Showing posts with label magic arrows. Show all posts
Showing posts with label magic arrows. Show all posts

Tuesday, July 16, 2019

PoE Item Skins as Magic Items

[1] Arc of Defiance – Magic Bow+1
Ego- 4
Stats- 1d6+1 Damage OR 1d4 “Death” damage

The Arc of Defiance is a shortbow. It's material is a strange, knobbed wood from a far off land, and it is steeped in the energy of deathly magic and malevolence, but also freedom. On a hit, the bow deals either 1d6+1 normal damage with standard arrows OR deals 1d4 Deathly damage when firing specially prepared bone arrows. The deathly damage drains a single level or HD for every 4 points of damage it deals in combat.

The Arc has a significant ego. Those who wield the bow without enough ego are not taught the secrets of creating the bone arrows (which are shown to the owner in dark dreams), and every season of owning the bow they must save or have a level drained. Those who are drained lose weight, become gaunt and skeletal, and prefer dark places and reject any authority for their own barbarism. The ego effects of this weapon are subtle, meaning the bow has a reputation of slowly draining the life out of lesser warriors who cannot master it.

[2] Blood Guard Axe – Magic Axe +2
Ego- 3
Stats- 1d6+2 Damage

This axe's to-hit and damage bonus only apply with the blade covered in blood. You can cut yourself and deal 1d2 damage to activate it, or you can spill the blood of an enemy on your first successful hit in the combat. Blood only stays fresh long enough for a single combat; consider the maximum limit to be one exploration turn until the blood turns cold.

The Blood Guard Axe has the magical ability to control blood. By giving up your combat round, you can swing and motion with the axe to telekinetically control blood, similar to a magical wand. The blood can flow, mix, shoot out in a geyser, form into a flying orb and explode, boil, enter containers, spill and so on. This only applies to liquid blood that has been spilled from a living being, and only fresh blood works. Blood is not very dangerous on its own unless it is diseased or used in combination with another power; the maximum damage you can deal with this power is 1 if you use it cleverly enough to harm someone with it.

The Blood Guard Axe has a moderate ego. Those without the proper ego score are consumed with bloodlust once blood has been spilled on the blade, they must make a saving throw to avoid attacking the nearest living creature with blood. They will also ignore any creature without blood, include enemies monsters that are attacking them, giving those creatures advantage on attacks against the blood guard axe wielder. The ego score of this weapon can also be satisfied by fully bathing this axe in fresh blood for a whole day, upon which it will allow anyone to use it for a week as its thirst has finally been quenched, even if only temporarily.

[3] Devourer Maul – Magic Two-Handed Mace +2
Ego- 2
Stats- 1d10+2 Damage

This powerful weapon has the face of an insatiable beast. Whenever the maul deals a maximum damage roll against a foe of human size or less, it can “eat” them. The target must make a saving throw, and on a failure is swallowed. The maul has a pocket dimension where what it eats goes, an otherworldly space where the air itself is acidic and quickly digests anything within, dealing 1d6 acid damage per round. Being and objects immune to acid take half damage instead; the otherworldly digestion breaks down material in a much more insidious way.

Once someone is consumed by the maul, the only hope for escape is an outside force. The maul can be made to “burp up” anything within if slapped on the back of the head as though burping a baby, which has a 1 in 3 chance to work, and obviously requires you to get your hands on the maul from whoever is weilding it. The other method is to make the maul “eat” a large amount of foul material, such as making several attack rolls against putrid zombies or sticking the “face” of the maul under sewer water for several rounds. Upon vomitting, everything the maul has eaten that hasn't been totally digested.

Additionally, upon a successful killing blow, the devourer maul can “eat” the slain foe, which quickly consumes the corpse in its pocket dimension over the course of 3 combat rounds, making easy revival impossible.

The Maul has a weak ego, as all it cares about is consuming its prey. Anyone who cannot master the maul leaves themselves open on a failed attack roll from being unable to handle its hefty, unbalanced weight; giving them -2 AC on a miss or losing their initiative.

[4] Ivory Steel – Magic Shfting Weapon +1
Ego- 6
Stats- 1d4+1 to 1d8+1 Damage

Without a true form, this weapon can transform into whatever the wielder wishes. While it usually defaults to the form of a one handed sword when unclaimed, the Fighter who claims this steel can make it fold, bend, twist, and morph into whatever basic weapon they want. It can change fast enough that you can make an attack with it each round, switching forms before you attack to adapt to the situation. The weapon also gains the damage die of whatever size of weapon you change it into, so forming it into a dagger will deal 1d4+1 damage, swords and spears go to 1d6+1 and it can go up to a 1d8+1 damage in the form of a huge battleaxe, sledgehammer, or greatsword.

As with all magic weapons, the Ivory Steel has a resistance to being destroyed by magic. But this particular weapon takes it a step further. When struck with a magical spell to destroy the blade, the caster of the spell must make a saving throw. On a failure, the ivory energy around this metal flies at the magic user, and binds around their hands, making them unable to cast spells for 1d4 combat rounds. During this time, the user of the weapon cannot make it shift into new forms, but can freely call back the ivory energy if they spent their combat round waving the blade to beckon the energy's return.

With a powerful ego, the Ivory Steel prevents lesser warriors from using it. Those who attempt to use it find that their damage is rolled twice and the lowest it taken, the blade shifting into dull or lightweight, hollow heads for clubs and maces right before impact. If an unworthy warrior continues to try and use it, the weapon will shift into ivory chains, as unbreakable as the sword itself, clamping around their hands and binding them. This will continue until a master thief picks the lock, or until a proper warrior takes the chains as a weapon for himself.

[5] Thundering-Tempest Shield – Magic Shield +2
Ego- 3 / Special
Stats- Add +2 AC when equipped. Shield bash deals 1d6 Shock damage.

This unique shield is made of thaumaturgical workings and technology, and as such it has no drive or ego of its own and can be used by anyone, despite its magical powers. However, those who do not have the Ego of a 3rd level Fighter will still be harmed by this weapon if they do not possess at least +1 Strength and +1 Intelligence in modifiers or better. This is because the shield is quite heavy and without the smarts to use its powers properly it is just as likely to discharge on the user as a foe.

This shield acts as a normal enhanced shield, granting +2 AC. It can also bash targets and releases an electrical blast on them, dealing 1d6 Shock damage, and can be used as a weapon in this way. However it has another ability- when the holder of the shield is struck by an electric spell or breath attack, the damage is halved and the shield becomes charged up. While charged, the shield can release the damage stored (½ the original source of damage) as a cone blast of lightning in front of the shield user. Targets wearing heavy metal armor do not get a save to avoid this damage, but those without too much conductive material do get a save to avoid it.

[6] Siren's Spear – Magic Spear +1
Ego- 7
Stats- 1d6+1 Damage. Water blast at 1d3.

Empowered with water magic, the rushing of the waves, and the song of a siren this spear has enchanted many both to wield it and to be killed by it. With its impressive Ego, this weapon drives those unworthy who claim it to their doom like the song of a siren. Anyone without the necessary Ego score to wield this weapon will see phantoms of beautiful women, piles of treasure, potions of immortality or anything else they desire just out of reach. If they try to follow this phantom it will lead to their death by luring them over a cliff or a trap, or into the arms of waiting monsters. As such, the spear has a reputation to be cursed by those unworthy to use it.

For those who can use the spear's power however, it is quite a potent magical item. Firstly, the prongs on the end of the weapon can be struck to create wonderful music that entices people to follow it, requiring a saving throw or morale check to resist. This spell is broken if the holder of the spear attacks them, or if they know who the wielder is and refuse to follow. Secondly, the spear can be thrust to create a blast of magical water which deals 1d3 damage on a successful ranged to-hit roll. This power is technically unlimited, but deals no damage against aquatic creatures. Finally, those who wield the spear can once per day mask their appearance in a glamour. The glamour can make them appear as a different person, a different race, armored or unarmored, rich or poor, and so on just from the disguise. Attacking or casting any kind of spell will break the enchantment early, otherwise it lasts up to an hour.

[7] Hell Arrows – Magic Arrows +3
Ego- 5
Stats- Use bow damage +3 Fire Damage.

Flaming Arrows forged in the underworld. Beyond both being enchanted with fire magic, they are also steeped in demonic energies. The bolts hiss and scream when they are released. Since these are arrows, they use the stats of the bow or crossbow an add an additional damage modifier for the attack. While normally used with bows, there are some bolt variants for crossbow legions of hell's armies as well.

Hell Arrows have a moderately strong Ego. When fired by an unworthy warrior, the arrows may hang in the air instead and demand that they commit a minor sin, or promise to commit one in exchange for striking the foe of the archer. Additionally; any Clerics can attempt to Turn Evil on these arrows as they fly, which will deflect them away. Treat the HD of the Arrows as their Ego for this calculation.

[8] Bladed Mind – Magic Helmet/Weapons +2
Ego- 9
Stats- Two Blade Projections at 1d6+2, Defense-Spike Projections at 1d4+2

This incredibly powerful weapon is not a weapon at all; it appears as a strange helmet. This magical item is heavily cursed. By placing it on your head, it deals 1d50 damage to you. If this does not kill you, keep track of the number. The weapon deals that amount again times two if you take the helmet off. This means that characters can easily become trapped inside the helmet, as the damage they would take to remove it would kill them.

The Ego score of this weapon is intense. Anyone without a strong enough ego must make a saving throw to attempt to put the helmet on. If an unwise person places it on their head, they take 1d100 damage upon donning the helmet and will instantly die if they attempt to take it off. They still take double this damage if they manage to grow their ego to accommodate this weapon (ie; they level up with the helmet on), so it is still easily possible to get trapped even if they don't die from donning it. Those who wear the helmet without the proper Ego score must also make a saving throw whenever they attempt to use it, else they take 1d4+2 from the defense spike stabbing themselves. Bladed-Mind wearers without at least 9 Ego don't last long.

The Bladed Mind is quite powerful. It allows the user to project daggers or sword blades from thin air, appearing out of nothing to stab and slash at their foes. It grants two attacks a round as blade projections, and the user can still use whatever weapons they wish in their hands, but the helmet does obscure their vision. Instead, they see through the steel around them. Anyone attempting to grapple the wearer of the helmet must make a saving throw or be rebuked by a Defense-Spike Projection, which erupts from the wearer's body and deals 1 damage to the wearer anyway. This defense spike also works on those that are attempting to use mind effecting magic or telekinetically remove the helmet from its wearer; the spike comes from the nearest solid object and stabs them in the foot or side, dealing its normal 1d4+2 damage.

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.

Saturday, October 6, 2018

10 Arrow Traps

For this list; assume all traps are either a single arrow at 1d6 or a volley of smaller darts or flechettes that deal equal up to a single arrow in damage unless otherwise stated. All traps save to avoid all damage, with thieves getting their appropriate bonus.

[1] Black Tar Arrows. All blood spilled from this trap becomes nasty black tar. It drips on the ground and is sticky, meaning you can trapped in front of the arrow hall and get pelted again and again. If any arrow head or projectile is fully lodged into your skin on a maximum damage roll; take 1d4 Dexterity damage from the black tar sticking to your veins and slowing you down.

[2] Seeking Arrows. If you fail the save; the arrows that come from trap are homing. The first arrow will strike and “mark” you. Every exploration turn, another arrow will be spawned . They “see” in darkness but can only see straight ahead as a creature would, and tend to stay near the ceiling to float around to find the marked person. They may travel in swarms and alert other seeking arrows by tapping on the wall when they find their mark. They will continue to spawn until that person is dead, or if they hadn't been found in 3 days. Once the deed is done, the arrows fall to the ground lifeless.

[3] Spirit Arrow. Glowing green arrow that hits the magical aura of a person, instead of their body. Destroys an open spell slot or random prepared spell of the highest level possible. Roll 1d6- that's the highest level spell slot it can destroy. Spell slots destroyed this way are lost for good and can only be restored with powerful magic or advanced magical relic. Classes with some innate magical powers but no spell slots lose the advantage of their ability for the rest of the adventure instead.

[4] Slow-burn Poison arrows. If you are hit, save vs poison or take 1d4 poison damage per turn for 6 turns. You can cancel this early with an antidote or magic spell. If this poison kills you, you fall to the ground with scorch marks and a foul smell as though you were just cooked alive. Make a wandering monster check from the corpse after 1 turn of giving off the scent.

[5] Wig Arrow. If you are struck with this arrow, your natural hair falls out and is replaced with an ugly wig. The wig is cursed and glued to your head and will take either a full day with a barber or you take 1d4 damage to pull it out. As long as you wear the wig, you have -1 to all reaction penalties. There is also a 1 in 10 chance that a tiny poison spider (1d4 poison damage) will take up nesting in your wig after sleeping for a night. Races with full body fur or hair coverings just have their head shaved and have the gaudy wig instead.

[6] Flying Swordsmen Arrows. Also called 'Wuxia' arrows. Appear as little wind up tin men with swords dressed in a chain robe and move in short, hopping, mechanical movements. They have 1 hit point and 18 AC; they make an attack each round and deal 1d4 damage on a hit.

[7] Feeder arrows. Anyone struck by an arrow only takes 1 damage, but has a strange urge to fight big monsters. When fighting anything large enough to swallow or eat the creature; they'll have to make a save each round when fighting in melee to avoid the urge to jump into the creature's mouth. Even if they follow the urge; they can still attack from within the creature or tactically defend themselves besides wanting to be eaten. Set up by dungeon residents to feed the big monsters automatically.

[8] Rubber darts. The tiny sharp darts fired from this device bounce off the walls; everyone along the hallway has to make a save to try and avoid or take 1d6 damage.

[9] Horsebane arrow. Deals normal damage in the form of blunt damage, and the arrowhead is shaped like a horse's hoof. Horses you ride will sicken, and if ridden for more then a day will die. To make it more obvious, make the horse uncomfortable around the person and shake off their touch, sensing the negative magic. This can be cured by paying for and caring for a lame horse- as long as you care for it, the curse is suspended, and when it dies of natural causes you will be free from the curse.

[10] Starving arrow. When the arrow hits the target, the target takes the 1d6 damage and also feels as though they haven't eaten for that many days AND that many rations/flasks they are carrying are destroyed. If this arrow kills someone, their body shrivel up to appear as though they had been exposed to a harsh desert sun and withered away.

Tuesday, November 21, 2017

Magic Arrow Fluff + 12 Magic Arrows

Knockback, Conflagration, and Pinning Arrows
What's a Magic Arrow?
One time use powerful weapons, fired from a bow. Most Magic Arrows have an area of effect, like a wooshing nova or dark cloud or fiery blast from the point of impact. Making a Hazard save can let you avoid some or all of the negative effects. Use a Hazard save if using traditional ASU triple class system, or use a new 'Bombardment' save if using the “advanced” classes.

Where do Magic Arrows come from?
Archers make them. I prefer my fantasy settings to be less Wizard and magic user focused, so it is the best and most mystic archers themselves who make the arrows. Some probably form naturally or are made by Gods and Spirits.

After all, the only difference between a hunter creating a special boar-hunting arrow out of the tusk-tip of the biggest hog he's killed and another rolling a half-forgotten dream in morning dew and tying it together with cobwebs to create a sleep arrow is the level and magic bonus of the characters.

12 Magic Arrows
[1] Night-Sky Blanket Arrow
Firing this arrow up into the sky during the day creates a 'seam' the flows horizontally from the arrow, creating a 'blanket' of night over the daylight. The blanket stays up in the air and then slowly fades away over 6 combat rounds. Creatures of the daylight will have penalties for seeing while fighting under the blanket, despite the bright surroundings just a short ways away. Any competent archer can fire the arrow hard and high enough to cover an entire field or city block. Expert archers could stretch it across a whole city or valley, drenching it in unnatural darkness.

[2] Honey-Hive Arrow
Bright orange arrow with honey-comb head. Conjures a swarm of bees where it lands, dealing 1d4 damage per turn against all thin skinned opponents nearby. If the arrow hits a target directly, the swarm targets them first. If the arrow's damage on hit kills the target, their corpse bleeds 1d4 honey rations.

[3] Volley Arrow
This arrow splits magically into dozens of other arrows, and flies in a great cloud. Roll 3 attacks per enemy within a cone, and roll normal damage for each attack that hits.

[4] Shrapnel Arrow
This arrow deals normal damage, then fires forth a cloud of sharp projectiles in the opposite direction of the angle the arrow hit. Deals 2d6 to those directly next to the arrow blast, and 1d6 for those farther away. Add +1d6 to damage if an enclosed space like a room or hallway. Skilled marksmen can angle the arrows to fire their shrapnel around corners.

[5] Conflagration Arrow
Creates a liquid explosive that fills in space of pure flame. Deals 2d6 fire damage to all within a small area, if not indoors the range is incredibly small.

[6] Icicle Arrow
Ice arrows that melts after hitting an enemy. Deals +2 ice damage and leaves no evidence. If used during a winter storm add +2 to hit. Chills enemies, dropping their initiative by -1.

[7] Knockback Arrow
Has a round cube arrow head made of some kind of stone. When it hits enemies, knocks them back ft equal to damage, and can sometimes shatter heavy armor open.

[8] Pinning Arrow
Solid metallic arrow of light material and wicked sharp point. Penetrates straight through things and pins them to walls, floors, objects, etc. Requires a save to pull it out or break free.

[9] Vine Arrow
Arrow made of a tangled up thorny vine. Upon hit creates entangling roots that seek and curl up around all nearby living creatures and objects, dealing 1d4 damage each turn people move through it.

[10] Glowing Arrow
Arrowhead is replaced by a glowing mushroom head or a small jar filled with firebugs. Upon impact, illuminates and 'spotlights' enemies nearby. This negates darkness penalties to ranged attacks and 'highlights' invisible enemies, making them easy to spot.

[11] Lightning Arrow
Powerful arrow that transforms into a lightning bolt as soon as it is loosed. Travels to the target almost instantly, granting +1 to hit, and deals 1d12 lightning damage.

[12] Seeker Arrow
On a miss, this arrow curves around to seek the target again, or at the request of the shooter. Marksmen can control a “swarm” of these arrows to suddenly attack one target all at once; number of arrows they can control at once in a swarm is equal to their level.