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arms [2020/01/11 15:17] davearms [2020/01/11 15:45] – [Magic Weapons] andrew
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 |Axe of Return|2000gp |1|3|The Frankish axe grants +1 to hit, and if thrown, it will return to its user, must be attuned|This weapon requires the soul of a ghost of at least 6HD trapped within a [[gems_jewels_and_stones|soul gem]]| |Axe of Return|2000gp |1|3|The Frankish axe grants +1 to hit, and if thrown, it will return to its user, must be attuned|This weapon requires the soul of a ghost of at least 6HD trapped within a [[gems_jewels_and_stones|soul gem]]|
 |Axe of Splitting| 1500gp|1|3|This war axe destroys any non-magic shield carried by a target it hits|skull of a mountain troll| |Axe of Splitting| 1500gp|1|3|This war axe destroys any non-magic shield carried by a target it hits|skull of a mountain troll|
 +|Blessed Weapon| priceless|1 or 2|5| Created by the 5th level divine spell, not by Enchanters Furnace.  Does double normal damage for weapon type, can attack incorporeal targets.|relic of a first tier saint|
 |Bolt of Eye Shooting|1000gp|0|5|this nearly indestructible crossbow bolt will shoot out the eye of its target anytime a critical hit is rolled.  It can be recovered and shot many times.|Fletched from the rare Ironwood tree, every 6 load of lumber from this tree can yield a dozen of these bolts| |Bolt of Eye Shooting|1000gp|0|5|this nearly indestructible crossbow bolt will shoot out the eye of its target anytime a critical hit is rolled.  It can be recovered and shot many times.|Fletched from the rare Ironwood tree, every 6 load of lumber from this tree can yield a dozen of these bolts|
 |Bolt of Piercing|1000gp|1| 3|these crossbow bolts come in batches of 12, each one inflicts 2d6 damage, but any "6" that is rolled causes an additional 1d6 damage to be inflicted, which also adds another 1d6 if it rolls a 6, without end.  Each bolt can be shot only once.|walrus tusk| |Bolt of Piercing|1000gp|1| 3|these crossbow bolts come in batches of 12, each one inflicts 2d6 damage, but any "6" that is rolled causes an additional 1d6 damage to be inflicted, which also adds another 1d6 if it rolls a 6, without end.  Each bolt can be shot only once.|walrus tusk|
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 |Dagger of Wounding|2000gp |1 | 4 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|Dybbuk demon trapped in a soul gem| |Dagger of Wounding|2000gp |1 | 4 |This dagger does an extra 1D6 piercing damage if the attack is made with advantage|Dybbuk demon trapped in a soul gem|
 |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|fragment of a Baal| |Mace of Fear|1500gp|1|4| A successful hit in combat causes target to check morale.|fragment of a Baal|
-|Mace of Madness|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This dagger is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken|+|Mace of Madness|1200gp|1|2|A victim hit by this weapon must make an INT check be [[conditions#confused|confused]] for one round|This weapon is forged with a core of molten Phlebtonium, making the weapon brittle and easily broken|
 |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|an ounce of sand from Mt. Sinai| |Mace of Righteousness|2000gp|1|4| This mace scores an additional 1d6 damage against Evil targets|an ounce of sand from Mt. Sinai|
 |Quiver of Endless Arrows|1500gp|1|3| this quiver appears to have 8 arrows in it, but whenever an attuned users shoots one, another appears in its place.|the hats of 3 leprechauns| |Quiver of Endless Arrows|1500gp|1|3| this quiver appears to have 8 arrows in it, but whenever an attuned users shoots one, another appears in its place.|the hats of 3 leprechauns|
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 |Sword of Celerity|1200gp |1 |4 |This arming sword gives the wielder an extra 5' to their movement|shin bone of an extraordinarily fast horse| |Sword of Celerity|1200gp |1 |4 |This arming sword gives the wielder an extra 5' to their movement|shin bone of an extraordinarily fast horse|
 |Sword of the Champion|5000gp|2|5|This mighty long sword inflicts +2 to hit and damage.|The heart of a Frost Jotun| |Sword of the Champion|5000gp|2|5|This mighty long sword inflicts +2 to hit and damage.|The heart of a Frost Jotun|
 +|Sword of Devils|10,000gp|2|5|This long sword is +1 to hit and damage, provides resistance to any damage caused by magic, and allows user to inflict 3 extra points on damage on a target he hits for each 1 point he inflicts on himself. Each fight this sword is used risks a point of corruption.|A diabolus demon trapped in a soul gem|
 |Sword of Fire|5000gp|2|5|This long sword inflicts an additional 1d6 points of damage, all the damage counts as either fire or slashing damage, whichever is more advantageous to user, will ignite flammable materials on a hit as well.|The heart of a Fire Jotun| |Sword of Fire|5000gp|2|5|This long sword inflicts an additional 1d6 points of damage, all the damage counts as either fire or slashing damage, whichever is more advantageous to user, will ignite flammable materials on a hit as well.|The heart of a Fire Jotun|
 |Sword of Fortitude|2000gp |1 |5  |While wielding this arming sword bludgeoning, piercing, and slashing damage from non magical weapons is reduced by 1|shell of large sea turtle| |Sword of Fortitude|2000gp |1 |5  |While wielding this arming sword bludgeoning, piercing, and slashing damage from non magical weapons is reduced by 1|shell of large sea turtle|
arms.txt · Last modified: 2021/03/04 14:46 by andrew