Finished all artefacts except the slaying arrows/bolts.

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Florian Stinglmayr 2015-09-28 18:39:35 +02:00
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# 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 wielders 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 swords 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
swords 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 bows 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 oathbows 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 swords +1 enhancement bonus) to the opposed
roll when attempting to strike a foes weapon. If successful,
Shatterspike deals 1d8+4 points of damage plus the wielders
Strength modifier to the target weapon (the target weapons
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 wielders 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