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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