New Magic Items: The Weird Stuff

Contents
Blade, Protector
Nullach's Missile Pistol
Trap Seeds
Blade, protector
	This strange item will appear to be a double bladed weapon 
with the grip in the middle of two twisting blades; about 1 1/2' 
long.  It strikes for 2d4 damage on M size creatures and 1d6 on 
large creatures, with a + 1 magical bonus and requires a 
proficiency slot to be devoted to its use if it is to be used in
combat effectively.  It's true potential is realized when a power 
word is spoken.  As soon as this occurs the wielder may elect to 
cast it into the air.  It begins spinning with blinding speed, and 
will fly in a circle around the owner at a 10' distance.  It will 
strike twice each round, doing double damage, with the owners 
THAC0 and a + 3 bonus to attack and damage.  It hovers and darts at 
any enemies within the radius of protection.  If the owner dies or 
is knocked unconscious the blade falls to the ground, a + 1 weapon 
again.  It attunes itself with the owner, and will take 2 weeks 
of constant exposure to battle with the new owner if it is to use 
its special ability.

Nullach's Missile Pistol
	This device resembles a modern-day revolver.  It is a small 
wand with a perpendicular grip and a round of six chambers.  When 
the trigger is pulled a tiny magic missile fires from the end of 
the wand.  This missile strikes as a normal wizard's magic missile, 
it never misses and does 1d4+1 damage to any creature within the 
firer's line of vision.  These missiles travel in a straight line 
towards intended targets.  The pistol causes no retort, and after 
it has fired all six shots it will not function for 24 hours, while 
it replenishes its magic.  More or less powerful pistols are not 
unknown, some being able to only fire 3 missiles and others being 
able to fire 9.  These are rare (10%), with less powerful ones 
being found more often (80%) than more powerful ones (20%).

Trap seeds
	These magical items appear as nothing more than dried out 
seeds.  They are usually distinguished from normal ones in that 
they are stored in a special pouch embroidered with gold and 
studded with jewels (typical value of 1000 - 4000gp).  This makes 
many mistake the contents as worthless.  In fact, each seed has a 
special ability.  When they are cast on the ground at the feet of 
a target, they immediately sprout into thorny vines which entangle 
any within 10 feet.  Each vine strikes with a thac0 of 13, and hit 
those which are armored non-magically as if they were armor class 
10.  For every plus the armor has, the base AC is reduced by 1.  
Dexterity bonuses apply to armor class.  When a vine strikes, it 
causes 1d4 points of damage per round from the thorns.  It is AC 2, 
and will take 25 points of damage before being severed.  When a 
vine is severed, it crumbles into dust.  Entangled victims are 
entitled to a bend bars/lift gates roll to break free of the vines.  
Success indicates that the vine snaps.  Up to 3 seeds can be thrown 
per round, and they have a + 3 to hit.  Usually, 3d4 trap seeds 
will be found in the typical pouch.


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