Showing posts with label magic item. Show all posts
Showing posts with label magic item. Show all posts

Wednesday, March 26, 2014

Item: Rod of Leng

Rod of Leng
These slender, chalky rods likely originate with the alien denizens of Leng, but to what purpose is not clear. Rods of Leng are typically found with 2d20+10 charges and can be recharged, but only on Leng.

First, the rod functions as a +1 club when used as a weapon. A creature struck with the rod must make a successful saving throw or be drained of energy, taking a -2 penalty to saves, attacks, and damage until they have slept for 12 hours. If a victim is struck a second time, they fall into a deep sleep and cannot be awakened for 12 hours. The first strike expends one charge; the second does not.

Second, the holder of a rod of Leng can converse with denizens of Leng in their native, alien tongue.

Third, once per day the rod-wielder can cast ESP and mirror image; each takes one charge to function.

Expending two charges discharges a beacon that attracts the attention of the denizens of Leng; there is a 25% chance per hour that a denizen will come to investigate after the beacon is discharged, using dimensional pathways known only to the denizens. The denizens’ reactions vary depending on the reception and previous encounters with the rod-bearer; they are not automatically hostile.

Finally, a rod-bearer can be attuned to the essence of Leng by expending three charges. This grants the bearer immunity to poison and the ability to regenerate 3 hit points per round against any kind of damage, for twelve hours. However, if the bearer regenerates more hit points than their full hit point total, their corporeal body dissolves into inert slime and they re-form, naked and alone, in the otherworldly realm of Leng.


Denizen of Leng HD 8; AC 5[14]; Atk 1 bite (1d3+lassitude), 2 claws (1d4+1); Move 12; Save 8; AL C; CL/XP 13/2300; Special: None. The complete entry for Denizens of Leng can be found in Monstrosities.

Tuesday, March 25, 2014

Item: Athach Rod

Second of my submitted items, and the one I thought/think least likely to get any votes.
(Addendum: It's been pointed out that Tenkar hasn't posted the list of "1-vote" winners yet, so in theory this could be on that list, but a) the Codex of Dungeons already advances me; b) Erik is apparently weeding out duplicate winners; and c) I think this is the weakest of my 3 entries...so I don't currently see a big issue with posting it.)


Athach Rod

This stout wooden rod is engraved with coarse runes, and a lump of crude iron is fastened to one end, like a primitive mace. Three eye-like symbols are etched into the iron. An athach rod has a maximum of 3d10+3 charges.

The athach rod can be used as a +3 mace, and once per day, for one turn, the rod can secret a poison that causes creatures struck by it to make a successful save at a -2 penalty or be nauseated for 1d3 turns.

The athach rod has a number of other effects, three of which use a single charge each, and each of which last an hour. First, the wielder can cause a third arm to grow from their torso. This arm wields the athach rod; the user’s other arms can be used to wield weapons or shields without penalty. The third arm gets one attack a round in addition to the character’s normal actions, but is only partially under the wielder’s control and attacks anyone who comes within reach.

Second, the user can expend a charge to grow a third eye. This grants the wielder darkvision out to 60 feet (or 30 additional feet if the wielder has darkvision naturally), and the ability to cast darkness (5 ft radius), levitate, and phantasmal force. Each of these can be cast once during the duration of the third eye.

Third, the rod-holder can grow a third leg. Their movement increases by 3 [5 feet], they do +1 damage on their attacks, and they subtract one point of damage per die from cold, fire, gas, and lightning attacks against them.

Finally, the wielder of an athach rod can summon an athach. The first two athach remain each for three turns before disappearing, and attack as directed by the summoner. Each summoning causes one of the eye symbols on the head of the club to become blackened and singed, as though burned out by fire. After the third summoning (when the athach appears, not after three turns), the rod loses all magical properties. The third (and final) athach summoned only obeys the rod-wielder for three rounds, and does not disappear.


Athatch: HD 11; AC 3 [16]; Atk 1 or 2 weapons (3d6 or 2d6/2d6)/1 bite (1d6+1); Move 15; Save 4; AL C; CL/XP 15/2,900; Special: Poison (nausea) spit, darkness, levitate, phantasmal force, reduced damage from cold, fire, gas, electricity, polymorph into other giant type. The complete entry for the athach can be found in Monstrosities.



Thursday, February 20, 2014

Item: Sacnoth

Sacnoth
Near unto the village of Allathurion lay the swamps of Tharagawerug the dragon-crocodile, who would eat for his meal one man a day. Through the fortitude and determination of Leothric, the heir of Allathurion, Tharagawerug was overcome and the metal of his body melted down until only the steel of his spine remained. One of Tharagawerug’s eyes honed the edge of the unyielding metal; the other, gleaming wetly sapphire, was set into the hilt of the honed blade, the blade Sacnoth.

Sacnoth is a +3 bastard sword. A sapphire steel eye gleams in the hilt, blinking and moving of its own accord. The eye grants Sacnoth’s wielder a +1 bonus to armor class and all saving throws; the wielder can choose to add an additional +1 or +2 bonus to his armor class, but takes the same amount as a penalty to his attack and damage rolls. The eye cannot be blinded, sees invisible and extra-dimensional creatures, and through all manner of darkness. It has a 25% chance of deflecting arrows before they strike, and can deflect magic missiles as well. 

Sacnoth itself is indestructible. 

Tuesday, February 18, 2014

Magic Items: Soulguard and the Spiderblade

Soulguard
Soulguard is a +1 longsword with a milky white blade that emits thin trails of aetherial vapor anytime it is unsheathed. It has the power to strike incorporeal creatures as though they were solid, and a creature killed by Soulguard cannot be reanimated as an undead, although it may be raised, resurrected, or reincarnated.

Soulguard was created in Romagna several centuries ago for a noble family whose renovations on the ancestral residence had unearthed their family’s founder, now a vampire. The sword was the traditional weapon of the heir for several generations afterwards, but disappeared nearly a century ago, along with the heir and her adventuring companions. Recent rumors place Soulguard in a dragon’s horde near Skelva, and the Cuthwyne family would pay dearly for its return.



Spiderblade
The guard of this delicate +2 rapier (treat as a shortsword) is worked to resemble a cobweb, complete with a diamond-eyed spider. The Spiderblade grants its wielder a +2 bonus to saves versus poison and the ability to cast insect plague once per day.

The exact provenance of the Spiderblade is unknown, but it is first mentioned in a number of accounts from the Hundred Kingdoms region, where it was carried by a half-elven mercenary captain. It has reappeared sporadically since then, and may currently be in the possession of an orc tribe in the Scarlet Peaks.

Tuesday, February 4, 2014

Armory Rod [Item] [S&W]

Armory Rod
This rod can be transformed into a +3 mace, +3 flail, +3 club, +3 short sword, or +3 quarterstaff. Upon command the rod separates into two identical weapons, each with a +2 bonus. Each of those weapons may be commanded to separate into two +1 weapons. The rod reassembles simply by touching the parts together.