[net.games.frp] New magic weapons

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.

------------------------------------------------------------------------

	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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	Christopher Ross
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