zaphod@mit-eddie.UUCP (Chris Ross) (06/23/84)
Also tired of the way players tend to memorize the DM's guide, I
have come up with a few nonstandard items. All of the magic weapons
described below are moderately powerful magic, suitable for introduction
to campaign characters of about 5th to 9th level.
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Dagger +2, Teleporter
This weapon is ideal for magic-users who *hate* having to dance
around in melee trying to retrieve a thrown magic dagger (yes, I've seen
it done), although it can be wielded by anyone who can user a dagger.
It can be thrown twice a round, as per standard rate of dagger fire. At
any point in its trajectory, or after it has hit (or missed) the desired
target, a snap of the owner's fingers will cause it to teleport back to
his hand. It will always appear with the wielder grasping the hilt.
Should another person pick up the dagger and grasp it firmly for more
than 5 minutes, he will become the effective "owner" of the weapon.
Note that the original owner can cause it to teleport out of the other
person's hand at any point before the specified time has elapsed.
Flail of missiles
A flail of missiles will appear as an ordinary footman's flail
when found, although a Detect Magic spell will reveal a reasonably
strong aura of enchantment. It is a +3 magical weapon, and has the
following extra ability: on any round when the wielder is not engaged in
melee combat, he can opt to have the ball of the flail detach and strike
a target as a missile weapon. The flying ball retains all magical
plusses of the weapon. Its hit potential is the same as if it were
being used in melee, except that strength bonuses do not apply.
Dexterity bonuses, however, apply as they would to any other missile
weapon. The maximum range of the flail ball is 18", with all distances
in that range considered short (no minuses). Should it strike the
target, its damage potential is the same as it would be in melee:
(2-7/2-8) + 3. If the target has solid form, the ball will be able to
bounce of the target and return to the wielder's flail chain at the end
of the round. If the target is non-corporeal, such as a wraith or air
elemental, or if the target is missed, the ball will fly beyond and will
be delayed, returning on the following round. It will always return,
regardless of what the wielder is doing, but will not strike any other
target while in the return trajectory. Should the flail and ball become
separated by some impassable barrier while the ball is in flight,
neither will lose their magical properties, although they are
effectively useless as weapons. In this latter situation, the ball will
always attempt to return the the chain as long as it is within 60", but
does not have the capability to batter down walls or take roundabout
paths to do so.
Sword of Trollslaying
This weapon, when used against most creatures, is a generic +1
sword. Against all regenerating creatures (except trolls), it is +2.
Against trolls, the sword is effectively +3. In addition, each
successive hit by on a given troll will lower the monster's regenerative
powers by one hit point per round; after three hits, a troll can no
longer regenerate. Subsequent hits do not cause a degenerative effect.
Any troll knocked to less than 0 hit points is permanently dead. If a
troll hit by the sword is not killed, it will regain its full
regenerative powers in 1-4 turns.
Sword of Lycanthrope Slaying
Against all non-lycanthropic creatures, this sword is a +1
weapon. Against lycanthropes, its hit/damage potential is +2/+4. In
addition, anyone bitten by a lycanthrope while wielding the weapon will
have no chance of contracting lycanthropy. The sword can also cure the
said condition in any creature, once per week; the affected creature
simply grasps the hilt for 1 full round. Note that this may have an
interesting effect on a werewolf or like creature attempting to disarm
the wielder.
Mace of Serious Wounds
A mace of Serious Wounds appears to be a normal +1 mace.
However, any cleric grasping the weapon will realize it to be something
more. In the hands of a cleric, it is +3 to hit and damage. In
addition, the weapon contains a magical spell "reservoir" of sorts,
containing space for two charges of a Cause Serious Wounds spell. Up to
twice per day, the wielder may opt to use one of these charges when
striking an opponent in melee. He must declare that a charge is being
expended, and if the attack misses, the charge backfires and the wielder
takes a d6 of damage. If the charged attack hits, the charge will be
drained and the target struck will suffer the effects of a Cause Serious
Wounds spell (2d8+1 points of damage), with no saving throw, in addition
to the standard weapon damage and the magical bonus! The weapon may be
recharged by any cleric capable of casting the spell. As with any type
of Cause Wounds spell, clerics of good alignment must take caution in
using the special ability of the mace.
Bow of instant arrows
The wielder of a bow of instant arrows need never carry a
quiver; whenever he draws the string, a non-magical arrow will instantly
appear in a nocked position in the bow. Since this is faster than
having to take arrows from a quiver, the wielder gains +2 on his
initiative rolls when firing the bow. In addition, the wielder may opt
to have the conjured arrow be magical, at +2 potential. This may be
done up to five times per day. All arrows produced by the bow disappear
after three rounds, whether or not they are fired.
Scimitar, Acid Blade
This weapon is +2 for purposes of determining what types of
creatures it can hit, although the blade has no hit or damage bonus.
The acid that constantly drips from it when it is drawn, however, does.
Any opponent struck by the weapon takes normal scimitar damage plus 1-6
points of acid damage. A save versus poison will negate the effect of
the acid for a given attack.
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All descriptions are courtesy of Tregor Sarandin of the Flashing
Blade special weapons shop, Main Street, Auvenek, Grand Duchy of
Varnakos. Copyleft (C) 1984 by DM Christopher Ross. All rights
reversed. Have fun!
--
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You are in a maze of twisty little uucp passages, all alike...
Christopher Ross
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