New Magic Items: Magical Weapons
Contents
Theron's Darts
Magic Sling Bullets
Battle Axe of Blindingstrike
Bow of Power
Hoopak +2, Phasepouch
Hoopak +3, Kenderaid
Dagger of Hurling
Dagger of Bats
Flying Dagger
Vampiric Dagger
Harpoon Dagger
Whip o' the Blade
Sling of Acceleration
Giant's Sling
Sling of Entrapment
Giant's Club
Light Sword
Sword, Wooden
Sword +1, Icetongue
Theron's Darts
These appear to be finely crafted darts + 1. They have small
barbs along their entire length, and have several obsidian stones
set at their bases. These darts have a special property : when
they strike, the barbs hold the dart in the victims flesh. It
burrows into their flesh, inflicting 1d3 damage per round. In 1d4
rounds the dart will have completely disappeared into the victim.
They must then save vs. death magic once every round that the dart
is embedded. It can be removed, but causes 1d6 points of damage
when pulled out. When a save vs. death fails, the victim's eyes
glaze over, and they become a "zombie" under control of the dart
caster. The victim can use any skills they possessed, as long as
the dart caster has knowledge of them. The zombie's dexterity is
reduced by 5, which may influence thieving skills and armor class.
They strike with their normal THAC0, and wizards may cast spells
(clerics gods will not grant spells). This control lasts for 1d6
turns, after which the dart will simply disappear. 3d4 of such
darts are found at any given time.
A different, more insidious type of these weapons are
Theron's Blowgun Needles. These strike as + 1 weapons, and they
are also barbed. They do 1-2 damage, and imbed themselves in
their victim's flesh, causing 1 point of damage per round. In
just a single round, the dart disappears into the victim's flesh.
For each round the dart is embedded, the victim must save versus
death magic. If a save fails, then use the stats above. After
1 turn of control, the zombie must make one more save vs. death,
if this fails the individual dies. If it succeeds the victim is
freed and the dart disappears. This version of Theron's Dart can
only be removed easily in the first round, causing 1 point of
additional damage. When embedded, the dart can only be removed
by a physician, and the victim must be restrained. 2d4 of these
darts are found at any given time.
Magical Sling Bullets
These powerful items come in many varieties. All are
considered + 2 weapons in determining what can be hit by them.
When in a treasure, 2d8 of one type is usually found in a
pouch (mixed pouches are also possible).
| Type | Effect |
| Fire | these bullets explode into flame on contact for 3d6 points of damage to creatures in a ten foot radius |
| Net | upon impact these bullets explode into a magical 20' X 20' net. Each strand is AC 0 and takes 12 points of damage to sever |
| Vines | when these bullets strike a target or the ground they instantly grow into 10' long thorny vines which actively seek out and entangle any moving creatures within 10'. Any creatures within ten feet must make a dexterity check or become entangled, suffering 1d4+1 damage per round until the vine is destroyed or the creature dies. Vines are AC 4 and take 16 points of damage to sever |
| Darkness/Light | these bullets explode into a 15' radius globe of darkness or light, depending on the bullet type. Light can blind creatures looking directly at it upon contact (-4 Attacks, AC). Darkness cannot be penetrated by normal, infra- or ultravision |
| Paralysis | creatures struck by this dart must make a save vs. paralyzation or become paralyzed for 2d4 rounds |
| Lightning | when these bullets are released from their sling they turn into bolts of lightning, but only if a to hit roll succeeds. If this is so, the bolt instantly streaks towards its target, doing 3d6 points of electrical damage. If a miss occurs the bullet is unharmed and may be retrieved |
| Acid bomb | when these bullets strike they rupture doing 2d4 damage to a target and 1d4 on following rounds. Upon a miss the bullets still rupture, splashing acid onto every creature within 10 feet, doing 1d4 damage per round. Acid damage is continual until it is washed off with any other liquid. Items struck must save vs. acid or be destroyed |
| Lifestealing | upon a natural 20 roll by the slinger this bullet snuffs out the life-force of any one target. After this ability is used, the bullet disintegrates into dust. A more common variant (90% of
all bullets of this type found) temporarily drains 1 life level (or hit
die if a monster) of the target struck. Lost levels/hit dice are regained
at a rate of 1 per hour |
| Speed | this deadly type of bullet immediately rockets from the sling, moving at an extremely high speed. Bullet causes 5 times normal damage at point blank range, 4 times normal damage at short range, 3 times normal damage at medium range and 2 times normal damage at long range |
| Drill | this bullet, upon flight, elongates to resemble a long needle-like drill, spinning all the while. Any creature struck by the drill receives 1d4 damage per round from the drill working its way into their flesh. The drill can only be removed by ripping it out, causing 1d6 damage to the victim. After 2 rounds the drill becomes buried in the target, causing continual damage. This is usually certain death in the case of a chest shot, but the drill will exit limbs struck. Armor of a mundane nature cannot stop the drills, but dexterity and magical pluses act against it. If a drill bullet misses it cannot be retrieved, as it drills through any natural material, including stone, wood and any non-magical metal, leaving a 1 inch diameter hole |
| Spiny | upon launch these bullets sprout spiny projections, allowing the bullet to do 3d4 points of damage. Spiny bullets can be retrieved |
| Gas | when these bullets rupture, they release a noxious gas in a 20' cube. All within this area must save vs. poison or fall unconscious, suffering 3d4 points of poison damage per round. The cloud lasts 5 rounds, but can be more quickly dispersed by wind (halves time). A gust of wind spell dispels the cloud. Note: the poison is contact, so holding ones breath does not save a creature from its effect |
Battle Axe of Blindingstrike
These weapons receive a + 2 bonus to hit and damage. A
battle axe of blindingstrike also allows the user to attack
first in any given melee round. They also have their number of
attacks per round moved up by one category (i.e. 1/1 to 3/2, 5/2
up to 3/1). Axes of blindingstrike allow the user to perform a
special maneuver once every 3 rounds. The wielder can elect to
make an attack with a -10 penalty (this negates the + 2 bonus, and
no other bonuses, such as those gained for strength, may apply).
If this strikes one appendage will be severed. The appendage
severed is determined by a random dice roll. This includes arms,
tails, legs, tentacle or whatever, including the head.
Bow of Power
These bows come in many varieties, though the longbow is
most common. When the string of the bow is pulled back (or the
crossbow is cocked), a mystic bolt of magical energy forms. These
bolts strike their targets unerringly, doing the appropriate
quarrel damage +1. These missiles are +3 to hit (add dex bonus).
Crossbows fire at a rate of 3 per round (hand), 2 per round (light)
or 1 per round (heavy). All other bows fire a base 3 times per
round. With these bows, a character can fire 1 missile in addition
to the base 3 per round for plus they have for missile attack
adjustment (ie an human thief with 17 dexterity would fire 2 extra
missiles). The missiles count as +3 in determining what can be
hit by them.
Hoopak + 2, phasepouch
This magical hoopak has a + 2 bonus to hit and damage. The
pouch also has a special ability: it functions as a bag of holding.
See the giant's sling entry for the table used to determine the
capacity. Projectiles fired from this sling are considered + 1 for
what they can hit, but only if there is a dozen of less of them.
Hoopak + 5, kenderaid
This powerful magic item grants the user many special
abilities. It modifies the users dexterity score by two, to a
maximum of 19, as long as it is in the possession of the user. It
can be used to fire 2 projectiles per round, which originate from
the sling. There are three types of missiles which can be elected
with a command word. The first type is the firemote, it is a
shining bright projectile which streaks toward the target,
exploding for 2d6 points of damage. The second type of missile is
the icemote, which is a light blue missile that causes 1d8 points
of damage when it strikes the intended target. This small mote
will freeze 10 square feet of water to a thickness of 6 inches.
The third mote is the lightning mote. This projectile crackles
toward the target, and causes 3d4 points of electrical damage.
Each mote can be fired up to five times each, per day. After such,
any projectiles fired from it are considered + 2 weapons for
determining what they can hit. Also, anyone grasping the hoopak
gains a + 4 bonus to saves vs. poisons and spells, and a 50% chance
of determining direction (if the weilder is a kender, her bonus to
saves increases by +1 and the chance of determining direction
increases to 75%). The benefits can only be utilized when the
hoopak is grasped stoutly. The +5 applies to hit and damage only
when the hoopak is used as a staff or held spear.
Dagger of Hurling
These magical items have several special abilities. They
have a plus ranging from 1 to 4 (25% each). When cast, they do
4 times normal damage (4d4/4d3) and return to the caster in the
same round. Daggers of hurling can also alter their shape to
that of a throwing pick or hammer, upon the utterance of a
command word. These items do double damage when hurled, and
will return to the caster on the same round.
Dagger of Bats
A + 3 weapon that radiates darkness in a 15' radius at
the will of the wielder. The wielder of the dagger can "see"
through this magical darkness as if it were day due to an
echolocation ability similar to that of bats gained when
grasping the dagger. Effectively, the weilder is able to
"see" all obstacles within 1000 feet and detect all movement
in the same area (as long as they is in a straight line path
relative to the weilder). This ability must be used with eyes
closed, as it is very disconcerting to get two different types
of empiric information about the same sources. Additionally,
the dagger can be used to control 25HD of bats (around 200 hp
worth in a swarm). This control extends over to large, huge and
magical bats.
Flying Dagger
A + 3 weapon that is able to fly at 24(A), within a 180'
range when cast and directed by the caster. It attacks with the
same THAC0 as the weilder. The + 3 bonus applies but the caster's
strength and dexterity adjustments do not. The dagger is AC 0 and
will take 15 points of damage before falling to the ground,
ceasing to function for 1 turn. The dagger returns to the weilder's
hand upon direction. It will attempt to return to its sheath if
left outside it for more than 1 day.
Vampiric Dagger
A + 2 weapon which allows the user to regain hit points
equal to the amount of damage the dagger does in combat (the
+ 2 bonus applies, but no other adjustments, such as for
strength or specialization, apply). This only functions if the
dagger is used in hand-to-hand combat, not as a missile weapon.
The weilder cannot gain more hit points than their normal
maximum through using the dagger.
Harpoon Dagger
A + 2 weapon whose blade fires out from the hilt as a spear
(1d6 damage) to a 100' range when a special piece on the hilt is
pressed. The blade is attached to the hilt with a magical cord,
that is considered AC -5, and takes 25 points of slashing damage
to sever. A normal to hit roll is made (adjusted for dexterity).
Those hit must make a successful bend bars/lift gates check to
escape. If this succeeds, they suffer an additional 1d4 damage
as the blade is withdrawn. If this fails, they are drawn in to
the caster. The blade retracts at a 15' per combat round. If the
cord is ever severed the blade can be reaffixed to the hilt, forever
more a + 1 weapon. This dagger can also be used as a grappling
hook, easily biting into wood or soft stone.
Whip o' the Blade
This whip is found in the form of a short or long sword.
When a command word is spoken the blade writhes and twists into a
length of 12'. It becomes a whip with the ability to do the same
damage the sword does. One must have proficiency with the whip to
use it thus. Either form has a + 2 bonus to hit and damage, and
elves do not gain the + 1 they have to hit with the long and short
sword on the whip.
Sling of Acceleration
This appears to be a sling + 2, but as soon as it is loaded
and twirled it's full powers become apparent. As the sling spins
around it picks up in speed. This excess speed is transferred to
the sling bullet or stone and can create devastating effects. For
every 3 full revolutions the damage that the sling stone or bullet
does is doubled. On the next 3 revolutions this doubled rate is
doubled again. This rate can be doubled twice more, for a total
of 16 times the normal damage. This mea5ns that a sling bullet
will do 16d4 + 16(S-M)/16d6 + 16(L); and a sling stone will do
16d4 to either. This slinging takes 1 round, and adds a + 5 to
initiative on the following round, when the projectile is fired.
The sling gains a + 2 to hit from it's magic nature and the user
also adds their missile attack adjustment to the attack roll, but
not to damage.
Giant's Sling
This normal looking sling will radiate strongly of
alteration if magic is detected for. Upon further investigation the
sling will prove to have a many special abilities:
1)It can perform the spell pebble to boulder on sling stones
placed in it, when the proper command word is spoken. This only works
on one single stone placed in the sling and fired.
2)It acts as a bag of holding (pouch). Use the table below:
d100 Weight limit Volume limit
01-70 100 lbs 10 cu. ft.
71-95 170 lbs 17 cu. ft.
96-00 250 lbs 25 cu. ft.
With this function, a virtual rain of stones can be cast. They
do 1d4 damage for every 15 pounds of weight contained in the pouch
(rounded down).
3)Boulders fired have a + 3 to hit and a + 8 to damage; as a stone
giant. The + 3 is also the bonus which determines what the sling can
hit as a magic weapon. Note: the +3 applies to each projectile fired
from the sling. The +8 only applies to boulders that have been
created via the pebble to boulder spell. This reflects the
extra kinetic energy the projectile suddenly gets when transformed
into a boulder.
This special functions of the sling will only work if natural
stones or pebbles are placed in it. The sling will not operate if
sling bullets, manufactured stones, metal or projectiles other than
naturally occurring formations of rock are placed within it.
Sling of Entrapment
This sling gives the user a + 2 to hit and damage with any
projectiles fired from it. Also, once each turn, the user can opt
for a special attack. A glowing bead of force can be made to
streak towards the intended target. It has a + 5 to hit. If it
does, the victim must immediately make a save vs. paralyzation.
If it succeeds, the missile explodes for 4d4 points of damage.
If it fails, the projectile spreads out to enclose the target.
They are entrapped in 1 round, and held as if in temporal status.
This lasts for 1 hour, and cannot be broken by anything less than
a wish. Creatures can be struck a lethal blow, which instantly
kills them if the sling-bearer so chooses. This affects creatures
of up to L size. Any magic resistance of the creature must be
checked before the save is rolled.
Giant's Club
This club is a powerful item capable of shifting it's size to
accommodate the wielder. When the club is grasped by man sized
creatures it is considered a medium sized weapon. It does damage
equal to a normal club, and has an additional plus and damage
determined randomly below:
d100 roll plus to hit/dmg notes
01-75 +3 as hill, stone giant
76-95 +4 as frost, fire giant
96-99 +5 as cloud giant
100 +6 as storm giant
As the club grows, it's damage potential increases. When it is
grasped by a large sized creature (7' to 12') it does double
damage. When grasped by a huge sized creature (13' to 25') it
does triple damage, and when it is grasped by a gargantuan sized
creature (25' +) it does quadruple damage. When held in two hands
the club does double the damage modifier (i.e.: if the plus is 4
to hit and damage the club does + 8 damage).
Light Sword
This magical weapon is not actually a sword, but an arcane
hilt scribed with magical runes and glyphs. When the proper
command word is spoken a glowing beam of sorcerous energy springs
from it. This glowing blade is not actually solid, but is a cold
bolt of pure magical energy. This blade sheds light in a 50' foot
radius, and will dispel the effects of darkness, darkness 10'
radius and continual darkness spells. The blade has a + 3 to hit
and damage, though occasionally (5% chance) a more powerful or
weaker blade is found. It will either do + 2 or - 2, more or less
damage(50% chance of either). The blade does double damage to
evil aligned creatures and triple damage to undead. If an
unmodified 20 is rolled to hit, any undead are instantly destroyed.
The chance of this is 100% -5% for every magical plus of protection
the undead possesses. The hilt will have functional quillions if
the corresponding sword type does.
Sword, Wooden
This sword has a + 1 to hit and damage. The only really
remarkable thing about it is that is made of wood. These special
swords were created by elves and have mystic runes carved over
them. They are less susceptible to damage, but must save versus
crushing blow if the user elects to parry with it. It has a + 5
to all saves (min 2) and saves as thin wood. The special property
of the item is a powerful one. The sword bypasses all metal armor,
striking creatures protected thus as if they were AC 10. This is
modified by -1 for every magical plus the armor has. Creatures
protected by leather or wooden armor (organic) are unaffected by
this ability. If a Wooden Sword fails one of it's saving throws
it must make another save (vs. crushing blow) without any plus.
If this save fails the sword is destroyed, and if it succeeds the
sword loses its + 1 to hit and damage. It then operates at half
power, with a + 2 to saves. It only allows the wearer to strike
the metal wearing creature as if they were AC 5. Any further
failed saves destroy the weapon.
Sword + 1, Icetongue
This sword appears to be a sword + 1 in all respects, but
when utilized in climates of 0 degrees Celsius or less it's true
potential becomes apparent. After this has occurred, the sword's
powers may be utilized in any clime. In the corresponding
temperature zones, the sword acts as a sword + 3, with bonuses
applying to hit and damage. The sword glows with a muted blue
light, which is shed in a 20 foot radius. In addition to the
normal damage, the sword does an additional 1-6 points of cold
damage. Creatures immune to cold are not affected by this
ability. Double the damage bonus is inflicted on fire based
creatures. The sword reduces the temperature in a ten foot
radius to 0 degrees Celsius in climates where this is not held
true, when drawn. Any fires, normal or magical, within this area
are instantly extinguished, and a fire elemental also cannot
cross into this radius. The weilder is protected from the cold
damage the sword causes (in case of accidents) and can withstand
extremes of natural cold (from 0 to 45 degrees Celsius). The
weilder also gains a +1 on saves versus magical cold attacks.
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