by the Gods above Gods. The blade's face is beige white, similar to bone, with a unsettling green edge. The handle is carved from this same white material, with thin curves carved in to make it perfect to hold in the hand. It is slightly larger and too heavy then a perfectly balanced dagger would be in the hands of most people; though its size seems to change for whoever is holding it, with the handle extending or thickening to allow anyone to wield. Even for very large beings who hold the knife, it seems like its true “owner” would have a hand bigger then them still, and be just heavy enough for them, as though reminding whoever holds the knife that they are not its master. And scholars fear, truly, that if this knife is merely a sidearm for the Gods above Gods, then their real weapons must be even more devastating and all-powerful.

In the hands of a mortal however, the knife is simply truly feared and very powerful; but not all powerful. It draws power from its wielder, and has more “pull” on its user then most Astras. This Astra is tied to some powers of death and unmaking, as well as corpses and grim, twisted faces. Anyone killed by it has a twisted mocking smile upon their corpse. The first power of this Astra is that it can make any number of attacks against a single target the wielder wants. Each attack must be rolled and has the same chance to hit and damage as all the others, but all the attacks are compressed into a single moment in time; upon being satisfied, the knife lands once and all the other wounds break out upon the target's body at once- based on the number of attacks it could be a few slashes, to cutting them to ribbons, to total destruction of their physical form. The user's mortal frame cannot easily handle this explosion of power, and so there are consequences.

One attack- No consequence.
2 to 12 attacks- User takes 2d6 damage and 1d4 level drain
13 to 50 attacks- User loses -1 HD permanently, along with the above consequences.
51+attacks- User dies

The death caused by this weapon could potentially be averted by a more powerful being, like a God or greater demonic force, but they still suffer greatly from the strain of unleashing such a powerful weapon. Nobody quite knows what would happen, or how it would effect them. While this weapon can only strike a single target when its power is evoked, it can also strike things like inanimate objects or walls, meaning it could be used to destroy them too, it's simply slashes unmaking solid matter.

This weapon has yet another power. By holding the blade up to one's mouth and speaking into it, a warble of power can be heard through the voice, and a decree can be made. The decree must always be a negative, like “none can” or “nothing will”, and cannot be a double negative, like “nothing will not”. The decree comes true for 3d4+3 exploration turns. Depending on how wide spread and powerful the decree is, it may also cause damage or level drain to the user due to the strain. Decrees can be used only once per day, as the blade must recharge its own energy stores as well.

Wednesday, January 2, 2019

The 9 Almighty Astras

The Astra are legendary weapons, created by the Gods. In the ancient past, they were forged to fight off the demons and banish them to the underworld after their cruel reign and enslavement of the mortal races. The Gods created the weapons and imbued them with immaculate powers; the Astras are extremely powerful and are all assumed to have an Ego score of 10, meaning only a 10th level Fighter or similar can control their power fully. The only way to get your hand on an Astra is to either steal it from the Gods domain or be granted it in a moment of greatest need, usually against an otherwise invincible or truly evil threat. Anyone who tries to abuse an Astra's power will find it betraying them, or unless they're totally corrupted and evil, becoming a dark version of the weapon if they can somehow corrupt the powers of highest divinity.

All Astras have unique properties compared to most weapons. Astras do not make to hit rolls; as they bypass all normal defenses. Only a 10th level Fighter or equivalent can get a chance to deflect an Astra- making a very difficult combat save (DC 25) to simply deflect the weapons. Only very powerful spells, a similarly powerful champion, or divine-level armor can block these weapons.

9 Almighty Astras - Roll 1d10
[1] Unmaking Mace – One-Handed Heavenly Mace
Damage- 2d8+2

Created by the god of craftsmen, physical wealth, tools, and destruction. Appears as an ornate Fabergé egg on the end of a black and gold stick, tied with leather of some beast that only exists in the divine realms. The weapon is divinely made and hums with supernatural power when swung. Tapping the weapon against any hard surface lets a vibration of sound tear up all mundane and magical shields below 4th level in power that the caster so chooses. This power can also destroy hard brittle objects, like shattering class or an entire dry brick wall.

Even if this Astra is blocked or deflected, it releases vibrations of force that seek the target like an arrow, traveling through any nearby medium with holy purpose. The wave will reach the target and deal 1d6 damage, penetrating all defenses with internal force. Even if a highly powerful Fighter does manage to deflect or block this weapon as above; the tool used to block it is also destroyed and turned into its more base components; only similarly powerful divine weapons, shields, or +3 magic weapons and items can resist. This weapon can also shatter brittle objects by making an attack against the inanimate object; using up your attack for this round but sending the shards flying at whatever foe or group of foes like a rain of arrows. This power does require a to hit roll, in which the user's Dexterity modifier + 2 for the divine weapon's aim will be used on all targets, dealing 1d6+1 damage per hit as the shrapnel finds its mark.

[2] Serpent's Javelin – One Handed Heavenly Spear
Damage- 2d6+2

Created by the god of murderers, executions, betrayal, thieves, venom, and painful deaths. It is a short javelin, with a fine green painted material along the handle that feels lighter then wood, and with a sharp two-prong speartip that appears silver. This Astra is much less ornamental and flashy as the others, which fits with the theme of its god. It is also said that the weapon is the only Astra that may also be wielded by a very powerful and legendary thief or assassin; 10th level Rogues or equivalent may also use this weapon. Since it is tied with stealth, the weapon can also shrink to the size of a toothpick and be used as a stealth weapon; brought out only when least expected.

Like with all Astras, the Javelin cannot miss. This includes when it is thrown, and has the power to travel as far and as fast as an arrow when it is thrown by a worthy fighter. The Javelin will seek its target automatically, but will require a round to fling itself back to its user to return to their hand. The Javelin is tied to snakes and poisons, and tapping a snake or venemous creature with the javelin is enough to drain them of their venom for one day. This also includes poisonous creatures, like frogs and sea-urchins. The creature will retreat to its burrow as it senses its killing power was taken and as those creatures are tied to the God of this Astra, it is not necessary to use it to slay them for this reason. Intelligent snakes or other poisonous creatures will very well feel honored to 'feed' the Astra and will always offer to give up some or all of their venom on a positive reaction check if they know you carry the Javelin.

Once it has absorbed any poison, the Astra can inject that poison on any hit you choose, causing the target to get a -2 to their save against it and to take the normal damage and effect of the poison. The Astra can also be pointed in such a way to spray out a caustic blast of the venom while in the hand like a surprise ranged attack, dealing 1d4 damage even if it misses the targets mouth, eyes, or open wounds to enter the poison into their blood.

[3] Majesty Greatsword – Two Handed Heavenly Greatsword
Damage- 2d12+2

Created by the god of princes, battle, honor, and warfare. This weapon is huge, and has a large blade heavily decorated with spiraling lines, geometrical and angular, branching from a mighty symmetrical tree down the center of the blade near the hilt. The cross guard of the blade is curved like a ram's horn and is similarly decorated with hundreds of tiny divots embedded with rubies, looking much like it is “sweating” blood. The handle is long to allow a two handed grip, and the pommel is a great polished jewel with golden points shaped as a spear, sword, arrow, and dagger respectively. It is an absolute work of art and there is not doubt of its divine origin from even a cursory inspection.

This sword grants an aura of majesty. While holding it or carrying it, treat your base Charisma modifier as +2 regardless of what it was before. If it was already a +2, consider it a +3 instead. You can apply this modifier both for the morale of your hirelings and retainers in combat, and also to ALL soldiers under your command in an army as long as you personally are there to lead them- the sword is made for glorious generals in warfare.

If the weapon only needed one dice to kill someone (roll 7 and 9 against an enemy with <7 hit points), then the other dice worth of damage can be immediately brought down on an adjacent target. Since all Astras never miss and ignore earthly methods of defense, just roll the damage straight against the target. The +2 bonus damage can be applied to either, not both.

Finally; the weapon is also considered supremely anointed above other fighting styles, and the Majesty Greatsword can freely copy the blade arts of those fighting against it, sending back your foes flashy moves tenfold.

[4] Loyal Axe – One Handed Heavenly Axe
Damage- 2d6+2

Created by the goddess of outdoor living, toughness, and teaching. The weapon is based on a fable; the three times in a daughters life when she has to pick up an axe. Once to chop wood for the fire, once to build a cradle for their child, and once to build their father's coffin. The weapon appears as a beautifully carved piece of wood, the handle bleeding into the face of the axe, the smooth grain flowing like a waterfall all the way to the bottom of the grip. The axe itself is golden, with a shining red edge made of some yet unidentified created metal from the lands of the gods. This weapon is especially good at chopping wood; and fells even large trees in one swing. Using the axe to craft wooden objects results in higher quality goods; count as +1d6 hit points for wooden doors or hulls of ships.

The Loyal Axe always returns when called, flying through the air to its master's hand. You can throw this weapon like a boomerang and it will magically returned, letting you use it like a ranged weapon. It also throws in arcs, meaning you can hit multiple foes past the first that are standing abreast of each other, or those in a circle by following the trajectory. Due to its divine nature, it doesn't miss on these attempts, but every target past the first gets a saving throw to duck down or jump behind a solid object to avoid the axe's return path.

The Axe is also loyal; and allows you to call upon loyal spirits to you. The spirits must be people you knew in life, and who would still answer your call and aid you even after your death, as they remember their dying moments as their awakening in the next realm. These spirits are not undead, but simply 'called' from another realm where they belong. The spirits are non-corporeal and can only interact with the world as poltergeists, but can answer questions or perform some minor ghostly task for you before returning to their realm. Keeping a spirit in this realm longer then intended is possible, but forcing it upon them will bring resentment. Each time you dismiss a spirit, there is a 1 in 4 chance the spirit releases all earthly bonds and goes beyond to a place where you will never reach them.

[5] Supernal Hoop – Two Handed Heavenly Blade-Hoop
Damage- 2d4+2

Created by the goddess of wisdom, magic, plots, secrets, and the cosmic order. Appears as a large metallic hoop made of gold with silver bands, each band curled around with edges equaling one month of the year, and each one with a ridge representing the days of that month, which fall under holy festivals and ways to keep time between the years. It is unknown if the hoop is constantly changed or if the holy days simply don't change since the times of creation; as it is never wrong when inspected. It is said that this weapon could be used by a high level Cleric, along with powerful Fighters.

By squeezing the hoop; the user can shrink it down to the size of a chakram or large enough to cover their whole body standing up vertically. Any spell or magical beam, bolt, blast, or ray that passed through the hoop can be absorbed or reflected like a mirror. This only works on spells of 3rd level or less, so very powerful magics may be not be totally stopped by the hoop, but the hoop can be used to greatly reduce the power of any arcane spellcraft regardless of level. The inside of the hoop can be filled with magical energy to create a portal, in which arcane beasts from other realms can be drawn through; angelic servitors to fix problems within creation. These creatures do not fight on their conjurer's behalf but will defend themselves and attack any demons on site. Mostly these summoned beings go out to fix the mistakes and corruption of the world, using hammers to flatten out folded spatial anomalies or untrapping people “frozen” in time by warming them up with heavenly blankets. Consider these beings as 6 HD outsiders who cannot be turned.

The final and most powerful ability of the hoop is to stop and interfere with the cosmic orreries. By holding the hoop in the air and giving it a very soft spin, it floats on its own power and can be used to stop the clock of cosmic motion; suspend time for up to one hour. This only works on time of the cosmic bodies; extended the daylight for another hour, or stop a volcano mid eruption so you have time to save the people on it. This does not effect living beings of intelligent minds, as that would interfere with the free will, but animals and simple beings may be stunned in place, frozen in time as the natural world is. The hoop cannot move while suspending the cosmic scales of the universe, and cannot be used again until it is over or it is knocked from its place. It could also be used on abstract concepts too, like fate, if the user can identify and specifically suspend that motion. This power can only be used once per generation- the owner will not live to see it used again until it passes back into the hands of the gods for future purposes.

[6] Grand Divider – One Handed Heavenly Sword
Damage- 2d8+2

Created by the god of science, mathematics, logic, debate, banking, and abstract wealth. It is a short blade with a crooked handle, with a fat edge midway up the blade, making it more similar to a kukri. It has spider-web like gold ornamentation along the back of the blade; ending before the stunningly well crafted acid-wash pattern to the tip and along the edge. Beyond being a powerful weapon, this sword is also specially infused with the powers of separation and division. Attack an object to split it into constituent parts; splitting an electrum coin into two halves, one with its silver content and one with the gold. By using the flat of the blade and slapping someone fully armed and armored, you can split them apart from their armor harmlessly making them naked, and flinging their weapon farther away as well.

By swiping this weapon against a limb, the target limb is severed, the wound being cut so cleanly as not bleeding the target to death, but still dealing regular attack damage. The blade is so sharp as this is possible without magical means and with no saving throw. This weapon can also cut things at a distance by swiping the blade at them, the air itself slicing through ropes, curtains, blades of grass in a wide area getting cut invisibly along the angle of attack, etc.

Finally; once per adventure the blade can be used in a special motion to exactly sever a person or monster in two; but this doesn't kill them or deal damage. Instead it divides them into two halves or wholes. Their level or HD is exactly divided in half, with odd numbers being rounded down and each being “close” to leveling up or becoming more powerful in some way. The user may dictate exactly under what line this split is made; separate a person between their good and evil side, split a chimera back into its multiple parts (with three or more part chimeras becoming two separate animals with the third or more types being added to the whole parts again), or divide a person into two halves to lessen their threat. Even do this on a friend to let them be in two places at once; but the process cannot be reversed and the two half-beings will feel either a strange brotherly kinship or a deep, hateful rivalry.

[7] Conductor's Baton – One Handed Heavenly Ball & Rod
Damage- 2d4+2 (Elemental)

Created by the goddess of storms, the elements, the oceans, music, and travels. It is a short, hollow metal rod with a very pleasant chime whenever it hits anything. The rod is mostly silver, with slight golden accents around the ends, and decorated holes along its length. One end has a chrome ball that is strongly attached to the end for all unworthy beings. Anyone who can utilize the Astra's power can remove the ball easily, and roll it along their body to always return without it falling to the ground in an act of divine balance and control. Unlike other Astras; this weapon deals elemental damage when it attacks. The metal ball flings itself towards the enemies, spraying them with water condensed on its surface before a blast of cold from the wand freezes them in place, or the ball spins in a great cyclone to create a powerful blast of wind magic, or the ball gets red hot and the rod channels the heat into a gout of fire that burns your foes. They work in tandem. It is said this weapon could be used by a high level Magic-User, along with the high level Fighters.

By blowing into the rod, it can create the clap of thunder that whips up the weather, or enchanting music that calms it. Either way, the user can summon forth wind, rain, hail, or still the storm. When deep underground or in the underworld, this power can create a weaker and phantasmal version of the weather as it would be on the surface, the false rain only a slight shower from the thin wiry gray clouds coalescing around the roof of this chamber.

The orb attached to the rod seems to have a personality and a “mind” in some abstract sense. It can scout areas; going around corners, or holding a magical spell or elemental blast within itself to roll over a ledge to divert attention and release it when first picked up. It cannot leave the rod, and neither can the rod be separated by even the strongest magic. By spinning the rod over head and making a roll modified by your Dexterity modifier, the magic rod can be used to fly into the air, this power becoming easier the more it is storming and the harder the wind is.

[8] Bow of Parna – Two Handed Heavenly Bow
Damage- 2d10+2

Created by the god of justice, morality, balance, beggars, asceticism, and meditation. The bow itself is beautifully decorated, but does not need arrows to fire, and was this god's only possession. The bow is wrapped in silver linens and is a long gray-gold in color from the cured wood and leathers wrapping itself along the edge. The string of the bow is invisible, and only glimmers with a golden glow when pulled or touched. As with all Astras, this weapon cannot miss, and has advanced range. It can fire many times over what a bow normally could fire, letting it accurately hit moving targets in the sky or across a long valley at a very small target, infused with holy magic.

This bow can fire regular arrows, dealing its damage in their place, but allowing the elemental damage or the secondary effects of any magic arrows fired with it to color its power. For example, if the bow launches a fire arrow that deals 1d6+1 fire damage, instead it deals the bow's normal 2d10+2 damage as fire and can ignite targets as normal; turning even weak projectiles into powerful bolts of destruction. Secondly, the bow does not need arrows to fire and can fire by using the 'breath' of the user; pulling back the string with an exhaling breath creates a magical arrow that travels straight and true. The target will be hit by a gray-gold arrow of clearly supernatural nature; the arrow becoming nothing but mist when the one hit by it dies, turning into their last 'breath'.

Whenever this arrow kills a target; their last “breath” can be harvested by the bow's user and “caught” in their quiver. The breath of each individual is different, and have magical properties of the person who died from it- this is also somewhat determined by the bow's user. For example, if killing a volatile warchief, their final breath may turn into a misty pure red arrow that deals no damage, but makes the victim of it go into a berserk rage for 3 combat rounds. The arrow may also be broken to release their last words, or something they desperately wanted to say before dying. There is no limit to how many of these last breath arrows one can create or carry, but each has a special significance and are not made lightly; the final breath of lesser animals or beings simply dissipate instead of being able to be harvested as the fog needed to create the arrow.

[9] Golden Basket – Heavenly Basket
Damage- None

When the Gods created the 8 Astras; they looked to the final goddess who pledged to craft a weapon capable of destroying the demons forever. She was the goddess of the hearth, childbirth, wisdom, healing, and food. She presented to them a simple wicker basket made with golden twigs and sticks, along with it came a golden cloth bundled within it. While the gods and goddess balked at her creation, she was the wisest of the gods and knew that it was truly the most powerful of all the Astras, and was the most instrumental in defeating the demons.

Unlike the other Astras; this one cannot be used as a weapon directly. It can conjure small objects- like caltrops to fling onto the ground, or simple arrows or throwning knives for use in combat. All created objects are real and last indefinitely- but divine creations are not much for pointless use. Beyond this, it can create other supportive objects, like bandages, flasks of oil and candles, waterskins and food, or sowing needles and thread to repair clothing. It is of great usefulness along a journey, and all these supportive tools and items have slight divinity touched with them. Anyone carrying this Astra and no other weapons is also not targeted as a threat, and will not be attacked by hostile opponents. Offering a gift from the basket or giving an honest and real attempt to befriend a foe will always count as a successful reaction check of a Good result; but you cannot intend to betray the trust anyone gives to you as a result of this powerful Astra.

This Astra can also be used as a shield in a pinch, acting as a +4 AC shield; bladed weapons like spears, swords, and daggers that attack this shield and miss will have their tips stuck in the wicker and shattered when the user rips the basket away. Despite just being a shallow wicker basket, it is of course unbreakable with its divine magic.

Finally; this Astra can be used to harbor a helpless baby or infant when wrapped within its blanket and kept in a safe place. Even if the Astra's user or their allies are slain or driven away, the baby within the blanket is magically kept safe and is whisked away to a good home by a river, a great huge eagle, magic winds, falls off the back of a cart, etc. If it cannot be reunited with its true parents, foster parents are always found by this magical basket who will protect and care for the infant. Even in settings with always evil or chaotic mortal races; an infant sent away by this basket will be raised in a loving and supportive home and will always creates an honorable and good aligned individual who does the right thing- even if it may sometimes be a challenge.

[10] Demonic Mimic-Astra – Varies
Damage- As normal Astra

Roll a d8 on the list again. This demonic Astra appears as that Astra, with the same powers and abilities as the first weapon, but with a slight twist. All decoration and ornaments are slightly skewed; such as showing a god performing a very minor sin, like eating an apple from an orchard without paying for it, or showing an innocent person getting hit by a stray arrow, etc. Anyone besides a 10th level Fighter who uses this Astra even once is mentally corrupted by it and lusts for ultimate power; those who seek power so much that this doesn't upset them and they seek a demonic Astra may actually turn into a demon of one HD less then their character level in a shedding of their mortal form and restrictive morality- becoming one of the evil beings in the process. Those 10th level Fighters who do use this Astra accidentally are cursed to keep it, it whispering to them to use its power for their own game, but the Fighter has a chance to seek the power of the Gods to break the curse, or to find the real Astra which easily destroys the demonic deceiver.

The powers of these demon Astras copy the divine ones; but always with an evil or perverted twist. The shards from the Mace of Unmaking for example seek the eyes of their targets and try to scratch innocents, even if you aim it away from them. The Majesty Greatsword doesn't provide a moral boost to your soldiers, but instead creates an aura of total fear and terror to your enemies instead. Those who accept or succumb to the demon Astra not only turn into demons but the Astra slowly transforms as well; losing its golden and silver colors for demonic black and red steels, and their powers become more corrupt and cruel. The princes of the demons created these false Astras to corrupt heroes and turn them to their side; any Demonic Astra is a worthy weapon to adorn their belt as a demon champion when they ware against the mortal races once more.