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