D&D COLLECTION :: d20 COLLECTION

Armor : Rings : Rods, Staffs, Wands : Weapons : Wondrous Items 


WEAPONS


ARROWHEADS OF MARKING

XP Value: 25
GP Value: 50

These normal-seeming stone arrowheads must be shaped by the being enchanting them. The common use of these devices is as dungeon and maze markers. If one is placed on a stone surface, and a command word (set during the enchantment of the item) spoken, the arrowhead sinks into the surface of the stone. There it fuses, leaving a clearly-visible arrowhead mark, pointing in the direction it was set.

These items may be used to point directions, or multiples can be placed to form code symbols or messages in the stone walls, floors, and ceilings of buildings, cavern-networks, or dungeons. [secret society of good guys] often place them on stones in outdoor areas, to mark trails or burial sites.

Typical treasure hoards hold 2-24 of these arrowheads.


ARROW OF HOLDING

XP Value: 50 (each)
GP Value: 100 (each)

These finely-made arrows are usually crafted by elves, but the secrets of their making are known to a few craftsmen of all races. Such arrows count as magical weapons when determining what they can strike, but they provide no combat bonuses of any sort.

The strike of an arrow of holding does only 1 point of damage, but such arrows pierce any armor. Upon striking, the arrow vanishes in a pulse of silvery radiance, and the target creature must save vs. spells at -4 or suffer the effects of a hold person spell for 5 + 1d4 rounds. All types of creatures can be affected, and an arrow of holding even affects levitating, self-animating, or otherwise mobile dweomered items, freezing them in one relative place. (If an arrow of holding misses, it may be retrieved for re-use.)

A typical treasure hoard holds 1-6 arrows of holding.


BLAST SCEPTER

XP Value: 1,000
GP Value: 5,000

These rare, ancient device is one of the more unpleasant legacies of lost Estoril, the realm of sorcerers whose glory was long ago swallowed by the Great Desert. Most take the form of wand-sized metal rods with ornamented knobs at both ends. Estorillian blast scepters are usable by all intelligent beings able to hold one, and use charges, typically having 5d6 charges when found. Few wizards in the Realms today know how to recharge them.

They are controlled by silent will of the bearer. If two beings grasp a scepter at once, it will not function at all until only one being is touching it again. Learning to wield a scepter takes 1 turn per power, but a single power just seen in operation can be activated in 2-5 rounds.

The Estorillian blast scepter is reputed to be the predecessor to the more common rod of smiting.


FLYING DAGGER

XP Value: 1,000 each
GP Value: 5,000 each

This useful magical item was very popular as an animated guardian in younger days of the Realms. A flying dagger darts about silently, point-first, and is typically about nine inches in length. 1-12 such daggers are usually encountered. Many different specimens of flying daggers can be found all across the face of Toril; therefore, a DM can freely alter the statistics of an individual flying dagger, creating one exactly to fit specific campaigns. The secrets of magically animating such daggers are known to few living mages.

The 'trigger' activating a given dagger can be as general as "attack all intruders" or as specific as the elaborate triggering conditions of a magic mouth spell.

Flying daggers are usually enchanted to attack anything that moves within a 60' range. The spells that allow a flying dagger to swoop, dart, and detect opponents also protect the blades from rusting and brittleness due to extreme heat and cold. An 'average' flying dagger is given the following statistics for combat:

AC 5; MV Fl 21 (A); HD 1 + 1; hp 9 each; THAC0 17; #AT 2; Dmg 1-4; this item is considered a magical weapon that can hit creatures vulnerable to +2 weapons - the weapon gains no true attack bonuses. Flying daggers are neutral, non-intelligent, and cannot be affected by any type of mental control. A dagger that successfully strikes a moving arrow, thrown weapon, or like missile deflects it, if a DM so desires.

Some flying daggers can be enchanted with special abilities: immunity or reflection of certain spells; their touch can rust metal items as a rust monster (items struck must save vs. lightning or rust - a flying dagger strikes metal when it attacks a target creature carrying or wearing something metal, and its attack roll misses by only one point.); or perhaps the flying daggers can even deliver a shocking grasp effect upon contact.


FOUNTIANBLADE

XP Value: 500
GP Value: 1,500

When first found Fountainblade appears to be nothing more than a dagger of poor quality made out of stone. However, closer examination will reveal that it is actually an enchanted weapon. When used in combat with most opponents Fountainblade acts as a + 1 dagger. If the blade of the weapon is struck into stone, dirt, mud or soil of any kind the weilder will discover that the dagger slides easily into the stone and a spring of water will gush forth. After the dagger is removed the flow of water will stop immediately.

If the weilder uses the weapon in battle against an Earth elemental, stone golem, clay golem, or any similar creature the weapon's plus to hit and damage will rise to +4.


GONNES

XP Value: 1000/1250/1500
GP Value: 2000/2500/3000

Blackpowder, or Smokepowder, is an explosive alchemical substance originally devised by the gnomekin as an efficient fuel for their engines. Gnomekin were not the first to think of Rifle and cannon but they do produce some of the best Blackpowder weapons.

Blackpowder is very expensive, it is sold in small (15 lbs. capacity and 20 lbs. weight) kegs for 2000 sp or small powder horns (10 oz. capacity, 1 lb. weight) for 100 sp. It takes a half-ounce of Blackpowder to propel a bullet from a rifle or pistol and 1-2 lbs. of powder for Cannon. Cannons are extremely rare. You must have a licence to buy Blackpowder in quantities over 5 lbs.

There are two main types of Blackpowder Gonnes, the Pistol and the Rifle. A third type, the Privateer, fires shot instead of bullets in a cone type pattern. All are missile weapons and require proficiency to use correctly (see Malfunction Table below). It takes a melee round to load a gonne. Bullets for both the pistol and rifle, or shot cartriges for the Privateer, cost 20 sp for ten. Dragonne Rifles are masterwork weapons and quite rare.

Pistol (Justicar)

    Range:   90 ft.
    Damage:  1d8
    Weight:  4 lbs.
    R.O.F.:  1 shot per 2 melee rounds
Shotgun (Privateer)
    Range:   30 ft.
    Damage:  3d6*
    Weight:  7 lbs.
    R.O.F.:  1 shot per 2 melee rounds

  * 3d6 to a target in the first range increment,
    2d6 to a target in the second range increment, and
    1d6 to anyone in a 5-foot  path beyond that up to 75 feet.
Rifle (Dragonne Rifle)
    Range:   160 ft.
    Damage:  2d10
    Weight:  10 lbs.
    R.O.F.:  1 shot per 2 melee rounds

Malfunction Table:

Die Roll    Result
------------------------------------------------------------------------------
 1          Flint knocked off - can't ignite pan.
2-3         Wrong loading sequence - 3 melee rounds required to clear & reload.
4-5         Underloaded - reduce range and damage by 50%.
 6          Overloaded - gonne explodes doing 3d6 damage to user only.


HUNGERSWORD

XP Value: 1000
GP Value: 5000

It is said that more than one of these swords exist. They are all +3 unholy longswords, made of black iron with bone hilts and pommels. Each grants its wielder the spell-like abilities Power Word, Stun three times per day, and Power Word, Kill once per day. The sword absorbs good spells and spells from good-aligned clerics like a rod of absorption with no maximum amount of absorption. Each spell level can be used to add an additional +1 damage bonus to a given strike with the weapon (to a maximum of +10 points of damage per strike). In combat, these evil swords bestow a negative level with every successful strike (save vs curse shakes off the negative level one day later).


LION'S TOOTH

XP Value: 600
GP Value: 4,000

This rare weapon looks like the fang from a sabertoothed lion or tiger fixed onto a hilt. Although the weapon does not appear sharp, it is treated as a knife +3.

The most useful property of the dagger comes into play when its wielder pulls one of his or her teeth and touches the dagger to the hole. The weapon transforms into a tooth and takes the place of the one that was pulled, making it a concealed weapon that is almost impossible to find. When the tooth is touched, it comes loose and turns into the knife.


MACE OF FAITH

XP Value: 1,000
GP Value: 6,000

These +2 weapons are finely crafted, and their hafts are usually made of carved and polished wood. However, in the hands of someone with an alignment that matches the mace, the weapon is +3. Further, if the wielder of the mace of faith is a priest, the mace can cast the following spells upon its wielder once a day, provided the priest is of the same alignment: bless, cure serious wounds, cure disease and neutralize poison. The spells cannot be cast on other individuals. Roll 1d8 and consult the following chart to determine the alignment of the mace discovered. True neutral maces are not believed to exist. The maces can be used by any class.

    1d8  Alignment
    --------------
    1  Lawful Good
    2  Lawful Neutral
    3  Lawful Evil
    4  Neutral Good
    5  Chaotic Evil
    6  Neutral Evil
    7  Chaotic Good
    8  Chaotic Neutral


MOONBLADES

These potent weapons were created by the smiths of ancient Myth Drannor. They are used in the long process of selecting a ruler for the isle of Evermeet (as described in the novel Elfshadow).

When first forged, moonblades vary from +1 to +4 to hit and damage, and have one special ability (see following). A moonblade may be passed from one owner to another, usually by generation.

Each time a moonblade is passed on, the moon blade itself decides whether to accept the new owner or not. The owner must be elven, of good alignment, and act in a selfless and heroic man ner. Major acts of cowardice, cheating, or lying will all count against an individual attempting to possess a moonblade.

It is the DM's decision whether a moonblade accepts a new owner. If the moonblade does not accept or if it is touched by a non-elf, the blade inflicts 5d8 points of damage. Individuals of evil alignment must successfully save vs. death magic or be instantly slain. Even if the save is successful, the evil individual will feel intense pain, and will be unable to ever handle the blade again.

Moonblades start out with a single ability and gain another ability with each new owner. Each ability is symbolized by a small rune that appears on the blade. These abilities can be selected by the DM from the Weapon Extraordinary Powers (DMG, Appendix Three, Magical Item Descriptions), or can be determined by rolling 1d20 and referring to the following table:

  Die   Power and
  Roll  Description
  ----  ------------------------------------------------------------------------
   1    Additional +1 to hit and damage (max +5)
   2    Danger Sense; the sword glows blue if danger is imminent (one turn)
   3    Dreamwarning; receives prophetic dream warning of danger within one day
   4    Fire Resistance (as ring)
   5    Human Influence (as ring)
   6    Spell Turning (as ring)
   7    ESP (as medallion)
   8    Command (as armor)
   9    Good Luck (as luckstone)
  10    Opening (as chime)
  11    Blasting (as horn)
  12    Fear (as spell)
  13    Dancing (as sword)
  14    Flame Tongue (as sword)
  15    Wounding (as sword)
  16    Life Stealing (as sword)
  17    Warning; determines location, number, species of enemy within 240'
  18    Throwing; weapon can be thrown up to 100', returns in one round
  19    Sharpness (as sword)
  20    Elfshadow; once per day, user may summon a duplicate identical in every
        way to fight for 2d10 turns, or until slain; if slain, elfshadow returns
        to sword, and cannot be summoned again for 2d4 days


SPEAR OF BLINDING

XP Value: 1,250
GP Value: 2,500

This spear is made of a strange alloy of iron and glows with a bluish light. The haft is ornately carved with magical sigils and runes. The spear has a weapon modifier of +3 to hit and damage. It also has the power of returning, meaning that it returns to the thrower's hand if it misses its target. Finally, once per day the spear may be commanded to blind the next creature it strikes, who must then succeed at a saving throw vs. spells or be unable to see for 12 turns.


STORM STAR

XP Value: 1,000
GP Value: 1,500

This magical weapon is a morning star of ancient design, thought to have been devised in Netheril. Various specimens exist in the North; most of them are electrum-plated steel. They tend to be as long and heavy as the biggest morning stars. They are +1, +2, or +3 weapons, and they crackle with spectacular, though harmless, arcs of lightning when they're wielded.

Once per turn, the wielder of a storm star can unleash a battle bolt of lightning. This is chain lightning that strikes for 8d6 points of damage in addition to the purely physical weapon damage. Of course, a successful attack roll is required for the physical weapon damage to be inflicted. After the chain lightning strikes the first target, it then arcs up to 70 feet away in a direction chosen by the weapon wielder. It can even arc towards a moving target chosen by the wielder. Beings endangered by this first "hop" must save vs. spell or take 6d6 points of damage. Success means they take no damage at all; the bolt missed them. After the first hop, the bolt hops three more times, arcing up to 20 feet at a time towards the nearest concentration of metal. If no metal is present, it will seek the largest concentration of life and movement. The bolt does 4d6 points of damage on the first of these three hops, 3d6 on the next, and 2d6 on the last. In all cases, there is no damage if a save is made. If the weapon misses striking its first intended target, the target takes no physical damage but must still save vs. spell or suffer the full 8d6 points of lightning damage as the bolt arcs to them. The magic of this weapon can never harm its wielder, though the bolt can hop back to that person and then away again.

A storm star does 2d4+1 and 2d4+3 physical damage per strike, depending on the strength of its enchantment.


SWORD OF KUVEROS

XP Value: 4,500
GP Value: 8,500

The Sword of Kuveros is a short sword with a well-honed iron blade. The handle is also made of iron, wrapped with scarlet-dyed leather, and fashioned in the shape of an eagle's claw clutching a large ruby.

Written along the the blade in Kuveran script are runes that translate as: "We call upon EL that this blade might bring health and victory to our courageous Emperor Kuveros I". By uttering this phrase aloud, the powers of the sword are activated.

The sword has a modifier of +4 to hit and damage. Once per day, it may be commanded to heal the weilder by the same amount of damage it inflicts on the next strike. For example, if the weilder hits an opponent for 10 points of damage (including all modifiers), the weilder recovers 10 hit points. The user cannot gain more hit points than their normal maximum. These hit points are not permanently lost by the victim, who may heal normally.

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