Magical Items for War of Shadows
Listed below are many of the items interwoven in the plot of the War of Shadows. Many are artifacts created by the First Race or others. Not the reward of a night's dungeon crawl, many of these items were the focus of quests or even story arcs. That said...
Armor of the First Race
Taken from the depths of the Second City, the Armor of the First Race makes the wearer nearly invulrable to physical assault. Any but the most amazing weapons glance off and even magic has its blows dulled.
Physically it appears as a suit of platemail sized roughly for a tall elf, made of dull grey metal that becomes silvery and reflective when struck by magic.
Game Effect: Provides AC -4, Reduces damage from mortal magics to 20%, Reduces damage from First Race Magic to 50%, Reduces Weapon damage by 3
Box of Shadows
Of unknown origin, the Box of Shadows contains a portal to foul energies, carefully locked away with three keys. Small enough to be grasped firmly in both hands, the Box is wooden, carved with the images of thousands of screaming faces. The Box became important in the campaign through repeated loss and retrieval, and Oroth's eventual use of it in his bid for freedom.
Game Effect: Does very little when not opened, but when opened releases enough energy to power huge rituals, if the energy is not consumed it manifests as damned souls in the form of shadows
-Brass Key
Appears as a simple brass key. In addition to opening the first lock of the Box of Shadows it can heat to the point of burning if one knows the command word.
Game Effect: Burning Hands 1/day at 20th Level
-Iron Key
A rusty, pitted iron key. It opens the second lock of the Box of Shadows and can mend rusted iron.
Game Effect: Mending 1/day at 20th Level
-Platinum Key
A sleek, thin platinum key. It opens the final lock of the Box of Shadows and can heal its holder.
Game Effect: Cure Light Wounds 1/day
Chalice of Tralan
A relic of the First Race. He who holds the Chalice can cast magics completely outside his power level, and make horrendous alterations to those spells he can cast. Vile used the power of the Chalice to summon Xaod to the world.
Game Effect: Anyone touching the Chalice casts wizard spells as though they were 7 levels higher; Once a day, the Chalice can completely supercharge a spell (as a guideline, triple everything, just make it obscene)
Coin of Chaos
Created somewhere near the dawn of time, the Coin of Chaos remains something of a mystery. Its purpose is to bring good and evil to a balance by flooding the world with chaos. No one can maintain dominance for long after the Coin has been flipped.
A prophecy attached to the Coin:
"Once Flipped, the Coin of Chaos shall bring Four Lords of Fire unto the world"
"Twice flipped it shall call Seven Dukes of Wind"
"Thrice flipped it shall bring all to the end"
Game Effect: This item does literally nothing, as far as a character can tell, when they flip it; It affects the balance of power in the world by introducing huge doses of chaos (Manifested by the Lords of Fire or the Dukes of Wind)
Revolutions topple kingdomes, slaves revolt and become masters, and the very nature of Fire/Air changes with the introduction of powerful chaotic forces
Crown of Milandar
One of the three crowns of lordship sought by Oroth to break his imprisonment (the other two being the Naga Crown and the Obsidian Crown). It is believed to once have been part of the regalia of Milandar, but the modern kings wear a simple gold circlet.
Game Effect: +3 AC, Holy Aura 20' (-2 to all actions by evil individuals in area, +2 to all actions by good in area)
Crimson Cloak
A relic retrieved from the Second City, the Crimson Cloak adjusts its wearers body to make it invulrable to toxins and disease. Designed for the First Race, this transformation often destroys lesser beings. While the cloak is worn, even PlagueBringer may not effect the wearer. Even after it has been removed, some of the resistence remains, rendering the individual basically immune to mundane toxins.
Game Effect: To survive the initial transformation, the wearer must make a save vs. poison -8; if they fail, they are completely destroyed and may only be brought back by a Wish or the equivalent (even then, with side effects)
While wearing the cloak, the user is immune to all toxins and diseases
Anyone transformed by the cloak is +4 to save vs. poison/disease and is immune to any poison that would have a bonus to save.
Crown of Urdek
Forged by a titan from the crystillized bones of an ancient white dragon, the Crown of Urdek soon became a orc war trophy after Taliam, it's creator, disappeared. When the elven empire was first forged, the orcs were driven back and the Crown of Urdek claimed as a prize. It became a symbol of the High General of the Empire.
As the Empire crumbled, eventually the Crown was hidden among a series of puzzles and traps to weed out the unworthy and teach the eventual wearer of the Crown. Wehn earned the Crown through this series of trials and Exaltier named him High General of the Empire, even though he hasn't a soldier under his command.
Game Effect: Varies from user to user
Wehn for example receives:
+1 Strength
+15 Hit Points
+1 damage per die ice spells
12 Charges a day (increases as the wearer begins to jive more with the crown)
Invoke Ice Armor - of varying powers 30 hp mage, 60 hp fighter, 120 hp ice golem; the armor's hp must be chipped through before an attack can be made on the wearer; mage is light enough to cast spells in and ice golem completely removes Dexterity bonuses from everything, but coats weapons as well (doubling damage); mage armor uses up 2 charges, fighter 5, golem completely exhausts the crown for that day
memorize 1 additional ice spell per level
Can supercharge or create ice effects with a Wisdom check (Very Roughly increases caster level by 3 for every charge spent and ice effects cost 1 charge/level)
Basic Intelligence (Unknown Origin)
Communicates through Empathy
Crystal Spear
A spear of white crystal with turbulant energies flowing inside it, this is a strange object. Filled with energies of the Void it is somehow not annihilated. It forms and focuses the Void, the anti-thing, into a weapon. It can create armor from it, lashes of destruction, or even rend holes in space for the bearer to walk through.
Game Effect:
Deals 3d6+6 damage
Anyone destroyed by the spear (struck or fueling powers) is completely and irrevocably destroyed
Has a given amount of energy (5 charges, recharges 1/day, can use powers w/o charge by user sacrificing 10 hp/charge)
Lash of Destruction - 1 Charge (Touch of the Nightbringer at 12th Level)
Transport - 3 Charge (As Teleport w/o Error, ignores most teleport locks, as the Void touches all)
Void Armor - 5 Charges (Completely negates any energy touching, will absorb around 100 hp worth of damage, ignored by Void energies)
Deva's Bane (formerly Goblin Slayer)
Once the sword of Sir Stephan, Paladin of Ompos, Knight of Milandar, Deva's Bane has fallen far. When taken by Gerald to fight the daemon once controlling the elven king, the sword was possessed by the self-same daemon and transported away. It waited in the underways of Storm Keep until it was reclaimed by its new master, a Dark Paladin, the Scion of Maw. At the battle of the Serpent Gate, Gerald defeated the Dark Paladin through magic and reclaimed the sword for storage.
Game Effect:
+2, +5 for a Dark Paladin or Priest of Oroth
Dark Paladin's Aura of Protection against Good extends to 50' and has double effect
Teleport w/o Error 1/week
Cure Serious Wounds 1/day to wielder
Cause Serios Wounds 1/day, may be added to attack
+4 to rolls to control undead or minions of Oroth
Can speak many languages, Can communicate Telpathically (60')
Eye of the Leviathan
Plucked from the skull of the Leviathan by an unknown force, the Eye still lives in a way. Stretching out beyond it is a field of corruption, where it molds the world to its image. Men swiftly degenerate to become as fish and eels, while animals fall quicker yet.
Claimed by Cydwin from the sewers under Kli as part of a quest for Aquin's favor, the Eye was then demanded from him by Field Commander Dracos and given freely. It eventually became part of a staff to focus it's powerful warping effects into a narrow shaft.
Game Effect:
As a staff it functions as a +3 quarterstaff
All water, holy water, and food within 50' of the staff are corrupted
May Rust Metal 3/day
Fires Rays of Mutation that function as a Random Mutations spell (with a generally aquatic theme), but offer a save vs. spells -4 to resist
Can assign additional power to the rays equal to -12 to saves, distributed however they choose over the day
Gerald's Ring
Possessing of intelligence, magic, and psionics; Gerald's Ring is a strange creation. Gerald has possessed it since long before the War of Shadows and it served him well through its length. Its mind and Gerald rarely disagree, although the ring has been known to go into bouts of madness from time to time.
Game Effect:
+2 AC
2% MR/Level of Wearer
Can heal the Wearer for 2d8+1 hp 2/day
Has a range of psionic powers including several attack and defense forms, Contact, Mindlink, and Dominate
Hammer of Kharan
Created by the dwarves of old, the Hammer of Kharan shatters bone and steel with equal ease. Dropped by the warrior Gioval in an assault on a human necromancer's settlement, the Hammer lay quiet for many years. When eventually disturbed by two of Cydwin's servants, it provided quite a dilemma. However, in the end, it made its way to Cydwin's hands.
Game Effect:
+2 to hit
One Handed weapon for Str > 17 only, Two handed for Str > 11
Deals Triple damage to stonework and golems
Will not allow itself to be lifted by an Elf
Ivory Cube
A "minor" piece of First Race magic shown by the Guardian, the Ivory Cube is a small carved stone cube implanted in the flesh of a subject. Given some time, it attunes itself to the host. After that, when the host dies, the Cube exhausts part of its energy to return them to the world of the living. The Guardian only saw fit to meddle so directly because the force threatening the world, Nefros, was just as unnatural as the Ivory Cube.
Game Effect: The ivory cube has a predetermined number of charges (generally 1d4+1) and will return it's implantee to conciousness whenever they fall unconcious or die, each charge heals them for 4d12+4 (even back from the grave) and are automatically used when the implantee falls unconcious/dead, but can not be activated outside those circumstances. The cube will only use enough charges to return the implantee to concious state.
Kord's Armor
Part of Kord's regalia as an aspirant deity. There is some argument whether its primary purpose is physical protection or intimidation. Although quite impressive in appearence, its protection renders the wearer nearly invulnrable to flames as well as normal physical attacks.
Kord's Axe
A powerful relic forged by the godling Kord, the Axe has few equals among weapons. Even discounting its awesome combat abilities, the axe serves as a focus for Kord's growing cult. Able to strike blows with the force of a falling mountain and open rents in the earth the swallow foes, this is not an item to be triffled with.
Life's Bane
Appearing as a twisted flute made of a grey-red stone, Life's Bane is one of the great weapons. When the holder wills it, Life's Bane fires a ray of white energy that truly and completely annihilates anything struck. Thankfully the current wielder, Xyphael, has enough understanding of Metaphysics to see the negative reprecussions of using it against anything but the Void.
Game Effect:
In general, fires a ray of pure white light that destroys whatever touched (out to 60'), carving swathes out of purely existing things (like members of the First Race)
When completed [a small stone chip has to be added], the effect instead destroys everything within a huge area, roughly one mile radius.
Light Mote Wand
A minor, but flexible magical item. A source of energy and stop-gap measure for Wehn if things begin falling apart. Its only effect is to fling damaging motes of white light at one's enemies, but it's construction is superb for stability and recharging.
Game Effect: One Charge hurls a 1d6 damage light mote, up to five motes at a time
Ma'Koran Oracles
None understand the true nature of the Ma'Koran oracles. Far in the past three copies were given to the three races (Humans, Elves, Dwarves) under mysterious conditions. Within are thousands of prophecies pertaining to events past, present, and future. It is written in an arcane tongue that seems to be easily translatable at times and impossible at others. This has led some to believe that the tome itself is a tool of fate or an intelligence. Found by chance on one of Cydwin's expeditions, the human tome is being rigorously translated by the Keepers of Truth.
Naga Crown
A crown of lordship in the form of three twined serpents wrapping around the head and raised threateningly at the brow. Jade forms their bodies and emerald chips their eyes, but that is not its real value. Retrieved by Oroth from a secret shrine in the mountains, it was one of the earliest steps in the War of Shadows.
Game Effect:
+2 AC, +3 to Saves
Serpent Heads can attack (around 4' range) at Thac0 15, dealing 1d4 damage, save vs. poison -2 or take 2d4 more and become paralyzed for two rounds; One head may attack each person in range, larger targets can be attacked by two heads; this requires no concentration on the part of the wearer
The serpent heads can also spit (20') venom; 3 attacks at the wearer's Thac0, each delivering the same poison as the bite
Obsidian Crown
Last of the Crowns of Lordship. Seeming a piece of rough obsidian in a rough circlet, the crown holds power over shadows and the darkness in mens' hearts. Stolen by Oroth's minions from the City of Darkness, the crown completed the Triad and allowed Oroth to proceed to the next stage in his plans.
Game Effect:
Doubles Dex Bonus to AC, 15% MR
Mage wearers can memorize 1 more Shadow Magic spell per level
Allows wearer to vanish into shadows (as improved invisibility, but only functions in half-light or less) with one round of concentration
Pearl Bow
Wehn's bow, now given something of a legendary status among some elves. A long, oaken bow lovingly crafted and tastefully inlayed with pearls in a few locations. Underneath the beauty is pure functionality. The crafting and the carvings are part of its enchantments, to cause its arrow to fly straight and true, while the pearls can become bolts of mystical energy in the place of arrows.
Game Effect:
+4 to Hit
Pearl arrows deal 3d4+3, Improved pearl arrows deal 4d4+3
Each pearl arrow consumes one pearl on the bow (7 total), Improved Pearl Arrows come from better pearls which can be added to empty slots
Plaguebringer
A Great Weapon, Plaguebringer was used during the First War extensively as an assassin's weapon. A tiny crystalline dagger, it's appearance belies its power. A tiny nick will kill a normal mortal instantly and cripple a godling with the plague. Even touching it will allow disease to slowly spread through the host, eventually destroying even their soul.
Recovered by Cydwin and Gerald within the Second City, Cydwin made the mistake of touching the foul artifact. Eventually he sacrificed himself into the lake, ending his life and creating Xyphael, to stop the advance of the plague through his system. Later, during the Battle for the Platinum Key, Kord hurled it into the back of one of Dark Prophet's many forms, who disappeared but has not seen since.
Rod of Transformation
Serpent Rod
Scepter of the Skies
Silver Leaf Amulet
Staff of the Elements
Staff-Spear of Arcan
Soul Vessel
Suvakahl
Suvakahl reveals its powers slowly over time to those who use it. It is said to be one of the most powerful magical swords in existance, but few have seen its full power. Even Wehn, its holder for several years now, is but a blink in the eye to it's aeon's of memory.
Sword of the Four
"Xaod's Staff"
The Wand of Thorns
Game Effect:
+6 to Hit
Deals no damage, but instantly infects target with a disease (save vs. death -8 or die instantly, if successful must make a save vs. death at -2
Those touching it slowly waste away and die (as a successful save when struck)
The extremely strong are often sent into a coma rather than dying, although they are invariably weakened by this
Gods and First Race members are effected by go into comas
A classic example of First Race magics. The Rod of Transformation allows its holder to take any form he can imagine, slowly discharging itself. Beginning as a silvery rod, it became duller and duller as Gerald used it, eventually falling to dust.
An adamant-steel rod with a mass of jade serpents atop that writhe when its powers are used. Sister of the Naga Crown, the Serpent Rod feeds off it and links through it. It would have made Oroth's plans much easier, but the party managed to steal it away and hide it within T'Lann's tower.
Game Effect:
+2 Quarterstaff
Any struck by the quarter staff are also attacked by the seperents (1 attack at Thac0 7, deals 2d4 + poison (-3 save, 4d4/2d4 damage)
Staff can fire jade beams of light, save vs. poison -6 4d4/2d4 damage once a round as a free action by sacrificing a memorized spell
Staff possesses wielder (Staff has Wisdom 19, Intelligence 15)
A golden scepter, ever crackling with electricity. The Scepter of the Skies has destroyed worlds, summoning and intensifying storms until they tear the world to dust. Combined with the Seven Winds, the Scepter was beginning the pattern anew on Mizcathar. However, Gerald was able, through perseverance and ungodly amounts of psionic energy, to take it from Stormbringer's hands and give it over to Vile. When Vile eventually used it to destroy the Avenger and himself, the Scepter disappeared for a time, but has reappeared and now rests safely within T'Lann's tower.
Game Effect:
Fly, Lightning Bolt, Gust of Wind at Will
Call Lightning as 30th level druid 3/day
Thunderbolt - 20d6, otherwise as lightning bolt 1/day
Holder is completely immune to Lightning and Wind attacks
Possesses Wielder (Wisdom 21, Intelligence 17)
Symbol of the elven people, the amulet intensifies the most impressive and needful skills of the elf wearing it. Around Exaltier's neck it enhances his leadership and strategic sense even further into the stratosphere. The amulet has a second, more hidden effect. It slowly changes the world around it to meet its wearer's vision. It is powerful, and pervasive, but never fast.
Found after the battle at the Monolith of Valor, the staff became part of Huroon's arsenal. A gnarled oaken staff carved with ancient elven runes of fire, stone, water, and wind. With Huroon's command of magic, the staff, and the House Ring of Navan, he has been able to recreate feats thought legend since the end of the old elven empire.
Game Effect:
Only usable by wizards
All elemental spells cast are cast as if 3 levels higher
100 Charges, can be regain a number of charges equal to the holder's level by sacrificing all memorized spells for one day (any spells cast = no go)
Can emulate any elemental effect at a cost equal to the level squared (1st level = 1 charge, 2nd level = 4 charges, 3 = 9, 4 = 16... 9 = 81)
An item who's form is not even constant, the Staff-Spear is an embodiment of chaos. It warps and disturbs magic within its area, sending off wild surges and disrupting spell effects. Even space warps and molds itself to the Staff-Spear's mad melodies. For a long time, this was Malix's threat of sloppiness. When he used it in the final battle above Ostolvi, he came spiraling down, sinking into the stone as his spirit was sucked into the Staff-Spear.
Game Effect:
In general, the Staff-Spear can be used as any Staff, Spear, or Polearm weapon wished, with a bonus of 1d10-4 (recalculated every round, can go negative)
The area 120' around it is considered a wild magic zone, the area 30' around it random wild surges will go off (1d4 a round) without any magic being cast
By concentrating one round, the wielder can increase or reduce one or more dimensions of some object by a factor of 1d20
Every round the Staff-Spear's holder can take 1d6-3 times their normal actions (minimum 0)
With only one round of concentration, the caster can unleash the Staff-Spears full power, with every indidividual within 1d4 miles effected by 1d4-1 (minimum 0) wild surges
The Staff-Spear generally disrupts the natural order of things, much as the Coin of Chaos
The Staff-Spear can be contained in a special case, negating all it's effects until it is removed
An acorn-shaped device of cold iron and lead, the Soul Vessel is a powerful relic from the old human empire. It once held thousands of daemonic essences, and now lies hidden away. It secured a place in history by provided the energy for T'Lann to ascend to godhood.
Game Effect:
To actually have any use for the Vessel, one must have a firm grasp of ritual magic. The rituals across the surfaces of the device are difficult, but can bind individuals or groups into the Vessel. They can then be drawn on as a raw source of energy (much like an exceptionally large spirit crystal or moon stone).
Crafted by the elves and the dwarves, Suvakahl is a beautiful weapon. A scene of brambles and the sword's name (Suvakahl, "Bringer of Death") are lovingly etched into the blade. The hilt and crossguard take the form of two dragons battling over the enormous emerald of the pommel.
Game Effect:
+3/+3
pluses depend on users connections to it in general related to time although certain rituals can boost the effect and the sheer amount of effor the wielder puts into it has an effect as well (1 month = +1, 1 year = +2, 3 year = +3, one decade = +4, one century = +5, one millenia = +6...)
Criticals have extra effects against specially hated enemies or enemies of the elven race
A strange relic, bound to four gods. Created by the Banished Gods (Oroth, Xaod, Maw, Silak Takur) as a sign of faith and to keep their followers in line during the War of Reckoning, when their forces combined into a great army to assault Gwenarell, the Glittering Keep.
Game Effect:
+1, +2 vs. "Good" (Paladins, Priests of Good Gods), +3 vs. Dragons, +4 vs. Servitors of any of the Four
Awe 1/hour (all in 30' must save vs. spells (with wisdom bonus) or be completely stunned in awe for 2d4 rounds)
A burnished oaken staff carved with screaming faces of every shape and size. Inside it is a seemingly inexhaustable spark of power. Seizing that power and forming it to your ends instead of the Staff doing as it will is the challenge. Gerald wielded the staff for quite some time, wreaking havoc on himself as often as anyone else. Recently Huroon borrowed it for some reasearch and it was stolen from the vaults in Ostolvi. Its wherabouts are unknown.
Game Effect:
I probably can't provide really concrete rules for this, but what the hell.
Basically every time the user wishes to use the staff they must make an opposed Wisdom roll with it. The staffs wisdom for this roll is determined by how much it wants to warp this effect (0 = doing exactly what it wants, 10 = pretty insane to start with, 20 = not nearly insane enough, 25 = destroying insanity)
If the user succeeds, they get their desire. If the staff wins it gets to choose any effect it wishes which takes the same amount of energies as the requested effect.
The staff can do basically anything, seemingly of infinite power. Most likely this means noone who's wielded it has wanted to risk letting to do whatever it wants.
When it's used (successfully for either side) all within the same general area (including the user) must make a save vs. spells -2
What does it want? Seems to like increasing global insanity and releasing tentacled monstrosities. All attempts at communication have failed.
A long, polished mithril spike covered in delicate, almost invisible patterns. The wand dates back to the early elven empire, and draws its powers from the forest. It can hurl thorns, manipulate brambles, and create walls of briars among other things. Its most powerful ability known is to throw a single thorn, built and charged with energies perfectly determined to damage its foe.
Game Effect:
Can hold up to five charges. Has five teirs of powers, which build on each other. Unfortunately I can't find them.
Recharge rate is 1/year in random surroundings, 1/month in the forest, 1/week in a briar, 1/day in a briar that is blessed by Sylvas