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).
TypeEffect
Firethese bullets explode into flame on contact for 3d6 points of damage to creatures in a ten foot radius
Netupon impact these bullets explode into a magical 20' X 20' net. Each strand is AC 0 and takes 12 points of damage to sever
Vineswhen 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/Lightthese 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
Paralysiscreatures struck by this dart must make a save vs. paralyzation or become paralyzed for 2d4 rounds
Lightningwhen 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 bombwhen 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
Lifestealingupon 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
Speedthis 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
Drillthis 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
Spinyupon launch these bullets sprout spiny projections, allowing the bullet to do 3d4 points of damage. Spiny bullets can be retrieved
Gaswhen 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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