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Weapons
Arrow of Charming
(Contributed
by Nightelf)
[Top]
These ordinary
looking arrows feature the traditional wooden shaft and flight feathers,
however the head of the arrow is carved from a Ruby. When this arrow is
fired at an opponent, it deals no damage, instead having the effect of a
Charm Person or Mammal spell upon the target. The spell is an instant
success, although the duration is shortened to only three rounds. The spell
only works if the arrow successfully hits the target and the target is
within the spell limits. This means that while a Humanoid can be charmed, it
cannot charm those the spell normally could not.
Quite an old one that. My character at that
time was an "Assassin" who experimented with the idea of framing someone
else for the murder by making them actually do it! Quite a good idea if I
may say so. It worked as well, until an arrow missed and they caught him.
Bane of Sight
[Top]
This greatsword was
the personal possession of Silmagard Orcslayer, a well-known adventurer of
Northman blood from the northern Moonshae Isles. Orphaned at the age of 10
by an orc raid on his village on the northern coast of the Isle of Norland,
Silmagard quickly fell in with his barbaric half brother who roamed the Isle
lands and the lands of Northern Faerun with his band of Uthgardt barbarians.
Silmagard wanted a chance at revenge for his dead parents, and so set about
learning the ways of the barbarian warriors of his adoptive tribe. Soon
Silmagards prowess with a blade grew, and he left the tribe to hunt orcs on
his own, slaughtering any village, camp or patrol he came into contact with.
The greatsword he carried was said to be a gift
from a grateful wizard whose caravan had been attacked by orcs heading for
Silverymoon. Silmagard readily accepted the gift quickly realizing the
potential benefits such a weapon would provide in combat against his hated
enemies. The sword is of standard appearance except for the line of dwarven
runes running down along the middle of the silvery blade. The handle and
grip are fashioned of polished obsidian and covered by dried orc skins, and
the hand-guard is crafted from an Orc skullcap, fashioned by Silmagard
himself.
Damage: 2d6+2
Caster Level: 6th
Prerequisites: Craft Magic Arms and
Armor, locate object
Market Price: 32,156 gp
Cost to Create: 14,665 gp + 978 XP
Weight: 12 lbs.
Special:
Bane of Sight is a +2 bane greatsword.
It can cast a blindness spell five times per day.
The Blade of the Frostmaiden
[Top]
Constructed from a very unique form of ice found only in the depths of the
Caverns of Cold in the utter North of the Realms, by Aurilite clerics, this
greataxe is a weapon that seems to pulsate with the power of the Cold
Goddess herself. The axe is pure white of color, and is icy to the touch. A
crystallized symbol of Auril has been forged into the axe head, using a
selection of diamonds found in the mines of Spine of the World Mountains.
Damage: 1d12+3
Weight: 20 lbs.
Caster Level: 10th
Prerequisites: Craft Magic Arms and
Armor, creator must be 10th level
Market Price: 22,567 gp
Cost to Create: 11,345 gp + 670 XP
Special:
This frozen axe functions as a +3 greataxe The
rare form of ice that was used in it's construction seems to radiate cold
from the inside of the axe, so that it is always frozen from the inside to
the outside. The unique properties of this ice are so strange that even if
the axe is exposed to heated conditions or removed from icy or frozen
terrain for more than a day, the frozen nature of the axe remains intact.
Bone Chill Darts
[Top]
Caster Level:
4th
Prerequisites: Craft Wondrous Item,
true strike, chill touch
Market Price: 380 gp
Cost to Create: 160 gp + 70 XP
Special:
Bone chill darts are simple but effective
weapons. Each dart has been enchanted with both a true strike and a
chill touch spell. They inflict 1d6 damage as per the chill touch
spell upon any target they strike. When the dart is thrown they are
automatically under the effect of the true strike spell. Each dart
may only be used once, as they disintegrate after use.
Cen Edth
(Contributed by Maecenus
of Westgate)
[Top]
Cen Edth is a +2 defending, shocking burst,
intelligent shortsword: AL CG; Int 10, Wis 12, Cha 12; Empathy; 30 ft.
vision and hearing; Ego score 9. Lesser Powers: electricity resistance 10,
sense motive +11 (10 ranks, 1
Wis).
Languages: Common (understands), Elven
(understands).
Personality: Cen Edth is thought to contain a
sentience of an elf maiden who, for unknown reasons, came to inhabit the
blade of Cen Edth. She is joyous and imparts happiness and serenity upon her
bearer unless held by someone who commits evil acts. It is said that if Cen
Edth is used to shed innocent blood, she will attempt to overcome her
wielder or "call" out to someone else who may be able to take her. If she is
held by an individual with an evil alignment, Cen Edth expresses strong
feelings of despair upon them and occasionally releases a disturbing mental
scream. She usually does this when it would especially be most inconvenient
to the wielder (such as during spell casting).
History: Cen Edth is thought to have been
forged long ago by elves living in the great Shantel Othreier. The one who
created the beautiful blade remains unknown but the first recorded owner was
a famous elven warrior named Cen Edth, whom the blade has been named for.
After his death, the shortsword was passed down in succession to his heirs
until long after the Crown Wars. After the fall of Shantel Othreier and some
of the other great elven kingdoms, Cen Edth disappeared only to resurface
centuries later, in 626 DR. A halfling lass named Kysi Brownhedge found the
blade near her home outside of the Wood of Sharp Teeth. She had it on her
mantle for years until it was stolen by two "unusually dark skinned elvish
chaps" who reportedly took Cen Edth somewhere to the south. There, it was
once again lost to record...until recently, where it is presumed to be in
the possession of a drow assassin known as Theikneryl Daekh.
Strong Evocation; Caster Level 10th; Craft
Magic Arms and Armor, call lightning or lightning bolt,
shield or shield of faith, resist energy; Price 68, 308.
Charismatic Friend
[Top]
Market Price:
2,450 gp
Prerequisites: Craft Magic Arms and
Armor
Damage: 1d4+2
Critical: 19-20/x2
Special:
This dagger is crafted from pure adamantine and
as such makes it +2, in addition this gives the dagger a +1 deflection bonus
to wielders AC and a +2 enhancement bonus to wielders charisma attribute.
The Chaos Warhammer
[Top]
Description and Powers:
This hammer is rather odd in both it's
appearance and crafting. The legends that surround this unique magical item
tell us that it was forged from actual chaotic matter deep in the heart of
the ever-changing plane of chaos - Limbo. The hammer has no stable colour or
series of patterns along it's surface as the surface of the hammer
constantly changes it's outlook, as if in continual flux. The only true and
accurate piece of knowledge that has been discovered about this hammer is
that it was crafted for the purpose of striking at the very forces of law
itself. It powers are as follows -
This hammer acts as a chaotic warhammer +2,
that has a 25% chance each time it strikes of casting a Chaos Hammer
spell on the victim. This weapon may not be used or wielded by any lawfully
or neutrally aligned creatures.
Damage: 1d8+2
Caster Level: 9th
Prerequisites: Craft Magic Arms and
Armor, Chaos Hammer, creator must be of chaotic alignment
Market Price: 53,205 gp's
Cost to Create: 21,489 gp + 15290 XP
(??? - I am unsure about this)
Weight: 11 lbs.
Background:
Due to the chaotic nature of this item, very
little is actually known about it other than what has already been
mentioned.
Cloaking Dagger +2
(Contributed
by Krandor)
[Top]
1d4+2 19-20/x2
Piercing/Slash
Cost - 500 gp
This is a dagger +2. Additionally it permits
the holder to become invisible, as per the magic spell, once per day. Also
if the dagger is owned by a thief it improves their move silently and hide
in shadows skill checks by +5.
Cobra's Fang
(Contributed
by Bookwyrm)
[Top]
Cost:
3,000 gp
Prerequisites:
Craft Arms and Armor, Poison
Weight:
1-1 1/2 lbs.
Cost to
Create:
2000 gp + 400 XP
Special:
The powers of the Cobra's Fang are as follows -
-
Enchantment +4; never needs sharpening
-
40% chance of casting poison on
the target, as the spell
-
Can neutralize poison that was injected
(not ingested) by heating the blade and cauterizing the wound. This causes
2d8 points of damage. Subject must make a fortitude save (DC 18) or fall
unconscious for 1d8 hours
-
+2 bonus on search, spot, and listen
checks versus reptilian creatures
-
+2 bonus for a reptilian character to
wield
-
Clerics with the scaleykind domain can
wield this dagger without penalty; they can use their rebuke/command
reptiles ability an extra time per day (as if through a high Charisma
modifier) and as a spellcaster of one level higher
Background:
This
dagger was bought as a work of art by a wealthy nobleman, who knew nothing
of its powers. He merely saw the amazing craftsmanship of the blade and
desired to have it for his own. It made its way to the Sage of Perth's shop
soon after his accidental death -- by scratching himself with the blade.
Its handle is sculpted in the astonishingly lifelike visage of a cobra, with
its head forming the pommel. The snake's mouth is open, its fangs seeming
ready to strike upon the unwary viewer. The handle's colors are vivid and
new-looking, and there is not a mark on the blade.
The Sage of Perth researched this dagger, and traced its origins back to the
jungles of Chult centuries before. He found some rumors that there was a
twin to the Cobra's Fang, but found no clues as to its whereabouts. This
blade, if it did exist, would have the exact same powers as the first. And,
if the two were wielded together, perhaps more.
Crimson Eye +2
(Contributed by Krandor)
[Top]
Cost - 45 000 gp (10 000 gp per change)
Dmg - 1d8+2 (1d8+8 when attacking the chosen
creature type)
Crit - 18-20/x2
Weight - 6 lb
Type - Piercing and Slashing
Description - Have a little unfinished business
do ya? Maybe some orcs burnt your town? Some goblins stole your ale? Well
with the Crimson Eye at your side, you will have little problem fulfilling
your desires. Upon purchase, your choice of creature type will be implanted
into the sword. After this, once you come upon the desired creatures that
you chose, they will easily fall to your blade as the weapon will get an
additional +6 (total 1d8+8).
What happens if they comes back as ghosts or
spirits summoned by an evil, diabolical wizard who wishes to make you fight
your internal demons for all eternity, but to no avail? Well, the Crimson
Eye has an added bonus, as it can dmg those of the ethereal planes as well
as the living. However, that is only if those of the ethereal planes are of
the chosen creature type. For 10 000 gp, bring the sword to a local Blade
and Stars to get the desired creature type changed on the sword (You can
change from Orc to Goblin, Goblin to Beasts etc.)
Dagger of Embedding +1
(Contributed by Krandor)
[Top]
1d4+1 19-20/x2
Cost - 500 gp
In all respects this dagger is identical to a
dagger +1 and inflicts normal damage. Upon uttering it's magical command
word at the time of a successful strike, the dagger will remain embedded in
the victim and continue to inflict 1d4+1 points of damage per round. The
dagger can not be removed until it is released by the magic command word,
it's power is disrupted by a dispel magic spell or the victim is dead.
Dark-Elven Shortsword
[Top]
Damage: 1d6 +1
Weight: 1 lbs.
Type: Piercing
Special:
This mithral blade, is 30 inches in length and
is both unusually light and has a keen edge that never seems to need
sharpening.
Dark Justice
[Top]
Brax the dwarf, fashioned this magical mace
after something he'd seen in one of the Sage's many history tomes detailing
the Dwarven wars against the goblin hordes in the ancient days of the Savage
Frontier. It is constructed of black iron, and has no distinguishing
features other than Brax's sigil on the pummel of the mace and the three
green emeralds embedded within the head of the mace.
Damage: 1d6+2
Caster Level: 5th
Prerequisites: Craft Magic Arms and
Armor, darkness
Market Price: 35,345 gp
Cost to Create: 18,879 gp + 2,134 XP
Weight: 5 lbs.
Special:
The Dark Justice is a +2 light mace
that can cast a darkness spell up to three times per day as if the
mace were an item enchanted with spell storing. It can recharge its
own spell. The green emeralds indicate how many charges are left for the
day.
Deceiver (Contributed by Steve Allen) [Top]
Made by the famed dwarven smith Galgarena Wintertop, this +4 Vorpal Short Sword is renowned for its ability to hide the owner. This short sword has a double edged drop point blade made of magically forged adamantium 30 inches long with a mirror finish. The quillons are made of black iron with a ruby (worth 400 gp) and a white diamond on opposing sides (worth 400 gp) that run parallel to the blade. The handle is made of black ivory overlaid with gold and silver inlay. The pommel is a tapered cone of black iron ending in a scent stopper. The pommel has a small double-edged drop point dagger in it that will shoot out when the ruby is pressed (treat as a large dart). The blade has a 15' range and does ld4 points damage. Reloading the dagger can be done with the four spares made with the sword, or the bearer can have new daggers made by providing a sample to a qualified weapon-smith.
When drawn, Deceiver can do the following:
1) Cast Blinding Light 15' Radius (save vs. magic or be blinded for ld4 rounds) three times per day.
2) Cast Disguise (an illusion) on bearer three times per day; true sight will see through the illusion and Dispel Magic will erase the illusion). This illusion lasts until dispelled by bearer.
3) Cast Charm 10' Radius three times per day as a 15 th -level mage.
4) Know Alignment when the naked blade is touched to any object.
5) Comprehend Languages , when ordered.
Dreamweaver,
Quarterstaff +2
(Contributed by Nightelf)
[Top]
This highly ornate staff is constructed of
carefully carved Onyx shaped in the form of a Dragon. Once equipped, this
item forms a bond with the holder, and cannot be released. It functions
perfectly as a +2 Staff, but when the holder attempts to sleep he is
presented with terrible visions and cannot sleep properly. This prevents
spell memorization and hit point regeneration overnight, and usually results
in fatique the next day. This cursed item only activates when held by a
wizard.
Drowbane, Long Sword +4
(Contributed by Nightelf)
[Top]
This longsword features a Ruby encased Hilt
with a Long Golden blade. The hilt ends in two small spikes, each shaped
like miniature elves. The sword functions as a +4 Long sword for damage and
THACO, however when within 30ft of a member of the Dark Elf race, it begins
to glow dull purple. When it is glowing, it deals double damage (2d8+8
instead of the normal 1d8+4) against Dark Elves. This weapon also contains
the power to cast a minor version of the level 6 priest spell "False Dawn",
destroying any Adamantine armor or weapons in the area of effect halved
(15ft radius).
This weapon was constructed by my character,
materials on hand, but the enchantments came to about 8000 gold.
Efreeti Glove
(Contributed by Krandor)
[Top]
1d6+5
Bludgeoning
Cost - 10000 gp (undecided)
This +5 glove was given to Balin Gorunn, a
dwarven fighter battling a red dragon. The glove gave him unnatural powers
with the element of fire. After many campaigns against evil Necromancers,
Balin was murdered by one of his friends. The glove said to be stolen and
has been lost for many years, but rumors has it that it is guarded by the
soul of Balin, deep within his crypt. Until now. After a group of hired
adventures travelled to the crypt in search of the glove, it was found, the
majority of them coming back alive.
Special abilities - This glove can cast a
variety of different spells, but only with the word of power stated clearly
before. (A secret)
Fire Weapon
The weapon in the hand that the glove is
present, be it enchanted or not, becomes imbued with fire and does an
additional 1d6 of burning dmg..
Fire Globe
The wearer can use a torch or anything that
emits fire to make a fire globe in the wearer's hand that never dies unless
the gloved is turned off (the word is spoken again) or it is removed. This
can also be thrown at a enemy to deal it 1d6 of burning dmg.
Burning Hand
This is the same as the wizard spell but only
used in one hand.
Eckenshar
(Contributed by Targon Moonrise )
[Top]
Cost: 10,315 gp
Prerequisites: Craft Arms and Armor,summon
monster I
Castor Level: 8th
Cost to Create: 5,158 gp + 2,579 XP
Weight: 3 lbs.
Special: Bane vs. Aberrations
This is a +1 bane vs aberrations scimitar,
crafted by the druid Torkon Menoti to help defend his land, his home and his
friends. He carries it still at his waist and will carry it until he dies.
Enkeddo the Learned
[Top]
Intelligent Quarterstaff +2
Int 15
Speech, Detect Magic 10', Detect Secret Doors
5', Clairvoyance 3/day
Ego 10
Personality 25
Speaks Elven, Dwarven, Koth (disregard this
last dialect - campaign based only - DMs can replace it with something of
their own choosing)
Enkeddo is a glimmering (thanks to the numerous
crystal shards embedded along it's length) green quarterstaff of knowledge
and insight. Besides the above abilities, the staff remembers many old
tales, and spins fabulous stories of the ancient tribes of the North, and
their great battles against the numerous Orc hordes.
Eye of the Beholder
(Contributed by Icewolf)
[Top]
To Hit: +2
Damage:1d6+2
Criticals: 19-20/x2
Type: Piercing
Weight: 3lbs
Description: This short sword has a very
unusual look to it. The blade is made of Adamantine, giving it a natural +2
enhancement. The unusual aspect is the hilt. It is crafted to look like a
beholder. Several eyestalks create the handguard, while several more wrap
together to form the handle. The large, central eye of the beholder stares
down the hilt.
Powers: When not wielded, the eyes is closed.
However, while the sword is being used, a command word may be spoken up to
twice a day, and a maximum of four times a week, and the eye will open,
causing the same effect as a real beholder's central eye. The eye will
remain open for up to three rounds before closing again. A Cone of Antimagic
will emanate from the sword, causing any magical defenses or armors to have
their enchantments suppressed until the sword's wielder changes targets.
Background: An ancient Mage-Hunter had this
sword commissioned from an elderly mage who was going quite insane in his
old age. Rumor has it that after the sword was created, its first victim was
he who made it. This sword has been passed down through the Order of those
who followed that ancient Hunter's distrust of magic.
The Icewolf once
again reaches into the depths of his robes, and pulls out a ring that almost
visually exudes a powerful aura. "If you can sell this one, send them my
way, I want to make them an offer for some property with a lovely view of
the sun rise...about a mile south of Menzoberranzan...
Eyetooth
(Contributed by Bookwyrm)
[Top]
Amidst the maze of items that crowd the Sage's
Shop, you turn a corner in the seemingly random aisles and find yourself
facing a highly unusual longsword. And the sword, it seems, is watching you
as well.
A single, lidless eye is set in the crosspiece,
slitted like a cat's, and it is fixed on you. It follows you as you move
around it, and you see there are two more eyes, identical to the first, on
the pommel and the reverse side of the crosspiece.
This is the semi-sentient sword Eyetooth
(longsword +4). It is a blade many find unnerving, but one that is loyal to
its holder. It is only when wielded that Eyetooth finds a measure of
freedom, of purpose. It is not bloodthirsty, but it does, in essence, love
its job.
Damage: 1d8+4 (Special - See Below)
Melee/Ranged: Melee
Size: Medium
Market Price: 45,123 gp
Weight: 10 lbs.
Special:
To use this weapon, one must first bond with
it. This merely entails accepting the sword as one's own primary weapon. It
never tricks the wielder, nor does a bonding occur simply by drawing the
sword. However, its abilities are not usable until a bonding occurs (it is
merely a +2 sword until then).
The bonding has its own penalties. The
character temporarily loses 1d4+1 points each of constitution, dexterity,
and strength (roll separately), gaining them back at a rate of one every two
days. (The player can choose which ability score will be restored each
time.) The character is reduced to one-tenth his normal hit-point level,
gaining them back normally (minus missing constitution bonuses). The
character must also never be far from it or take 3 hp of damage each day (1
per 8 hours).
In return, the sword grants the following
powers on the wielder:
* Proficiency with longsword, if not already
possessed by the character.
* +2 circumstance bonus on Look and Spot
checks. (Not available if the eyes are covered.)
* The character has a +2 bonus to see through
illusions. (Not available if the eyes are covered.)
* -2 penalty on Diplomacy checks if the eyes
are uncovered: the sword instills an eerie feeling in viewers unused to the
sight.
* +2 bonus on Intimidate checks if the eyes are
uncovered.
* The character can cast darkvision on himself
once per day as a sorcerer of his character level.
* The character can use a true strike
ability once per day, as the spell, but only with Eyetooth as the striking
weapon.
* The character cannot be flanked. (Available
only when the sword is in hand.)
Fangs of Selvetarm
[Top]
Description: The Fangs of Selvetarm
are actually a pair of fearsome short swords called elgluth (meaning
'scourge' in the drow tongue), and og'elend (meaning 'heretic,
non-follower of Lolth' in the drow tongue). Each blade has an blood-red
haft, and a shining, highly reflective silver blade that are constantly
gleaming with fresh blood. Although, nearly always covered in gore, the
blades' Drow symbols can still be clearly seen, as can Selvetarm's holy
symbol: a spider on a crossed sword and mace.
Powers: Each of these wicked weapons
functions as a +5 short sword and inflicts double normal damage on
any of the PC's successful attacks (critical hits will deal x2 damage as
normal). Also each short sword grants the wielder free use of the feat
Improved Critical as long as the PC meets the feat's requirements for use
(weapon proficiency [obviously short sword] and a +8 or higher attack
bonus).
Fearsome as these blades are singly, they
demonstrate their true deadliness when wielded as a set. When used together,
they grant the PC free use of the Ambidexterity, and Two-Weapon Fighting
feats. Only a devotee of Selvetarm (or whatever deity you wish Shadowlord...)
may wield these blades; others who attempt to handle either of them,
automatically suffers 2d6 points of damage per round of contact, and 1d6
points of damage one round after contact has been severed.
Feinting
Dagger
(Contributed by Krandor)
[Top]
Dmg - None
Price - (undecided)
Saracox was an unlucky thief who kept on
getting caught in the act while stealing or picking locks. He was always
captured but managed to always managed to escape before he was executed.
After many years, he revealed his secret to his wife on how he escaped. That
was by stabbing himself with his trust dagger. He would plunge it into his
own chest, making him look dead in ever way. But after a few hours, would
wake up and be perfectly back to normal. Unlucky for him he lost the dagger
(I wonder who stole it?) and got locked in a dungeon for the rest of his
life.
Special - After plunging the dagger into
anything alive or not will seem to be dead. This will last for 1d6 hours.
The Five Eyed Dagger of Talona
[Top]
This is an exquisitely crafted silver dagger
with a slightly curved blade at it's tip. The top portion of the dagger's
hilt is studded with five purple eye-like gems, each of which hides a
concealed compartment.
Caster Level: 10th
Prerequisites: Craft Arms and Armor,
poison
Market Price: 20,321 gp
Cost to Create: 10,112 gp + 789 XP
Special:
The specially designed hilt of this +2 dagger
has five compartments , which each contain a small dose of differing poisons
which can be selected by the wielder. The compartments can also be used to
hold five doses of one type of poison as well. Each successful hit upon a
target can deliver one different poison of the wielder's choosing.
Flame of Halruaa, Throwing Axe +3
(Contributed by Nightelf)
[Top]
This ornate axe radiates very strong
enchantment magic. The handle and shaft are both carved of black Oak, and
the blade is crafted of Diamond. When used by Dwarf, the head of the axe
begins to glow slightly. When the user speaks directly to the axe the word
"Halruaa", the blade bursts into flame and does an additional 1d6+4 fire
damage as well as the normal 1d6+4. This weapon was crafted by the Ancient
Blacksmiths of Halruaa as a gift for one who rescued the town from a group
of Hobgoblins.
It usually sales for about 8000gp, but
depending the the DM, it could still be in the hands of the dwarf. Just for
reference purposes the Dwarf was called Krago Doraskill.
Gauntlet-Dagger
[Top]
Damage: 1d4
Prerequisites: Craft Magic Arms and
Armor
Market Price: 2,000 gp
Weight: 2 lbs.
Abilities:
The Gauntlet-Dagger was designed in Waterdeep
shortly after the Time of Troubles and is in high use among
hired-mercenaries and sailors. The dagger-blade is itself a 12 inch,
dark-grey, slim steel blade attached to the portion of the Gauntlet that
sits over the upper hand (this means that for appropriate usage the hand
must remain closed). The wielder also receives a +1 bonus to parry.
Gauntlets of the Red Dragon
[Top]
Description and Powers:
These gauntlets are made from a strange
red-tinted metal that gives the gloves a blood red appearance. They look
like standard metal gauntlets, except for the knuckle spikes on the tops of
each glove, which are made of shaped dire-wolf fangs. The fangs deal no
actual damage while connected to the gauntlets and are purely decorative.
However they can be broken off the gauntlets at the base and used as
standard bone darts dealing the same damage as regular darts of this type.
The abilities of the gauntlets are as follows -
These gauntlets deal an additional 1d6
crushing damage upon a victim after a successful hit.
Damage: d4
Caster Level: 4th
Prerequisites: Craft Magic Arms and
Armor
Market Price: 6,535 gp's
Cost to Create: 2,567 gp + 290 XP
Weight: 2 lbs.
Background:
These gauntlets were found in an old
abandoned cavern high up in a peak of the
Dragonspine
Mountains near the Moonsea. The adventurers who found the gauntlets later
detailed an account of their find to the Sage, that stated that the
gauntlets were found midway into the cavern's reaches in a charred and
blasted side-passage. It is assumed that the wearer of the gauntlets
probably ran afoul of a red dragon while exploring and was blasted to ash.
There is however, another rumor surrounding the
origin of the gauntlets and this is, that they were fashioned by the red
dragon himself and instilled with some of the dragon's essence resulting in
the red-tinge of the gauntlets. Either rumor is as likely as the other, as
both the dragon and the adventurer have long since disappeared.
Ghelbin's Amazing Non-Losable
Dagger
[Top]
Caster Level: 7th
Prerequisites: Craft Magic Arms and
Armor, dimension door, locate creature, creator must be 7th
level
Market Price: 17,213 gp
Cost to Create: 9,654 gp + 754 XP
Special:
This +2 dagger, has a unique property
that occurs only if the dagger is ever lost, misplaced, or stolen. By means
of a dimension door spell, the dagger transports magically back to
the original owners possessions, locating the bearer with a locate
creature. It returns to the bearer within 1d10 hours. The only way to
break the enchantment of the dagger is to consciously and deliberately give
it away, or leave it behind.
Granelgeim
(Contributed by Maecenus
of Westgate)
[Top]
Granelgeim was created long ago by the nearly
forgotten sorcerer-warrior, Tynthros. It served him well, even being used at
the Battle of Brokenheads. Tynthros lost the blade after being slain by a
red wizard named Hozhehkremis who took Granelgeim and sold it in Selgaunt.
After passing through various merchants hands it was finally sold to an
elven adventurer named Feegh Duthowp. It passed on through the Duthowp line
for many generations until it was stolen and taken to the west. What became
of the blade then remains unknown.
Granelgeim is a +1 keen spellblade rapier. The
wielder is immune to any Dispel Magic spell cast directly on them as the
blade absorbs it, allowing it to either fizzle harmlessly or be directed to
a new target as a free action. Granelgeim also emits a high pitched, but
very quiet "chime" sound when the blade contacts any magical objects.
Caster Level: 13th; Prerequisites: Craft Magic
Arms and Armor, spell turning, keen edge, detect magic; Market Price: 8,320
gp; Cost to Create: 4,320 gp + 320 XP.
Hammer of Judgement
(Contributed by Targon Moonrise)
[Top]
Cost: 34,312 gp; Prerequisites: Craft Arms and
Armor; Caster Level: 15th; Cost to
Create: 17,156 gp + 1372 XP
Weight: 8 lbs.; Special: Throwing and Dancing
"Harthor" +5 holy dragonbane greatsword
(Contributed by Crust)
[Top]
INT 19 WIS 10 CHA 19 AL LG Ego 33 Caster Level
20
Lesser Powers:
10 ranks in Diplomacy
10 ranks in Intimidate
10 ranks in Sense Motive
Locate Object 3/day
Greater Powers:
Improved Evasion
Overland Flight 1/day
Locate Creature 3/day
Special Purpose:
Slay Chromatic Dragons
Dedicated Power:
Casts True Resurrection on wielder if slain by
a chromatic dragon 1/month.
Harthor has hearing, darkvision, low-light
vision, blindsense, and telepathy at 120', and confers these sensory
benefits to the wielder when grasped by the hilt. The weapon can speak
common, draconic, celestial, abyssal, infernal, and elvish.
All greater powers can only be used when
grasping the sword's hilt. Wielder has no control over True Resurrection.
Harthor's scabbard has its own powers:
-Casts cure serious wounds (3d8+15 healed)
3/day.
-Confers energy resistance 20 against fire,
electricity, acid, cold, and corrosive gas (a green dragon's breath weapon).
-Should Harthor's blade ever break, placing the
broken shards in the sheath heals the blade of 1 hp/day (see DMG for sword
hp).
History
This weapon was forged by elves at the height
of Myth Drannor's power. Near death and ancient beyond years, the bronze
dragon Harthorilnaeryndrim passed her essence into the blade at its forging,
forever living on in the pursuit of slaying evil dragons.
The blade brought low many dragons, even
serving in the hands of a powerful elven paladin, Thilyarintor Shatterscale.
During The Weeping War, Thilyarintor wielded Harthor against a host of green
dragons, even slaying the ancient green wyrm Belgrazmoram single-handedly
while both elves and daemons looked on in awe. In the chaos of the War,
Harthor was lost as Thilyarintor was killed by a trio of beholders who
converged their eye rays in a rain shower of destruction. All that was left
were a few scattered ashes, and Harthor was lost to history. Elven sages
tend to disagree on the path of the blade after the Weeping War. Some
speculate that it was taken up and spirited off to Evermeet as the surviving
elves fled the fallen city. Others speculate that the weapon was taken by a
skulking green wyrm as a trophy for its hoard. Regardless, the weapon would
not resurface for another hundred years.
Then, in the Year of the Broken Branch (864
DR), the human dragon slayer Gremain Yusseltassar of Baldur's Gate
challenged Gnarlagon, or "Old Gnarl Bones," an ancient red dragon of
unquestioned might lairing in the
Desertsmouth
Mountains. He wielded the ancient elven blade Harthor, and how he came to
possess the blade is unknown. It is speculated that he and an elven
sorceress fell in love, the blade symbolizing their love, but even Elminster
is unsure of this possibility. During the raging conflict, Gremain somehow
fell to the spells of the dragon. Harthor's power was known to Gnarlagon,
and the dragon cast the blade into the mouth of the volcano he called his
lair. There the blade rested for over five hundred years, buried deep
beneath a massive pool of lava.
In the fall of the Year of Wild Magic (1372
DR), Harthor was found again. A trio of powerful adventurers out of the
western Dalelands challenged the current residents of Gnarlagon's former
volcanic lair. They were the human barbarian Rusk (origins unknown), the
human cleric of Mystra Aldamar (a known wielder of spellfire hailing from
Silverymoon), and the elven arch-wizard Khaltarah of Evereska. The current
draconic occupants included a very old female red, her adult consort, and
their brood consisting of dozens of wyrmlings and very young reds. The
battle nearly destroyed the mountain itself, but the dragons were either
killed or driven off, and as the she-dragon toppled into the massive lava
pit below, she held Aldamar tightly in her jaws, taking him with her to his
death. The two plummeted, and the human barbarian giant Rusk (some say he is
blessed by either Mystra or Tempus in size and strength) fell with them,
putting his great strength to the dragon's jaws, prying them open before
impact three hundred feet below. Both he and the gargantuan dragon plunged
into the lava as Aldamar flew free on the wings of his spells. If not for
the protective spells of elven arch-mage Khaltarah, Rusk would have burned
instantly. Unfortunately, Rusk's heavy armor made swimming nearly
impossible, and the weight of the dragon carried him down to drown in the
lava pit.
Accounts aren't
clear on how Rusk (who prefers to allow other, more well-spoken companions
tell his story) emerged from the lava with his life, but a few tense minutes
after he disappeared beneath the lava, carried deeper by the weight of the
dragon, Rusk burst forth in a great spray of lava, grasping a shining,
bright white sword. Harthor had been found.
Harthor's scabbard was found in the hoard of
the she-dragon and her brood, along with what was later learned to be the
armor, shield, helmet, and gear of the long-slain human Gremain Yusseltassar.
The whereabouts of Gnarlagon have been lost to
time and destruction. It is thought by dragon experts that he eventually
grew to such size that his bulk gave him no place to rest and hide from the
searching eyes of eager dragon slayers (or that he simply grew weary of
Faerun - Elminster's view), and he left Toril for the Astral Plane, there to
serve (and scheme against) Vlaakith, githyanki Lich-Queen, serving as the
steward of Tu'narath, Vlaakith's city-stronghold. It has been said by
explorers and githyanki alike that Old Gnarl Bones' treasure horde rivals
that of all the kings of Faerun from all time past and present. That is, of
course, only speculation.
Heartcleaver
(Contributed by Knightcrawler)
[Top]
In the corner of
the shop the shadows suddenly deepen. Out of the swirling darkness steps a
figure, robed in black. No features are visible beneath the shadow of its
cowl, only two shimmering blue eyes. The figure looks around at the shop and
with a satisfied sniff approaches the counter.
"I believe
I may have something that may be of interest to you Sage."
The figure reaches into the folds of its volumous robe and draws forth a
huge greataxe. The weapon is enormous easily six feet in height with a
sickly green blade that is dripping a greenish ichor. The figures hand
holding the weapon is black as pitch covered with shimmering blue tatoo's.
"My companions and I obtained this weapon
when we accidently stubled into a Blood War skirmish. We have no use for it
so I thought you might be interested."
+2 Vorpal Gehennan Morghuth-Iron Huge
Great Axe
This monstrous executioner's axe is balanced
and sized for large-sized creatures. Any medium-sized creature that wields
the axe must have a Strength of at least 18 and then suffers a -4 penalty to
hit and damage because of the ungainly weight and balance of the weapon.
This penalty is reduced by one for every point of Strength above 18 that the
wielder possesses. The Wielder must also be of evil alignment. If a neutral
or good character picks up Heartcleaver they immediately gain 1
negative level and can no longer benefit from magical healing.
This evil weapon is not native to the Realms,
but was forged on Gehenna. Aside from the basic magic of the vorpal weapon,
the axe blade also constantly drips with a translucent green poisonous
ichor. The ichor cancels out healing magics, and therefore, the damage dealt
by Heartcleaver must be recovered naturally by rest and sleep, not
potions or spells. Additionally on each hit the victim must make a Fortitude
save versus poison DC 14. The initial damage is 1 point of temporary
Dexterity; the secondary damage is 1d4 points of temporary Dexterity.
Caster Level: 18th; Prerequisites:
Craft Magical Arms and Armor, keen edge, death spell, bestow curse,
creator must be evil; Market Price: 89,600 gp
NOTE: This weapon is a conversion from The Fall
of Myth Drannor
The Holy Justifier of Tyr
[Top]
It is said the this mace was crafted by a
cleric of Tyr five years ago, before a great battle to free the hamlet of
Wood's Edge near Cloak Wood. The village was said to be under the thrall of
an evil necromancer of Velsharoon, and a horde of orcs and undead. The
necromancer had wished to experiment on the villages to create a special
type of spectral undead.
However, when a passing group of Tyrian clerics
arrived to visit the local shrine to Tyr, they were horrified to discover
it's current state. The exact history surrounding the creation of the mace
is not known outside of the most holiest of Tyrian clerical circles. What is
known, is that the cleric, Valroth Kar of Tyr, spent some time alone at his
temple to Tyr where he supposedly asked his god for assistance.
This may be a fanciful speculation, as nobody
truly knows how Valroth acquired the great mace. The next day, the clerics,
lead by Valroth Kar, the mace firmly in his grasp, lead the resistance to
free the hamlet of it's undead curse. After several hours of running battles
the horde was broken, the battle was won - the undead and orcs were either
destroyed of incapacitated. The battle was not without it's casualties
however, after the battle it was revealed that Valroth had been killed -
slain in final combat with the necromancer each landing a final fatal blow
on each other at the last moment.
The mace was quickly recovered by the remaining
clerics who then returned to their temple where the mace was blessed and was
said to be returned to Kar's temple to commemorate his great deed. How it
ended up at the Sage of Perth's Magic Shop is currently unknown.
Damage: 1d8+3
Melee/Ranged: Melee
Size: Medium
Market Price: 30,245 gp
Prerequisites: None as this is a unique
item to the Church of Tyr
Weight: 13 lbs.
Caster Level: 13th
Special: The Holy Justifier of Tyr
is an intelligent heavy mace +3 of Lawful Good alignment, with a Wisdom
attribute of 18, an Intelligence attribute of 15, and a Charisma attribute
of 14. It can cast heal on the wielder and one other cleric of Tyr once per
day. It as functions as though it had both the Keen and Bane
special abilities.
Inferno Blast Throwing Axes
(Contributed by Icewolf)
[Top]
Description: These bronze axes always come in
sets of 5, and in a bronze case with the picture of a fire elemental crafted
on it. These throwing axes always feel warm to the touch, in even the
coldest climate, and are perfectly balanced. They have a ring of flame
etched on the grip.
Powers: These +3 throwing axes are said to
contain the rage and power of the strongest of Fire Elementals. Upon a
successful hit, They deal an initial 1d6+3 points of damage. If the victim
does not succeed at a Reflex save, to pull the weapon away, the weapon
unleashes a fireball as cast by a 15th level caster. (DC: 15)
1d4 rounds after said blast, the axe returns to
the case.
Note: If spell resistance negates the initial
blast, the target creature still takes 6d6 points of fire damage due to the
proximity of the blast.
Background: Created by Alean Browsdren,
these axes were crafted to torment an enormously powerful fire elemental who
attacked the wizard's adventuring party. Captured through a Soul Bind spell,
the Elemental's mind and will were stripped away, and stored within the
case, whilst its life force was transferred into the axes.
Keller's Folly or The Un-Silent Blade
(Contributed by Malanthius)
[Top]
For Centuries the
lands of the Sword Coast have produced adventurers with cunning, boundless
common sense, and a fierceness of heart difficult to find anywhere else in
Faerun.
Keller Of Beregoast was not one of these.
To His Credit, Keller was without equal in
terms of shear ferocity of fighting, a veritable engine of destruction upon
the battlefield. Unfortunately, his slow wittedness made him almost as much
a threat to his allies as to his enemies. Complicating all of this was the
simple fact that Keller couldn't understand that there were things his sword
simply wasn't able to hurt.
A notable argument with his then ally, the
Sorceress Jelila of Evereska, occurred over the matter of how to properly
dispose of a troll. Keller's refusal to allow her to cast aganazar's
scorcher on the puried remains allowed the creature to regenerate and
eat several of the companions before Jelila finally destroyed it with a well
placed fireball. This led to Keller's separation from Jelila's trackers
along with his being ostracized by all other chartered groups and/or bands
of brigands in the region.
Despondent over this turn of events and
grieving over recent news of his half brother Lilacor's disappearance,
Keller decided he needed to do something drastic. Get an enchanted blade.
The problem Keller then ran into was that no
witch, wizard, priest or sorcerer seemed either willing or able to provide
the kind of magic sword he wanted.
It seemed like a simple enough request to him:
"I wants a sword whut can hurt anything. Even kill it if'n yas hit it
enough times." he'd tell them, and sooner or later, some way or another
they all would tell him the same thing, yes you could make a blade that
could pierce this kind of monster, or slice that one, on a certain day under
the right circumstances, but a weapon that could literally hurt anything?
Impossible! Sheer Madness!
So, frustrated beyond belief with these "id'ut
spell slingers" Keller had the wonderful idea that he'd simply make a magic
blade himself.
Thus began a rather long crime wave that hit
the wizards along the sword coast as a crazed fighter dashed into their
sanctums, grabbed everything he could carry that looked remotely magical,
and bashed anyone that tried to stop him.
This insane quest culminated in Keller
gathering all these "ingredients" together in one massive pot over a fire in
a farmers shack in Shadowdale. The resultant explosion destroyed the shack,
most of the farm land surrounding it and (Unfortunately) only "most" of
Keller. Whether it was Tymora's toss, or Mystra's humor, to some degree
Keller actually succeeded in making the blade he desired so much.
Description and Powers
At first glance one would dismiss this half
melted object as a piece of scrap metal. Further inspection reveals it to be
in a shape vaguely resembling a longsword that's blade is twisted and
seemingly poorly balanced. Careful scrutiny shows that there is a form of
handle carved from burnt bone.
Damage:1d8(Special-See Below)
Melee/Ranged: Melee
Size: Medium
Market Price: Priceless (literally-See
Below)
Weight: 10lbs
Special:
Treat Keller's Folly as as +5 to Hit in all
attack rolls, (No damage bonus, just to Hit, No Matter the creature the
blade will only do 1d8 damage per hit plus wielder's strength bonus) Unique
ability: Do to the generally messed up accident that created this bizarre
weapon Keller's Folly can do damage to any form of creature, living or dead,
ethereal or solid, inanimate or animate. Regardless of said creatures
regenerative abilities this does not count as subdual damage.
Semi-Sentient(Curse): Although there is some
remainder of Keller about the weapon, "intelligence" would be a stretch. The
sword talks. And Talks. It never actually stops talking. It's annoying. Very
Annoying. If the sword talks continuously in the presence of the current
wielder for 2d10 days, wielder must make a will save (21) or go insane as
per the insanity spell.
Lightning Bow (Contributed by Steve Allen) [Top]
This legendary weapon is believed to have passed from the Realms many millennia ago. Craven the Black a marquis cambion used it against the defenders of Baldur Gate in the year 445 DR. although the defenders of Baldur's Gate won that small battle, they would later lose the war. After Craven fell in battle at Baldur's Gate, the weapon was assumed to have been taken by the orcs as they fled the battlegrounds but the weapon did not appear again until 522 DR when a Battledale farmer unearthed a rotten cloth bundle with his plow in a new field he had just cleared of brush. Later the weapon was being used by Prince Adrew of Taskev, until his death in 531 DR, at which time his sons fought among themselves and the bow disappeared in the fighting. The bow later turned up in one of the hidden treasure stores of Phlan in 544 DR, its last known location, before disappearing into the mists of time. The damage and effects of the bow were reputed to be horrendous but may have been inflated by time.
The Lightning Bow is a four-foot tall, recurve wooden bow inlaid with gold and silver. The tips are polished rams horn. The center of the frame is carved in the shape of a blue dragon with its mouth agape and stretched towards its target. The bow does not have a bowstring like a normal bow, as the arrows it shoots are magical bolts of lightning. No one knows for sure how the bow was used, but all legends agree that all the bearer had to do was act like he was drawing a normal bow and a large amount of energy formed around the drawing hand.
The Lightning Bow +5 can shoot three lightning bolts (identical to Wizard spell of the same name) per attack. Each bolt that strikes the opponent does 3d8+5; a successful save versus spells reduces damage to half.
The Lightning Bow bestows the following upon the user:
1) +2 to saves versus spells.
The Lightning Bow wielder must have the plain mithril armband in order to use the bow effectively. With out the armband, all Lightning Bolts have a 50% chance of returning, striking the wielder doing normal damage. The armband has a secret compartment inside it for stashing small items (no larger than a set of keys); it also bestows the following upon the wearer:
1) Immunity to electricity, both magical and mundane.
2) Protection from the aging effects of undead.
Lightning Dagger
(Contributed by Bookwyrm)
[Top]
As you continue to
walk through the aisles of the Magic Shop -- a shop you swear seems to be
growing by the day -- you come upon an assortment of daggers. These appear
to be non-unique items, and perhaps within your budget? It certainly
couldn't help to look.
You pick up one that seems to have an unusual shape to the sheath; drawing
it, you see why. The handle is unassuming and unremarkable, but the blade
was formed in the shape of a stylized lightning bolt. You've never seen such
a blade; it must have been hard to forge like that. However, it is
well-balanced, and its points look wickedly sharp. It is a thing of simple
elegance and lethal beauty.
While you are distracted by this blade, the Sage himself steps up to you.
You are embarrassed at how easily this happened, but then the Sage has a
very quiet step.
"Ah. The lightning dagger," he says, peering at the weapon you hold. "Yes, a
new addition to my shop. A shipment of them just arrived by ethereal-mail
from my colleague, the Bookwyrm. This one is merely the floor model. It has
some interesting electrical powers. A very good buy, I assure you . . . .".
Caster
Level:
3rd
Prerequisites:
Craft Wondrous Item, shocking grasp, endure elements.
Weight:
2 lbs.
Special:
The powers of the Lightning Dagger are as follows -
-
The wielder casts shocking grasp
on the blade as a third-level sorcerer once per round, for a total of ten
times in a 24-hour period. This is chosen before a hit; the charge stays
in place for one minute, or it is expended on a target (activated by a
successful hit), or it is dismissed by the holder. If dismissed, it counts
as having been used. If not dismissed or expended after one minute, the
wielder of the dagger suffers the effect of the shocking grasp
spell as if he had been attacked with it
-
The wielder can, once per day, cast
endure elements (electricity) on himself
This item can be used by a specialist wizard, even if the powers of this
dagger fall under one or more prohibited schools
Lineage
(Contributed by Icewolf)
[Top]
For statistics, it depends on the form taken by
the sword. No matter the form, however, it is treated as a masterwork
weapon.
This is a rare sword, once passed down through
countless generations of the ancient line of sorceror-kings, the name of
which has long been lost to the Ages.
Upon first inspection, this sword appears to be
a masterwork long sword. If, however, a detect magic spell is cast upon it,
the aura is so intense as to be capable of rendering the detector
unconscious for a short period of time.
In the hands of a sorceror, however, the true
powers of this sword comes to bear. This weapon automatically assumes the
form of the sword type the character is most efficient with. In addition to
this, once a day, a sorceror can expend 1 spell slot to give the weapon a
bonus equal to the spell slot level used (For instance, using a slot for a
3rd level spell will make this weapon a +3). This bonus lasts for 24 hours,
when the dweomer must be renewed, or fades away completely, until the sword
is recharged.
A wizard may also use this sword, but the
sorceror's closer link to the Weave allows for a better result. A wizard
empowering this sword must channel a prepared spell into the sword to charge
the bonus. He will do so at a bonus of the spell's level -1. (A fireball
spell, for instance, being a level 3 spell, will bestow a +2 bonus to the
blade.)
Note, however, that the sword will remain a
longsword in the hands of the wizard, despite their training.
Longbow of Arching
(contributed by Nightelf)
[Top]
This simple looking Longbow radiates
enchantment magic is detected. At first appearance, there is no visible sign
of it having any magical properties or enhancements of any kind, however it
only becomes active once the user intends to strike with killing intentions.
Upon drawing back the bowstring with an arrow, red runes glow along the
shaft of the bow, and the arrow glows a dull green. Once fired, the arrow
arches away from the enemy and strikes the floor some ten feet away. The
arrows will miss by a greater distance every shot. After the third missed
shot, the arrows will begin to arc right around and aim for the firer or
anyone nearby. They do normal damage and always hit. The bow can be dropped
only after a successful "Remove Curse" spell from a Priest of 5th level or
higher.
Mage-Killer
[Top]
Fashioned by Sharran clerics, these weapons are
used by the elite members of a special fighter/barbarian order dedicated to
the
Temple for special
duties. The unit, known as the Iron Warriors have totally given
themselves over to the ideals of the church carrying out any duties
considered too sensitive for the clergy to handle. Their main prey consists
mostly of Mystran wizards, sorcerers dedicated to Azuth, or any type of
arcane spellcaster.
The swords are made of polished obsidian-like
material, with hilts made completely of polished bones, composed from their
enemies. Each blade bears the symbol to Shar and a small series of nicks in
the base of the hilt, to indicate the number of mage slayings performed by
this particular blade.
Damage: 1d8+2
Caster Level: 12th
Prerequisites: Craft Magic Arms and
Armor, dispel magic, spell turning
Market Price: 77,321 gp
Cost to Create: 36,765 gp + 2,100 XP
Special:
This +2 longsword is designed as a complement
weapon to the Wizard-Slayer short-sword. This +2 longsword allows the
user to cast spell turning once every two days and also, once per
day, be able to cast a targeted dispel magic against any arcane
spellcasting opponent the weapon touches.
Magicbane, Battle Axe +2
(contributed by Nightelf)
[Top]
This simple looking axe has a Sapphire embedded
in one side of the blade, and a Ruby in the other. The Handle is crafted of
Emerald. The shaft and head are as normal, Wood and Iron. This weapon does
not radiate any magic when detected. However, this is due to the
enchantment. When this weapon is held by a non-spellcaster, the Sapphire and
Ruby gently hum and vibrate. When the user finds himself in combat with any
who can cast spells, the emerald also glows. When the user becomes the
target of a spell, harmful or helpful, the axe draws the spell to itself.
The axe absorbs the spellpower and stores it in the two stones at the head.
This axe can only absorb 25 spell levels (25 level 1 spells; 5 level 5
spells). Once this limit is reached, the two gems will fall from the head
and must be replaced. With or Without the gems this axe does 1d8+2 damage.
This axe usually retails for about 6000gp, or
an additional 4000gp if the gems are intact.
Midnight's Sword +7
(Contributed by Krandor)
[Top]
Cost = 350 000 gp
Dmg = 2d6+7
Critical = 18-20/x2
Weight 6 lb
Type - Slashing
This very powerful sword is made of a platinum
blade with a hilt of leather wrapped obsidian. When someone possesses this
sword, their name appears on one side of the blade, accompanied by the
symbol of
Midnight on the
other. The powers first start off with the immense dmg that this can cause
upon contact, this giving the wielder a +7 to attack and dmg rolls. The
blade of the sword can lengthen itself at the wielders will (1-15 feet)(.5
lb per foot) and can cut through anything, except Mithril, like butter. If
the sword is within five feet of its current owner, it has the ability to
resurrect him/her on the altar in the High Temple of Midnight. The most
powerful, and my most favorite, power this sword has is that on a natural
attack roll of 20, the sword releases a 14d6 lightning bolt inside the
target that does double damage (on targets immune to electricity, it does
quadruple damage).
Piercer
(Contributed by Bookwyrm)
[Top]
This short sword is simple and unadorned, save
for an inscription on the blade in Draconic: That Which Pierces the Metal
Shell. Who forged it is unknown, but it has been dubbed "the Piercer."
Caster Level: 9th
Prerequisites: Craft Magical Arms and
Armor, lesser ironguard
Weight: 3 lbs.
Market Cost: 17,245 gp
Special:
This sword acts in all ways as if it were the
permanent subject of a lesser ironguard spell, thus treating any
nonmagical metal as if it were not there. If, however, you were to attack an
opponent wearing metal armor with a +1 enhancement bonus, the sword is
slowed, resulting in half-damage only. If the enhancement is +2 or higher,
the lesser ironguard spell is of no use against that target. This
sword confers no bonuses or effects on the wielder.
Plantpot, Dagger +3
(contributed by Nightelf)
[Top]
This dagger is crafted out of what would at
first appear to be foliage. Upon closer inspection, it is actually wood, but
has numerous small plants growing from it. When this weapon is wielded by a
druid, the plants begin to slowly move around like small worms. When an
opponent is stabbed with this dagger, one of the plants shifts from the
dagger and onto the target, where it sprouts flowers and begins to grow.
After two rounds, the victim is surrounded by plants and cannot move (as per
the level 1 Priest Spell "Entanglement"). The plants disappear after the
fourth round. This weapon deals 1d4+3 damage. The entanglement effect can
only take effect once at a time, meaning that the user must wait for the
effect to wear off before using it again. The dagger uses charges, and
usually contains 1d8 to begin with.
This weapon is highly unusual, native only to
this group of druids, and any found outside of the circle are worthless.
Quicksilver
[Top]
Caster Level: 10th
Prerequisites: Craft Magic Arms and
Armor, freedom of movement
Market Price: 97,432 gp
Cost to Create: 52,423 gp + 2,198 XP
Special:
Quicksilver is a +2 piercing dagger
of speed, which grants it's wielder a +20 ft bonus to his base movement
rate. It also grants the wielder the benefits of freedom of movement
while holding the dagger.
Razor Battle Gloves
[Top]
Both of these crudely crafted black-chainmail
gloves have four metal lengths of sharpened blades that extend out from the
gloves to a length of five inches. Each blade is positioned above each knuckle
of the bearers hand.
Caster Level: 11th
Prerequisites: Craft Magic Arms and Armor,
mage armor, keen edge
Market Price: 93,235 gp
Cost to Create: 47,321 gp + 2,315 XP
Special:
These battle gloves function as +2 keen spiked
gloves. They also grant a +2 armor bonus as per bracers of armor.
The glove-blades do 1d4+2 slashing damage.
The Sap of the Drunken Fool
(Contributed by trafaldi)
[Top]
Something made by a alchemist and a wizard, no
one is sure whom, but it is made by taking the leather and placing it in a
cask, and left to ferment in the mixture of the most potent liquors from all
of the races for 3 years. The leather will appeared ruined and useless for a
sap, but can still make it. Once the sap is made the wizard put many
enchantments on it to strengthen the leather without it drying.
When someone is hit with the sap the do not go
unconscious, but instantly go into a drunken stupor, like they had been
drinking for days. Allowing an easy capture or theft of items. Drunken
masters enjoy it because of the instant drunkenness. The initial hit does
not hurt but the ensuing hangover is a not fun.
Dmg 1d6
Saving throw Fort DC 35
Scepter of Pure Ability
[Top]
Description: The Scepter of Pure
Ability is a beautifully crafted heavy mace that serves as a powerful
melee weapon in close combat.
Powers: The Scepter of Pure Ability
functions as a +2 heavy mace. Upon a successful hit, the wielder is
allowed a free action of his choice selected before the attack roll.
Caster Level: 6th
Prerequisites: Craft Magic Arms and
Armor
Market Price: 20,000 gp
Cost to Create: 9,516 gp + 847 XP
Weight: 15lbs.
Background
This scepter was crafted by the Magic Shop's
resident dwarven blacksmith, Brax the Ironhanded. Brax regularly crafts
magical items for sale in the Sage's shop, and in return Brax receives a
nice tidy sum of gold pieces. To date, this weapon has never been used in
combat.
Sea-Elven Trident
[Top]
The Sea-Elven Trident is standard equipment for
all Captains of Sea-Elven patrols that regularly travel up and down the
length of the
Sword Coast
guarding their underwater enclaves. The trident's are manufactured inside
the Sea-Elven enclaves and are granted to the captain upon his taking
command of a standard patrol unit.
Description:
The Sea-Elven Trident is a narrow 6 foot in
length steel trident inlaid with green sea pseudo-crystals and a
silver-pearl colored threading along it's length. The three tips of the
trident are particularly well sharpened and the shaft is thin and sturdy.
The three points are of equal length of approximately 40 cm.
Special:
The Sea-Elven Trident acts as a +1 trident and
deals +2d4 damage against any land-based non-elven creatures
Short Sword of Silver Stars
[Top]
Damage: 1d6 +1
Weight: 1-1/2 lbs.
Type: Slashing, Piercing
This short-sword is sentient and has an
alignment of Chaotic Good. As it is sentient, the sword is able to speak
into the mind of the wielder.
Only a wielder of Chaotic Good can hold this
short-sword and to do so they must bend it to their will, becoming the
dominant force over the sword. The wielder holds onto the sword and then
makes a Fortitude Save (DC 15) which will then allow the sword and wielder
to function as one. Once mastered, the sword empowers the wielder with a
stronger faith in Selune, granting the wielder one additional spell of their
choice (at the appropriate level for the caster) from two of Selune's chosen
domains.
Silent Arrows
(Contributed by
eilinel)
[Top]
These arrows made by the wild elves don't produce
any sound when fired even when they touch something. Besides, they make a
silent spell in 10ft. radius during one round after what they vanish in a
little fog.
Skull Flail
(Contributed by
Bookwyrm)
[Top]
Due to Kelemvor's stance on the undead, these
weapons are beginning to appear all over Faerun. The prices for this, direct
from a cleric of Kelemvor, are sold at just above cost. If obtained through
a middleman, then prices are likely to be higher.
It is a simple, yet elegant flail, with inlaid
brass circling the wooden handle. Two brass replicas of skulls hang from it
by steel chains (each the normal size as the studded balls of a normal
weapon of this type). Most of the skull flails are made for medium-sized
creatures, but they are also available for small-sized characters. Other
sizes will likely have to be ordered specially from the
Church of Kelemvor.
Damage: 1d8
Size: Medium
Market Price: 25,123 gp (???)
Weight: 5 lbs.
Special:
The powers of the skull flail are as follows -
*The flail can only be wielded by cleric PC's
or Clerics of Kelemvor
*The flail deals double damage versus any
undead creature.
*If the character uses any sort of power that
deals damage or negative effect to undead (such as the cleric/paladin
ability to turn undead, or a spell that deals damage to undead in
particular, including those of arcane origin) that power can be channeled
though the skull flail. All numbers are doubled. This counts as a full-round
action.
*If the character casts any spell to preserve
the dead while channeling this spell through the flail, all numbers are
doubled.
*If the character casts any spell or exercises
an ability that aids or commands the undead (and that means any such
spell, even something like disguise undead) while the flail is on his
or her person, it bestows two negative levels on the character and the spell
is lost. The character continues to have these negative levels until the
effect is dispelled by a cleric of Kelemvor of third level or higher. If the
flail is touching the skin of the character while the illegal action is
undertaken, the flail remains there, unless the character physically cuts it
free. If the character attempts another illegal action in this way while
still possessing the flail, it bestows one more negative level for each
attempt.
Sliver Bolts
[Top]
These specially crafted crossbow bolts are
designed for maximum damage and maximum accuracy. They are partially
enchanted and have a series (4) of sharp metal slivers embedded in the shaft
running down the length of the bolt-shaft.
When fired from a standard crossbow, the
slivers pop up from the shaft and point outwards in four directions. These
additional slivers form extra rows of sharp bladed edges that can tear into
a target.
Damage: -
Range: -
Prerequisites: Craft Magic Arms and
Armor
Caster Level: 8th
Market Price: 502 gp (each)
Weight: -
Special: These sliver bolts act as +2
bolts of wounding
Soul Reaver
(Contributed by Leona)
[Top]
+5 chaotic evil sentient greatsword
Damage: 2d6 crit 17-20
Int: 12
Special: keen, extra 1d6 damage vs lawful or
good, slay DC 15 vs lawful good, Level Drain DC 12. User alignment will
change to CE over time.
When Cyric lost his portfolio of the dead to
Kelemvor after the debacle of the Cyrinishad, a small amount of his divine
essence split and mingled with the shattered remains of the sword Godsbane,
the avatar form of Mask. The resulting mixture of power took material form,
shaping itself into the sentient blade known as Soul Reaver. Ever since the
destruction of Zhentil Keep, it has known many owners, some good, some
utterly evil but all driven insane by the sword's thirst and hunger for
souls.
Sword of Healing
(Contributed by Icewolf)
[Top]
Description: Molded from the finest silver
available on any plane, this sword has a large pearl at the crosspiece.
Powers: This sword treats every successful
attack as a Heal Spell. It does not effect the undead in any way.
Background: Originally meant to be a cursed
sword, the apprentice to Icewolf crafted it as a means to impress his
teacher. Somehow, the apprentice bungled it just enough to channel divine
energy into the sword. (Even Icewolf does not know how he did it.) Icewolf
accepted the gift only to be confronted by a group of orcs... and then ran
the sword straight to the Sage's shop.
Sword of Prismatic Spray
(Contributed by
Eilinel)
[Top]
Once a day, the wielder of this sword can call
the power of the sword as a free action. The next opponent he strikes is hit
as if he were the target of one of the effect of the spell. Roll a dice to
know which effect happens. The effect is considered as cast by a 12th wizard
and the DC is 15 to avoid.
Sword of Shadows
(Contributed by Bookwyrm)
[Top]
This is a +1
longsword of simple construction, save for an unusual pattern on the hilt.
On one side of the crosspiece is a gold-plated sun, complete with symbolic
rays of light. On the other, a black skull stares balefully at the viewer.
It has been dubbed the "Sword of Shadows" because of an inscription etched
into the blade. In the language of fallen Netheril, it proclaims that the
wielder of this sword "Walkes in the Shadoes between Light and Darke."
Damage:
1d8+1 (see text below)
Weight:
4lb
Caster
Level:
Prerequisite:
Craft Magical Arms and Armor, Cure Light Wounds, Inflict Light
wounds, Detect Evil, Detect Good, caster must be of true
neutral alignment.
Market
Price: ?
Cost to
Create:
?
Special:
The bearer may cast either cure light wounds or inflict light
wounds as a fifth-level caster. This ability is available two times per
day, and the bearer chooses the particular version of the spell at the time
of casting. The recipient must be touched by the sword, by means of a melee
touch attack if necessary.
The bearer may cast either detect evil or detect good as a
fifth-level caster. This ability is available once every four hours, and the
bearer chooses the particular version of the spell at the time of casting.
On a successful hit, 1d4 extra points of damage is dealt against creatures
of either good or evil alignment. Damage reduction /+2 or better negates
this effect completely.
If a character of either good or evil alignment tries to use the sword, that
person falls unconscious for 1d3 hours, and is then both blind and deaf for
an additional 4d4 hours. A successful fortitude save (DC 18), rolled for
each penalty (unconsciousness, blindness, and deafness), negates effects as
normal, but if the character continues to use the sword in any way other
than simply carrying it, that character must continue to make the saves each
round.
Sword of Shards
(Contributed by Arivia)
[Top]
This sword appears as a unusually long, silver
longsword, with an elaborate gold and ivory basket hilt, and a lightning
bolt-shaped pommel. The sword itself is a +2 everbright silver longsword.
Once per day, the sword can create a gold and silver lightning bolt shaped
shard, which then can be directed at opponents. Treat this as a ray. If the
shard hits, the target takes 2d4 points of damage, and is affected by a
targeted greater dispelling spell (CL 20th). This is a force effect.
CL 20th.
Sword of Shifting
(Contributed by Nightelf)
[Top]
This highly decorative Longsword has a clear
blade, seemingly made of glass or another similar substance. Despite this
manufacture it is completely invulnerable.
When this sword is employed against a creature
which has a resistance to a specific attack type (piercing, bludgeoning or
slashing), the weapon will shift into a weapon of that type. From the point
of the holder however, the weapon feels and looks the same as the previous
weapon. This can cause problems with overswing if the weapon is heavier...
This sword will appear in the hand of the
caster in place of any other weapon until the wielder is subjected to
either wish, limited wish or remove curse spells
Sword of the Undead
(Contributed
by Krandor)
[Top]
Dmg - 1d8+2
Cost - Undecided
This sword looks like a normal bastard sword
with a +2 enchantment, but when in the hands of an evil cleric or
necromancer, the items power comes into perspective. When wielded, the sword
glows a very sickly green color, and when the command word is spoken, the
sword controls all undead in a 200 yard radius. Also, during this period it
gains +5 enchantment against good creatures (neutral excluded) (any type of
undead can be controlled, even death knights.). It does this for as long as
the user wants. The undead will not attack the user and will obey him/her
completely. When this sword is hit against a holy avenger (ex. Paladin and
user are in a fight and parries the attack) it creates a blast that causes
2d20 damage against all within 10' radius. To an evil necromancer this
weapon is as valuable as a +5 Holy Avenger is to a Paladin.
Tahlianna,
LongSword +5 (contributed by Penknight) [Top]
Tahlianna was forged by the ancient elven goddess, Itarilde (meaning "destiny"). It was forged shortly before the planet began to die. The everbright blade was quenched in water from Evergold, ensuring a wonderous and flawless blade. The hilt is a mithril elven steel blend, and the handle is wrapped in a strip of cloth from the cloak of Sehanine Moonbow. The goddess realized that she needed a conduit for her blade, to ensure that the elven people had a future, and so she went into the center of Faerie and took the heart of the planet - a pure flawless white diamond - for the pommel stone of the blade. She returned, and as she placed the stone on the hilt she could feel the magic of the blade, and an intelligence began to awaken! Knowing that the purpose of the blade was to ensure that the People had a future, she left Arvandor's forests, and returned to the dying planet of Faerie. As she came to the planet and began channeling her divine essence into the sword, she felt her own essence begin to grow weaker. The blade quickly began to pick up on its purpose as it sensed the homeworld of the elves breaking away. A young elven male on his way to the gates opened by the High Mages, came across her lying on the grass, barely clinging to life as her essence was absorbed by the blade. He carried her in his arms, not thinking at all of his own peril; he was only thinking of saving this elven woman's life. As they neared the gate, she told him who she was. He gently laid her down and she bade him to take the blade and scabbard that she was carrying and to make his way into the gate and the new home of The People. He did as he was told and made his way into Faerun. As the last of her essence transferred into the living blade, she felt the destructive negative energy that had destroyed her beloved planet consume her. Her once porceline skin turned the dusky color of night, and her once blue eyes burned with an inner fire born of malice. The goddess that once had been loving and nurturing to her people now became a creature of deception and darkness. And so it was she made her way back to the Seldarine, changed forever into a goddess of dark destiny and deception.
When adventurers first encounter the blade, they come into a small clearing in the heart of the forest. Around them lie bodies of elves, drow, hobgoblins and orcs that all perished fighting one another. Up ahead in the clearing is a lone valenwood tree. A low mist hangs to the ground and up ahead can be heard the sound of two elven voices softly speaking up ahead: one male and the other female. As they draw nearer, they can see an elven male in elven plate leaning against the tree, and a form in a deep sapphire blue cloak kneeling over him. He turns his eyes to the adventurers and gives them a wry smile. It is obvious that he is close to passing on to Arvandor. The other form turns and stands facing the party. All that can be made out are dark curls and startling blue eyes beneath the hood of her cloak.She slowly turns once more to the wounded elven male against the tree and takes his hand for a moment, gazing into his eyes murmuring something that can not be made out. Then she turn without a word and disappears into the mist.
The wounded elf motions them forward and tells them that they must look after her. His eyes unfocus, and he begins to speak to unseen others. Before his final breath, he presses a sword into their hands. Then with one final breath, his hand falls limp to the earth.
The blade when it is first found does not match its earlier description. The white diamond is actually a blue diamond and the handle is not wrapped in soft, snow white velvet; but rather a velvet of the deepest blue. The everbright blade is also covered in what appears to be a fine mist, and the flame is actually blue and barely seems to be burning. This is Tahlianna's mourning period for the last wielder.
Tahlianna (major artifact): +5 disruption everbright flametongue longsword; AL CG; Int 20, Wis 20, Cha 20; Speech, telepathy, 120 ft. darkvision, blindsense, and hearing; Ego Score 41.
Lesser Powers: charm person 3/day, daylight at will.
Greater Powers: magic circle against evil at will, dismissal 1/day, divine power 1/day.
Special Purpose: Defend the servants and interests of Itarilde
Dedicated Power: Summon Tahl (reverend one)
Personality: The sword holds the essence of the ancient elven goddess Itarilde, who was the goddes of elven destiny before the destruction of Faerie. The reverend one is the only material form that she can take, as a lot of her powers went into the crafting of the blade. Tahlianna speaks Common, Elven, Celestial, Sylvan, and Seldruin.
Strong all; CL 20th.
Tahl (Reverend One): AC 2; MV 15; HD 8+3; hp 51; THAC0 8; #ATT 2; DMG 1-10 (or as weapon); MR 10%; SZ 6' (from Elves of Evermeet)
Tulvalance,
Broad Sword +5
(contributed by Nightelf)
[Top]
This highly ornate sword features an unusual
Black Opal Blade and Emerald Hilt, carved in the shape of a Tree. When
wielded by a character of Neutral Alignment, the Blade shimmers and
disappears from sight. The blade is still there, however it now functions as
one created through the level 9 Wizard spell "Black Blade of Disaster". In
it's new form, the blade uses the full stats from the spell as well as the
old stats combined.
1d10 + 2d12 Slashing Damage as well as the
spell's Save vs. Death at +4 or be disintegrated.
Tyr's Truth of Evil and Lies
[Top]
It is written in the holy texts of Tyr that the
God of Justice himself gave the design of this unique magical item to his
high priest of the
temple of Tyr in
Teziir. The cleric, Melina of Tyr followed her lord's directions to the
letter, travelling the length and breadth of the Realms to collect the
materials needed for the weapons construction. When she returned she turned
over the day-to-day operations of the temple to the other clerics, and
locked herself away in her chambers to construct the weapon.
The blade of the axe is slightly curved upwards
and it's face is polished so that it actually shines reflected any light
which hits it's surface (so much so that it can be used like a mirror). The
axe is forged of hard adamantium, and the blade has been crafted from
mithral. Along the base of the axe blade atop the handle are a series of
ancient Tyrian runes which read, "True evil and lies cannot hide from Tyr's
Truth".
Damage: 1d8+2
Weight: 10 lbs
Caster Level: 6th
Prerequisites: Craft Magic Arms and
Armor, detect evil, discern lies
Market Price: 57,330 gp
Cost to Create: 27,710 gp + 2,432 XP
Special:
Tyr's Truth of Evil and Lies is a +2
battleaxe. If the wielder touches the weapon and concentrates
specifically upon a particular target, the weapon detects lies uttered by
the target by humming slightly, as if the wielder had cast discern lies.
Also, a detect evil enchantment is always active on the axe, and glows
slightly red when the axe detects any evil creature, as if the wielder had
cast detect evil. Finally the battleaxe grants its wielder a +1
enhancement bonus to his/her Strength ability, but only to those of the
Tyrian faith.
Unleashed Sprit (Scmitar+2)
(Contributed by Jander Sunstar )
[Top]
Description: Bright silver colored blade and
hilt covered with valuable gems. There is a pommel gem which changes color
according to the wielder.
This sword is intelligent but not very social.
It understands the needs of its wielder and grants him random supernatural
abilities and magical effects. Sword is loyal to its bearer whatever his
alignment. And never be stolen and wielded during its current owner is
alive. Sword can manipulate and betray the his unchoosen owner and returns
again magically after awhile (1-7 days)
Common effects: Gives alertness permanently.
Immunity to all mind affecting spells.
Examples of supernatural abilities and swords
powers: The bearer of this sword has some kind of a prestige class. Every
level he gains some abilities.
-
1st level detect undead at will.
-
2nd level +4 att bonus to undead and lesser
undead can be disintegrated (%50)
-
3rd level immune to disease
-
4th level free action and +8 att to undead
and lesser undead will automatically and medium undead can be
disintegrated (%50)
-
6th level immune to level drain.
-
10th level +10 att bonus and medium undead
will automatically and superior undead can be disintegrated (%25)
Note: This sword act like a +2 scimitar cover
with beautiful gems to the players under 5th level. During this time sword
prepares the best fitting configuration and worth of the bearer.
Valroth's Mysterious Dagger
[Top]
Description and Powers:
This dagger was originally purchased from the
Grand Bazaar of the gate town of Tradegate in the Outlands. It is a long,
thin and slender dagger. The blade is made of mithral, is 4 inches in length
and dull black in color. The dagger also has a narrow fuller (blood-groove)
running right down the middle of the blade. The handle is crafted of metal
but is covered with dried bariaur hide. The special abilities of the dagger
are as follows -
This +1 dagger is not easily discovered, as
the searcher must have the ability to locate magical traps. A successful
Search check (DC 15) by such an individual will discover the dagger.
Caster Level: 3rd
Prerequisites: Craft Magic Arms and
Armor, Nondetection
Market Price: 12,000 gp
Cost to Create: 6,210 gp + 315 XP
Weight: 1 lbs.
Background:
Considered to be the life-saver by many
rogues, Valroth's Mysterious Dagger is a unique magical item that legend
says, was created by a Wizard of High Sorcery from Krynn. Many-a rogue has
found him/herself in a situation where they have been stripped of all their
weapons, bound in rope or captured. This dagger was designed to provide for
rogues a last-chance option of escaping from their enemies. Concealed
anywhere on the rogue the unique enchantments of the dagger make it
impossible to discover unless the searcher rolls a successful Search check.
G'var Quickfingers, the tiefling rogue who
purchased the dagger was the one responsible for bringing it to Faerun.
After he retired the dagger passed through several other illustrious rogue's
possession until it ended up on the markets in Zhentil Keep. A aspiring
young Zhentarim assassin called Calivar Blackheart, who was perusing the
usual rogue-items at a street stall, was immediately drawn to the unusual
dagger. The seller claimed he had no knowledge of were it had come from or
who had given it to him, only that he had found it in an old thief
guildhouse just after Zhentil Keep was reconstructed. Calivar purchased the
dagger, and soon learned of it's mysterious properties. To this day no one
knows how it ended up at the Sage of
Perth's Magic Shop.
Special Note: There are rumors that the
Wizard who crafted the dagger originally, had hired a Marut Inevitable to
track down the original rogue who stole the dagger and any other rogue who
has had possession of it, and to exact a swift punishment in the name of
wizard. Considering the fact that several rogues who possessed the dagger in
the past have disappeared may lend some truth to this rumor.
Wizard-Slayer
[Top]
These blades are also fashioned by Sharran
clerics, for usage in similar situations as described above for the
Mage-Killer. The only difference being, these weapons are normally only
given to the commanding officer of each unit in the order. However
situations demanding more of these weapons can easily result in every member
of the unit being supplied with them.
They are crafted from regular silvery metals,
and have few distinguishing features. Only symbols to Shar decorate the hilt
of the blade.
Damage: 1d6+2 (arcane only)
Caster Level: 9th
Prerequisites: Craft Magic Arms and
Armor
Special: This short-sword weapon is
designed to eliminate enemy arcane spellcasters. When used against wizards
or sorcerers the enhancements bonus to the weapon is +2, better than average
short-swords, and deals an extra +1d6 points of extra damage.
Sword of Brutality (by Christopher Villinger) [Top]
Used mainly in war this +1 long sword is swung with as much force as possible. The opponent could fight back the same way and a brutal exchange occurs. When in battle the sword grants a +2 Strength and a +2 Armor Class. 75 swords were forged in the wars of Fearun but only about 14 or 15 of them still exist.
Cost: 15000 g.p.
Sword of Justice (by Christopher Villinger) [Top]
This +2 +4 vs. evil long sword was forged during the last war between humans races and the hobgoblins, ogres, and giants with a several generals and wizards commanding things. The races believed that a strong offence is a good defense and thousands of fighters fought for their land. There were approximately 35 of these swords that won the war for the races but now there are only 5 or 6 left.
Cost: 10000 g.p.
Sword of Spirit Making (by Christopher Villinger) [Top]
This +3 long sword causes fear in every monster the bearer meets. Upon penetration, the sword will seek for spirit and engage any monster until it either passes out or is formidably killed. Due to the spirit of fear the opponents attacks do ½ damage. If he runs then his new spirit of fear remains with him until a cleric can cure him. Other spirits include ones that range from Contempt to Horror to Fear to Disgust, to Hatred to Regret and finally to a Smoking Spirit.
Cost: 12000 g.p.
Dwarven Warhammer +1 (by Christopher Villinger) [Top]
This hammer is swung with as much muscle as possible and strikes a blow of mighty force that dents shields and cracks bones. It is a stone head with a metal shaft that is wrapped in leather ending in a leather loop. It is a powerful weapon of medium size that does 1-8+1 pts. Dmg.
Cost: 9000 g.p
Elven Longbow +1 (by Christopher Villinger) [Top]
This long bow is made of spruce and has a range of 150 yards. The bow also shoots the arrows faster and more accurately hitting its targets with great force. The arrows will pierce any armor and the arrows may be enchanted as well. Movement is factored into the shot and the arrows fly twice as fast as normal. Its favorite feat is Far Shot.
Cost: 12000 g.p.
Sword of Strength (by Christopher Villinger) [Top]
This +1 two-handed blade gives the bearer Giant Strength that starts as a Hill Giant for one round then Stone Giant strength all the way up to Titan strength over 5 rounds. Then the blade settles down to an 18/00 strength which is the characters new strength score during that battle. The progression starts over again in a new encounter.
Cost: 100000g.p.
Sword of Killing +2 (by Christopher Villinger) [Top]
This +2 blade has lain on it melee expertise that works in synergy with the bearer. The sword is fast and always goes for the least armored area of the opponent. This is a long sword without remorse and pierces any opponent with as much strength as the bearer possesses. It is non-intelligent.
Cost: 18000 g.p.
Mace of Smiting +3 (by Christopher Villinger) [Top]
This mace is coveted by Lawful good Clerics who eschew evil and seek to eradicate it. This mace will smite an evil creature with righteous force adding the magical bonus. The mace is a studded ball of metal with a metal shaft wrapped in sheep skin. If the weapon is used against Lawful Good creatures the wielder will suffer 1-4 pts. dmg.
Cost: 7000 g.p
Dagger of Fierceness (by Christopher Villinger) [Top]
This dagger is curved and has lain on it a +3 enchantment. It seeks to strike the important areas of the body with as much force as the bearer can call on.
Cost: 2500 g.p.
Dagger of Judgement (by Christopher Villinger) [Top]
This dagger was forged in the cellar of a temple and given the authority to see men’s minds and heartless monsters. The +4 dagger must be held by both hands and stabbed into a creature where it renders god’s judgment on it doing 1-4+4,(+1-10) points damage.
Cost: 4000 g.p
Dagger of Malice (by Christopher Villinger) [Top]
This +2 dagger is almost as long as a short sword and is ornate along the pommel. A +2 is added every round of fighting. The dagger strikes with malice and damage from the dagger is 1-6+2, +2 / round
Cost: 6000 g.p.