diff --git a/weapons/artefacts.yml b/weapons/artefacts.yml index 271405c..2ac6e86 100644 --- a/weapons/artefacts.yml +++ b/weapons/artefacts.yml @@ -1,4 +1,4 @@ -# List of all artefacts +# List of all specific weapons of the d20srd # - name: "Assassin's Dagger" @@ -266,4 +266,334 @@ destroys it (no saving throw). A critical hit dealt to an outsider deals ×4 damage rather than ×2. +- name: Mace of Terror + type: Heavy Mace + school: necromancy + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Fear] + price: 38552 + craft: + price: 19276 + xp: 1542 + description: >- + On command, this +2 heavy mace causes the wielder’s clothes and + appearance to transform into an illusion of darkest horror such + that living creatures in a 30-foot cone become panicked as if by a + fear spell (Will DC 16 partial). They take a -2 morale penalty on + saving throws, and they flee from the wielder. The wielder may use + this ability up to three times per day. + +- name: Nine Lives Stealer + type: Longsword + school: necromancy + alignment: evil + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Finger of Death] + price: 23057 + craft: + price: 11528 + xp: 922 + description: >- + This longsword always performs as a +2 longsword, but it also has + the power to draw the life force from an opponent. It can do this + nine times before the ability is lost. At that point, the sword + becomes a simple +2 longsword (with a hint of evil about it). A + critical hit must be dealt for the sword’s death-dealing ability + to function, and this weapon has no effect on creatures not + subject to critical hits. The victim is entitled to a DC 20 + Fortitude save to avoid death. If the save is successful, the + sword’s death-dealing ability does not function, no use of the + ability is expended, and normal critical damage is + determined. This sword is evil, and any good character attempting + to wield it gains two negative levels. These negative levels + remain as long as the sword is in hand and disappear when the + sword is no longer wielded. These negative levels never result in + actual level loss, but they cannot be overcome in any way + (including restoration spells) while the sword is wielded. + +- name: Oathbow + type: Composite Longbow + school: evocation + grade: strong + cl: 15 + feats: [Craft Magic Arms and Armor] + price: 25600 + craft: + price: 13100 + xp: 1000 + description: >- + Of elven make, this white +2 composite longbow (+2 Str bonus) + whispers "Swift defeat to my enemies" in Elven when nocked and + pulled. Once per day, if the firer swears aloud to slay her target + (a free action), the bow’s whisper becomes the low shout "Swift + death to those who have wronged me." Against such a sworn enemy, + the bow has a +5 enhancement bonus, and arrows launched from it + deal an additional 2d6 points of damage (and ×4 on a critical hit + instead of the normal ×3). However, the bow is treated as only a + masterwork weapon against all foes other than the sworn enemy, and + the wielder takes a -1 penalty on attack rolls with any weapon + other than the oathbow. These bonuses and penalties last for seven + days or until the sworn enemy is slain or destroyed by the wielder + of the oathbow, whichever comes first. The oathbow may only have + one sworn enemy at a time. Once the wielder swears to slay a + target, he cannot make a new oath until he has slain that target + or seven days have passed. Even if the wielder slays the sworn + enemy on the same day that he makes the oath, he cannot activate + the oathbow’s special power again until 24 hours have passed from + the time he made the oath. + +- name: Rapier of Puncturing + type: Rapier + school: necromancy + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Harm] + price: 50320 + craft: + price: 25320 + xp: 2000 + description: >- + Three times per day, this +2 wounding rapier allows the wielder to + make a touch attack with the weapon that deals 1d6 points of + Constitution damage by draining blood. Creatures immune to + critical hits are immune to the Constitution damage dealt by this + weapon. + +- name: Screaming Bolt + type: Bolt + school: enchantment + grade: faint + cl: 5 + feats: [Craft Magic Arms and Armor] + spells: [Doom] + price: 267 + craft: + price: 128 + xp: 10 + description: >- + One of these +2 bolts screams when fired, forcing all enemies of + the wielder within 20 feet of the path of the bolt to succeed on a + DC 14 Will save or become shaken. This is a mind-affecting fear + effect. + +- name: Shatterspike + type: Longsword + school: evocation + grade: strong + cl: 13 + feats: [Craft Magic Arms and Armor] + spells: [Shatter] + price: 4315 + craft: + price: 2315 + xp: 160 + description: >- + Wielders without the Improved Sunder feat use Shatterspike as a +1 + longsword only; wielders with the Improved Sunder feat add a +4 + bonus (including the sword’s +1 enhancement bonus) to the opposed + roll when attempting to strike a foe’s weapon. If successful, + Shatterspike deals 1d8+4 points of damage plus the wielder’s + Strength modifier to the target weapon (the target weapon’s + hardness must still be overcome with each hit). Shatterspike can + damage weapons with an enhancement bonus of +4 or lower. + +- name: "Shifter's Sorrow" + type: Two-Bladed Sword + school: transmutation + grade: strong + cl: 15 + feats: [Craft Magic Arms and Armor] + spells: [Baleful Polymorth] + price: 12780 + craft: + price: 6780 + xp: 480 + description: >- + This +1/+1 two-bladed sword has blades of alchemical silver. The + weapon deals an extra 2d6 points of damage against any creature + with the shapechanger subtype. When a shapechanger or a creature + in an alternate form (such as a druid using wild shape) is struck + by the weapon, it must make a DC 15 Will save or return to its + natural form. + +# TODO: Slaying Arrow/Bolt + +- name: Sleep Arrow + type: Arrow + school: enchantment + grade: faint + cl: 5 + feats: [Craft Magic Arms and Armor] + spells: [Sleep] + price: 132 + craft: + price: 69 + xp: 5 + description: >- + This +1 arrow is painted white and has white fletching. If it + strikes a foe so that it would normally deal damage, it instead + bursts into magical energy that deals nonlethal damage (in the + same amount as would be lethal damage) and forces the target to + make a DC 11 Will save or fall asleep. + +- name: Sun Blade + type: Bastard Sword + school: evocation + grade: moderate + cl: 10 + feats: [Craft Magic Arms and Armor] + spells: [Daylight] + price: 50335 + craft: + price: 25335 + xp: 2000 + description: >- + This sword is the size of a bastard sword. However, a sun blade + is wielded as if it were a short sword with respect to weight and + ease of use. (In other words, the weapon appears to all viewers + to be a bastard sword, and deals bastard sword damage, but the + wielder feels and reacts as if the weapon were a short sword.) + Any individual able to use either a bastard sword or a short + sword with proficiency is proficient in the use of a sun + blade. Likewise, Weapon Focus and Weapon Specialization in short + sword and bastard sword apply equally, but the benefits of those + feats do not stack. In normal combat, the glowing golden blade + of the weapon is equal to a +2 bastard sword. Against evil + creatures, its enhancement bonus is +4. Against Negative Energy + Plane creatures or undead creatures, the sword deals double + damage (and ×3 on a critical hit instead of the usual ×2). The + blade also has a special sunlight power. Once per day, the + wielder can swing the blade vigorously above her head while + speaking a command word. The sunblade then sheds a bright yellow + radiance that is like full daylight. The radiance begins shining + in a 10-foot radius around the sword wielder and extends outward + at 5 feet per round for 10 rounds thereafter, to create a globe + of light with a 60-foot radius. When the wielder stops swinging, + the radiance fades to a dim glow that persists for another minute + before disappearing entirely. All sun blades are of good + alignment, and any evil creature attempting to wield one gains + one negative level. The negative level remains as long as the + sword is in hand and disappears when the sword is no longer + wielded. This negative level never results in actual level loss, + but it cannot be overcome in any way (including restoration + spells) while the sword is wielded. + +- name: Sword of Life Stealing + type: Longsword + school: necromancy + grade: strong + cl: 17 + feats: [Craft Magic Arms and Armor] + spells: [Enervation] + price: 25715 + craft: + price: 12875 + xp: 1029 + description: >- + This black iron +2 longsword bestows a negative level when it + deals a critical hit. The sword wielder gains 1d6 temporary hit + points each time a negative level is bestowed on another. These + temporary hit points last for 24 hours. One day after being + struck, subjects must make a DC 16 Fortitude save for each + negative level or lose a character level. + +- name: Sword of the Planes + type: Longsword + school: evocation + grade: strong + cl: 15 + feats: [Craft Magic Arms and Armor] + spells: [Plane Shift] + price: 22315 + craft: + price: 11157 + xp: 893 + description: >- + This longsword has an enhancement bonus of +1 on the Material + Plane, but on any Elemental Plane its enhancement bonus increases + to +2. (The +2 enhancement bonus also applies on the Material + Plane when the weapon is used against elementals.) It operates as + a +3 longsword on the Astral Plane or the Ethereal Plane or when + used against opponents native to either of those planes. On any + other plane, or against any outsider, it functions as a +4 + longsword. + +- name: Sword of Subtlety + type: Shortsword + school: illusion + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Blur] + price: 22310 + craft: + price: 11155 + xp: 892 + description: >- + A +1 short sword with a thin, dull gray blade, this weapon + provides a +4 bonus on its wielder’s attack and damage rolls when + he is making a sneak attack with it. + +- name: Sylvan Scimitar + type: scimitar + school: evocation + grade: moderate + cl: 11 + feats: [Craft Magic Arms and Armor] + spells: [Divine Power] + price: 44315 + craft: + price: 23657 + xp: 1893 + description: >- + This +3 scimitar, when used outdoors in a temperate climate, + grants its wielder the use of the Cleave feat and deals an extra + 1d6 points of damage. + +- name: Trident of Fish Command + type: trident + school: enchantment + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Speak with Animals] + price: 18650 + craft: + price: 9325 + xp: 746 + description: >- + The magical properties of this +1 trident with a 6-foot-long haft + enable its wielder to charm up to 14 HD of aquatic animals (Will + DC 16 negates, animals get a +5 bonus if currently under attack by + the wielder or his allies), no two of which can be more than 30 + feet apart. The wielder can use this effect up to three times per + day. The wielder can communicate with the animals as if using a + speak with animals spell. Animals making their saving throw are + free of control, but they will not approach within 10 feet of the + trident. The trident can be used up to three times per day. + +- name: Trident of Warning + type: trident + school: divination + grade: moderate + cl: 7 + feats: [Craft Magic Arms and Armor] + spells: [Locate Creature] + price: 10115 + craft: + price: 5057 + xp: 405 + description: >- + A weapon of this type enables its wielder to determine the + location, depth, kind, and number of aquatic predators within 680 + feet. A trident of warning must be grasped and pointed in order + for the character using it to gain such information, and it + requires 1 round to scan a hemisphere with a radius of 680 + feet. The weapon is otherwise a +2 trident. + #EOF