Tainted and Strike Weapon Properties (Laws Eberron Magic of the Week #11) [Archive] - Wizards Community

Post/Author/DateTimePost
law

03-17-07, 04:44 PM
This first one is my first updated magic item from before. The second was updated to fit the new format and it is mostly usful if you use taint in your game usung the Heroes of Horrir taint rules. I hope you like them and find some use for them.

Strike [Synergy]
Price: +1 bonus
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: -
Synergy Prerequisite: Keen or Impact^

This weapon seems so shimmer small silver sparks when moved.

A strike weapon excels at getting a critical. It grants a +6 insight bonus on confirmation rolls to confirm a critical hit.
Projectile weapons bestow this property upon their ammunition.
Lore: First created by the giants to fight the quori. Though as far as we know it has been found and recreated by house cannith in modern times (Knowledge [history] DC 20). It is seen on magic weapons with the keep ability (Knowledge [arcane] DC 10).
Prerequisites: Craft Magic Arms and Armor, Critical Strike*
Cost to Create: Varies

^See the Magic Item Compendium for this weapon ability.
*See the Spell Compendium for this spell.

See how the Strike weapon property looked and worked here. (http://boards1.wizards.com/showthread.php?t=794051)

(Some notes on the strike weapon update: I chose to move it this way giving that Maiming now adds extra d6s to the damage. Yes I know its effect can be mimiced by a feat now, but so can ts base abilities. So this is a magic way to get the same benefit.)



Tainted
Price: +3 bonus
Property: Weapon
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: -

Darkness seems to fill this weapon to the core. Its grip is inlaid with a Khyber crystal that gives the feeling as though you are being watched.

Every time a tainted weapon strikes a creature the creature must make a DC 15 Fortitude save or gain 1 point of corruption and a DC 15 Will save or gain 1 point of depravity. The owner of the weapon must make these saves at the beginning of each day.
Projectile weapons bestow this property upon their ammunition.
Lore: This property is so vile and horrible the most that knows that it exists deeply hopes never to see one (knowledge [arcane] DC 20). This property was first crafted by Demy the made a tainted gnome sorcerer of great power. His name is banned from use in Zilargo and tales of his exploits have been converted into stories to frighten the children to do the right things [Knowledge [history] DC 30 or Knowledge [local] DC 30 if in Zilargo).
Prerequisites: Bind Elemental, lesser planar binding.
Cost to Create: Varies
DragoonDarkfire

03-17-07, 11:04 PM
I got one.

Shade
Price: +3 bonus if weapon, +4 bonus if armor.
Property: Weapon/Armor
Caster Level: 14th if weapon, 17th if armor
Aura: faint (DC 17) divination
Activation: -
Prerequisits: +1, Subtlety

You feel an unusual weight in your hands, as though you were holding something invisible, though you can't see anything in your hands you can feel the weight of an object and upon furthur inspection you notice that your shadow apparently holds an object in it's hands.

A shade weapon is invisible to anyone who see's it. Although a DC 13 spot check does reveal a character's shadow to be holding the weapon in it's hands. A shade weapon can prove to be helpful to any assasin or rouge character who may want appear defenseless to anyone observeing them.

Whenever a shade weapon strikes a creature in illumination (the creature has a visible shadow) the weapon deals normal weapon damage but also deals the same amount of subdule damage. For example a 6th level rouge with a +4d6 sneak attack strikes a bugbear with a shade weapon and deals 34 points of damage. That bugbear take that same amount of subdule damage in the same round. Characters in complete darkness or attacking creatures that do not have a shadow (such as dark creatures) are not subject to this effect.

Shade armor also provides protection from the ability of shade weapons and also alows a Shadow Caster to use mysteries without incureing a penalty.

Lore: Shade weapons and armor are made when a shadow elemental is bound to a weapon or armor. A DC 20 Knowledge (History) check reveals their origin from Xen'drik, a DC 30 Knowledge (Arcana) check reveals the supposed connection between elemental binding and Xen'drik. For the most part only the most vile gangs and assasin guilds in Zilargo know about and extensively use Shade Weapons but House Philara and Thurrani have recently come into possesion of quite a few.
law

03-17-07, 11:09 PM
I Would Split them out. Why its cleaner to look at. Plus I would say if you dont have the MIC (Magic Item Compendium) dont try to use the formate. Since it explanes the parts well (it does not say how to find the DC to find the school but I did some math on the items and fornd out how they did it) so give me the caster level and I can give the DC.
aelryinth

03-17-07, 11:18 PM
This first one is my first updated magic item from before. The second was updated to fit the new format and it is mostly usful if you use taint in your game usung the Heroes of Horrir taint rules. I hope you like them and find some use for them.

Strike [Synergy]
Price: +1 bonus
Property: Weapon
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: -
Synergy Prerequisite: Keen or Impact^

This weapon seems so shimmer small silver sparks when moved.

A strike weapon excels at getting a critical. It grants a +6 insight bonus on confirmation rolls to confirm a critical hit.
Projectile weapons bestow this property upon their ammunition.
Lore: First created by the giants to fight the quori. Though as far as we know it has been found and recreated by house cannith in modern times (Knowledge [history] DC 20). It is seen on magic weapons with the keep ability (Knowledge [arcane] DC 10).
Prerequisites: Craft Magic Arms and Armor, Critical Strike*
Cost to Create: Varies

^See the Magic Item Compendium for this weapon ability.
*See the Spell Compendium for this spell.

See how the Strike weapon property looked and worked here. (http://boards1.wizards.com/showthread.php?t=794051)

(Some notes on the strike weapon update: I chose to move it this way giving that Maiming now adds extra d6s to the damage. Yes I know its effect can be mimiced by a feat now, but so can ts base abilities. So this is a magic way to get the same benefit.)



Tainted
Price: +2 bonus
Property: Weapon
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: -

Darkness seems to fill this weapon to the core. Its grip is inlaid with a Khyber crystal that gives the feeling as though you are being watched.

Every time a tainted weapon strikes a creature the creature must make a DC 15 Fortitude save or gain 1 point of corruption and a DC 15 Will save or gain 1 point of depravity. The owner of the weapon must make these saves at the beginning of each day.
Projectile weapons bestow this property upon their ammunition.
Lore: This property is so vile and horrible the most that knows that it exists deeply hopes never to see one (knowledge [arcane] DC 20). This property was first crafted by Demy the made a tainted gnome sorcerer of great power. His name is banned from use in Zilargo and tales of his exploits have been converted into stories to frighten the children to do the right things [Knowledge [history] DC 30 or Knowledge [local] DC 30 if in Zilargo).
Prerequisites: Bind Elemental, lesser planar binding.
Cost to Create: Varies

I really don't see this as being worth +1, but to each their own.

For the Tainted weapon, I would make the pre-requisite be +2, Weapon is Unholy. If Taint is hard to remove, the cost should be increased to +3.

==Aelryinth
aelryinth

03-17-07, 11:20 PM
I got one.

Shade
Price: +3 bonus if weapon, +4 bonus if armor.
Property: Weapon/Armor
Caster Level: 14th if weapon, 17th if armor
Aura: faint (DC 17) divination
Activation: -

You feel an unusual weight in your hands, as though you were holding something invisible, though you can't see anything in your hands you can feel the weight of an object and upon furthur inspection you notice that your shadow apparently holds an object in it's hands.

A shade weapon is invisible to anyone who see's it. Although a DC 13 spot check does reveal a character's shadow to be holding the weapon in it's hands. A shade weapon can prove to be helpful to any assasin or rouge character who may want appear defenseless to anyone observeing them.

Whenever a shade weapon strikes a creature in illumination (the creature has a visible shadow) the weapon deals normal weapon damage but also deals twice that amount of subdule damage. For example a 6th level rouge with a +4d6 sneak attack strikes a bugbear with a shade weapon and deals 34 points of damage. That bugbear also takes 68 points of subdule damage in the same round. Characters in complete darkness or attacking creatures that do not have a shadow (such as dark creatures) are not subject to this effect.

Shade armor also provides protection from the ability of shade weapons and also alows a Shadow Caster to use mysteries without incureing a penalty.

Lore: Shade weapons and armor are made when a shadow elemental is bound to a weapon or armor. A DC 20 Knowledge (History) check reveals their origin from Xen'drik, a DC 30 Knowledge (Arcana) check reveals the supposed connection between elemental binding and Xen'drik. For the most part only the most vile gangs and assasin guilds in Zilargo know about and extensively use Shade Weapons but House Philara and Thurrani have recently come into possesion of quite a few.

Strike the double damage language entirely...it completely overpowers the weapon.

Instead, as a pre-req, require +1 and Subtlety.

==Aelryinth
law

03-17-07, 11:26 PM
I really don't see this as being worth +1, but to each their own.

For the Tainted weapon, I would make the pre-requisite be +2, Weapon is Unholy. If Taint is hard to remove, the cost should be increased to +3.

==Aelryinth

Then what do you see the strike ability worth nothing?

Taint is farly hard to remove so I could up it to +3. But I would rather not have it as a base weapon property.
law

03-20-07, 01:15 PM
I have updated the tainted price modifier. For any that want to know.