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| Darkxarth04-11-06, 10:35 AM | Okay, I thought that there was a thread like this a couple of weeks ago, but it seems to have vanished. So, I thought I'd try and put one back up. Let me know if this is the wrong forum. I think it's the right one, Equipment. But it might also go under Homebrew or Magic and Spells. Anyway, here's one of my special magic weapons. I have more. Bladebreaker This +3 Club seems ordinary at first, (as ordinary as a magic stick can seem, I suppose) but if one looks closer, inscribed upon the surface are ancient runes of Breaking and Destroying. Antone who recognizes these gains the Improved Sunder feat while holding Bladebeaker. Also, the wielder gets an additional +4 bonus when attempting to break any type of sword. |
| Darkxarth04-11-06, 02:40 PM | Blaster This small +1 Hand Crossbow is a very strange weapon. It shoots small bolts of force energy. These missiles deal normal damage to incorporeal creatures, and they always hit. Obviously, if you can't see the target (invisibility or total concealment) you can't hit them. Blaster can be fired once per round, but must be recharged after 10 shots. Blaster can be recharged either by "feeding" it a 1st level spell slot, or by putting some personal power into it (I.E. 50 XP). Blaster deals d4+1 damage for every shot. Creatures not proficient with Hand Crossbows can only fire Blaster with a succesful Use Magic Device roll (DC 20). |
| Shadowblade200004-11-06, 08:18 PM | At first glance it is a +2 longsword with an unusual black sheen. Closer inspection reveals an inner hunger to devour souls. -When this weapon kills any creature it absorbs the creatures soul preventing ressurection and enhancing the blade. -The Sword becomes a +3 longsword. -You can also use a standard action to launch the soul at an opponent via ranged touch dealing 1d10 points of damage per hitdice of absorbed creature. Reflex save Halves the damage. -Only one soul at a time |
| Darkxarth04-12-06, 05:42 PM | Okay, this one's an artifact. A Major Artifact. Staff of Wizard's Might The Staff of Wizard’s Might is a six-foot staff, carved in one piece from a Mithral vein. It is inscribed with hundreds of different sigils and runes along its entire length. The staff is not meant for melee combat, but if it is used for it, the staff is treated as a +2 Force/+2 Force Quarterstaff. But, for each successful attack, the staff loses a number of charges equal to half of the damage inflicted (round up). The Staff of Wizard’s Might contains a maximum of 100 magical charges, for anything other than melee combat, this staff can only be used by a wizard. During one of the three days of the full moon, the staff’s owner may choose to meditate with the staff for 24 hours without interruption. At the end of this 24-hour period, the staff will have twice as many charges as it had at the beginning. If the staff was completely empty of charges at the beginning of the meditation, the wielder must take 36 hours in order to bring the staff’s charges up to ten. This 24 (or 36) -hour meditation may begin at any point during the full moon. If this meditation is interrupted at all, even for sleeping or trance, the wielder cannot begin a new meditation until the next full moon. The Staff of Wizard’s Might has quite a few magical powers and properties, most of which use at least one charge. The staff creates a constant magical field around its wielder, granting a +4 AC bonus. This bonus does not stack with the Mage Armor spell. The following powers require no charges (but cannot be used if the staff has no charges) and can be used at will: Detect Magic, Light, Magic Missile (5 missiles), Arcane Mark, Knock, Arcane Lock, Mage Hand, & Read Magic. These powers drain one charge per use: Dispel Magic, Fireball (10d6 points of damage, DC 18), Improved Invisibility, & Lightning Bolt (10d6 points of damage, DC 18). The following powers drain two charges per use: Telekinesis, Globe of Invulnerability, Legend Lore, True Seeing, & Guards and Wards. The following magical effects drain five charges from the Staff of Wizard’s Might: Greater Dispelling, Antimagic Field, Mordenkainen’s Disjunction, Teleport without Error, and Limited Wish. In addition, the Staff of Wizard’s Might grants the wizard wielding it as many temporary hit points as she normally has full normal hit points, effectively doubling the wizard’s hit points. These temporary hit points regenerate during the meditation period to restore charges. Normal wounds and diseases are also cured during this meditation time. |
| Platonix04-12-06, 09:16 PM | There isn't necessarily a single thread for these. If someone homebrews a weapon special ability and wants C&C on it, they might make a new thread just for that. By the way, I posted here a while ago with a weapon special ability called force ammo. It's very like the enchantment on Blaster, your hand crossbow...I'll reproduce it here. Weapon special ability FORCE AMMO: Only missile weapons, and not their ammunition, can have the force ammo ability. If you draw a force ammo bow without nocking an arrow, swing an empty force ammo sling, and so on, the weapon will magically create a single arrow, sling, or other piece of ammunition that is made of pure force. As a force effect, force ammunition hits incorporeal targets without the 50% miss chance that most magic weapons have against such targets, and can also hit ethereal creatures. Strong evocation; CL 13; Craft Magic Arms and Armor, magic missile; Price +4 bonus. |
| Beeblebrox04-12-06, 10:56 PM | Flig & Tig- Flig and Tig are a pair of Returning Throwing Axes +2. They are intelligent weapons, and consider themselves brothers. Flig: Int 15; Cha 8; Wis 16; AL LG Flig communicates through speech, but is very gruff in speech, and seldom speaks. He gives free use of the Improved Intiative feat. Tig: Int 12; Cha 16; Wis 9; AL LG Tig also communicates through speech, but, unlike Flig, rarely shuts up. Tig grants the use of Charm Person (DC 14) 1/day. |
| Darkxarth04-12-06, 11:06 PM | There isn't necessarily a single thread for these. If someone homebrews a weapon special ability and wants C&C on it, they might make a new thread just for that. By the way, I posted here a while ago with a weapon special ability called force ammo. It's very like the enchantment on Blaster, your hand crossbow...I'll reproduce it here. Weapon special ability FORCE AMMO: Only missile weapons, and not their ammunition, can have the force ammo ability. If you draw a force ammo bow without nocking an arrow, swing an empty force ammo sling, and so on, the weapon will magically create a single arrow, sling, or other piece of ammunition that is made of pure force. As a force effect, force ammunition hits incorporeal targets without the 50% miss chance that most magic weapons have against such targets, and can also hit ethereal creatures. Strong evocation; CL 13; Craft Magic Arms and Armor, magic missile; Price +4 bonus. Really cool. Does it need an attack roll to attack? Does it deal normal ammunition damage? Do you add Force damage to the attack? Actually, I kinda wanted to be able to let anyone post their weapon ideas here. Also, I kinda hope this will keep this thread alive just a little longer. |
| Platonix04-13-06, 11:19 AM | Really cool. Does it need an attack roll to attack? Does it deal normal ammunition damage? Do you add Force damage to the attack? Actually, I kinda wanted to be able to let anyone post their weapon ideas here. Also, I kinda hope this will keep this thread alive just a little longer. Yes, it does need an attack roll, unlike magic missile. It deals an amount of damage appropriate for normal ammunition, but the damage is force damage. Basically, it functions exactly like the weapon normally does, but the projectile happens to be made of force, with everything that entails (guaranteed-hit is not a quality of force attacks, only of magic missile in particular.) |
| Dracon Electrum04-13-06, 12:45 PM | The Tridents of Baator were created about six thousand years agoto aid devils in the blood war. They gave the Hellish forces a great advantage, by corrupting human beings and other denizens of the material plane into using their massive power to aid devils. However, a powerful force of balor were able to fight their way into the City of Dis where the tridents were made. They destroyed the secrets of the tridents, the forges, and the few who knew by heart how to make them (the tome that was destroyed had a spell on it, so anyone who wasn't making a trident at the time couldn't remember the secret techniques). The other demons carried out a notable victory that day on the battlefield. Trident of Baator: A Trident of Baator is a sinister weapon. It is a dark black that seems to absorb light, but it's razor edged tips are flame-red. It looks as if it is sized for a Large creature, but if a Medium creature picks it up, it is sized for them. Small or smaller creatures cannot weild Tridents of Baator. When someone first picks up a Trident of Baator and is of good alignment, they take 10d6 damage, and then must make a DC 15 will save. If they fail the save, they become Lawful Evil. (Paladins take 12d6 damage, but they get a +2 circumstance bonus on their will save). Every day a good creature is in possession of a Trident of Baator they take 5d6 damage. Every week they must make another will save (this time to become neutral), at DC 15. Every consecutive week, the DC increases by 2. If the trident of Baator is used in battle by a neutral creature, it is treated as a +1 trident. A neutral creature with the Trident of Baator can use the following abilities: 3/day: Detect Good, Detect Magic 1/day: Deeper Darkness Once a creature fails their will save, they become neutral. Every week they must make a DC 15 will save (this time to become Evil). Every consecutive week the DC increases by 2. When they fail the will save, they become evil. If they were lawful neutral, they become lawful evil. If they were chaotic neutral, they become chaotic evil, and so forth. If they are now neutral evil or chaotic evil they must make a second will save (DC is equal to the one they just failed). If they fail it, they become lawful evil. If they don't fail, the DC keeps increasing by 2 per week until they become lawful evil. When the trident is weilded in battle by an evil (but not lawful) creature, it is treated as a +2 Keen Unholy trident. A neutral evil or chaotic evil with the trident creature can use the following abilities: -At will: Detect Good, Deeper Darkness, Detect Magic -3/day: Smite Good, magic circle against good -1/day: Unhallow When the trident is weilded in battle by a lawful evil creature, it is treated as a +3 Keen Unholy Axiomatic trident. A lawful evil creature with the trident can use the following abilities: -At will: Detect good, detect chaos, deeper darkness, detect magic -5/day: Smite good, magic circle against good, magic circle against chaos -3/day: Unhallow -1/day: Summon devil Summon devil: Once per day the weilder of the Trident of Baator can attempt to summon a pit fiend with a 25% chance of success. The weilder must place the shaft end of the trident on the ground, with the points facing up. He must then make a charisma check against DC 15. If he succeeds, then the DM will roll d4, and see if the devil comes. If it does, in 1d6+1 rounds there will be a huge crack and the smell of fire and brimstone while a twelve-foot tall blob of fire and darkness manifests on the material plane. 1 round after the blob appears, a pit fiend will step out. When they finally become lawful evil, a message is sent to the nearest pit fiend, who will teleport to the location of the Trident, and attempt to bring the weilder of the trident to Baator with him. Because the Trident has already corrupted the weilder into being lawful evil, like the pit fiend, it will be difficult for the weilder to refuse. If he does refuse, the pit fiend won't hesitate to use force and batter the weilder into submission. |
| Darkxarth04-14-06, 12:37 AM | Major Artifact Mantle of Untouchable Light The Mantle of Untouchable Light is a pure white mantle that radiates light and good energy. If the wearer of this mantle is good, it provides several magical effects. · Detect Evil at will · Detect Magic at will · Holy Aura permanent · Cure Critical Wounds 5/day · Fly 2/day · Resurrection 2/week This mantle radiates an aura of goodness so strong that any creature that touches it instantly knows it is a powerfully good-aligned magical mantle. |
| Darkxarth04-14-06, 12:39 AM | This one is basically the opposite of the Mantle of Untouchable Light, and it is also a Major Artifact. Cape of Eternal Darkness Cape of Eternal Darkness is a black cape with a skull brooch that radiates extreme evil. If the wearer of this cape is evil, it grants several magical effects. · Detect Good at will · Detect Magic at will · Unholy Aura permanent · Unholy Word 3/day · Blasphemy 3/day · Finger of Death 2/week The first time that the owner dons the Cape of Eternal Darkness she must make a Will save (DC 30) or immediately become Neutral Evil. Anyone who touches the Cape of Eternal Darkness immediately recognizes that it is a powerful evil item. |
| Darkxarth04-14-06, 11:14 AM | This is an Epic magic item, but not an artifact. Scourge Scourge is a Chaotic Flaming Burst Keen Unholy Vorpal Greataxe +7. Forged by the Demon Prince Xigyac for his war against the Celestial forces of Heironeous, this weapon grants several magical benefits to its wielder. It grants Magic Circle Against Good three times per day, Detect Good at will, and Unholy Word three times a week. However, after exactly one week of owning it, and every week thereafter, the owner must make a Will save DC 28, or become Chaotic Evil. Additionally, the wielder must make the Will save to resist becoming Chaotic Evil if she uses Scourge to slay a good being. The save increases to 33 if the wielder slays a Celestial or Half-Celestial being with Scourge. |
| Darkxarth04-14-06, 06:37 PM | Orc-Hunter Orc-Hunter is a Mighty Composite [Strength 20] Distance Seeking Orc-Dread Elven Double Bow +5. Its owner, Kiflar the Huntress, crafted it to hunt down the Orc army that slaughtered all the Elves of her village. This powerful weapon has several powers: if the wielder is tracking Orcs, it sustains its wielder without food, water, or sleep; it grants the user Detect Evil at will; it creates a Magic Circle Against Evil, functional only against Orcs. Also, if the wielder is an Elf or a Half-Elf, it grants a few additional powers: the user gains the Track feat (if she doesn’t already have it) and Wilderness Lore [Survival for 3.5] bonus of +5 against tracking any evil humanoid (+15 when tracking Orcs). Also the Elf or Half-Elf owner of this weapon also gains precise knowledge of Orc strategies and tactics (the few they use) providing a +10 on any Bluff, Sense Motive or otherwise related check used against Orcs. |
| Darkxarth04-15-06, 06:51 PM | Enola- Enola is +5 Balanced Defending Eager Proficient Fullblade. When used normally, Enola is a powerful weapon, but it has special abilities when the wielder is fighting by herself. If the wielder has no allies within 200 ft, she gains an additional +4 bonus on her AC and attack roll. She also gains Uncanny Dodge and Improved Uncanny Dodge, allowing her to keep her Dexterity bonus to AC even when caught flat-footed, and she can no longer be flanked. The wielder also gets an additional attack of opportunity every turn, this bonus does stack with Combat Reflexes and the like. |
| Darkxarth04-16-06, 01:40 PM | Giantslaughter- Giantslaughter is a Holy Power Eager Keen +6 Greatsword. It was forged by the greatest Dwarven weaponsmiths of the time for the Dwarf-Azer Paladin, Slayblade the Merciless. He used it against the Fire Giant warlord, Dwarfburn, in a colossal clash, ending the deaths of both Dwarfburn and Slayblade. This weapon is reported to have been destroyed when it fell into the earth at the feet of the dying Dwarfburn, but may have survived. A story says that it was recovered by an Efreet who then, seeing that he could not wield it himself, supposedly hid on the Plane of Fire where it remains to this day. Whether or not this story is true, is still discussed by ancient Dwarves on cold winter nights. |