Rune Etches
(Version 1.05 - Last Modified: 06/15/2007)
- Inspired by Runes and Rune Words in Diablo II from Blizzard
Entertainment
Introduction
Although true Rune Magic has been lost and is now known to only a few in the entire
megaverse, there are many that know pieces of the ancient secrets. The Diabolists are
infamous for their use of runes as a written language even though they cannot use the
words in any other way. Alchemists also know more about Rune Magic then they commonly
claim, often using magical symbols associated with Rune Magic when they are enchanting
items, especially the most powerful items. In this same tradition, a small group of
Diabolists and Alchemists operating in the Eastern Territories are becoming known in
some circles for their use of what they call Rune Etches.
Rune Etches are similar to true Rune Magic and the runes that Diabolists use, but
through a process known only to this small group, they can enchant these runes and
provide amazing powers to an item or a weapon. So far the group has been able to
discern thirty three (33) different rune etches, but there are rumors that there are
more etches and the group is either withholding them or still trying to learn how to
properly empower them. Provided a non-magical item and a sum of money, the group will
apply one of the rune etches, enchanting the item with the magical power unique to that
rune etch. Multiple rune etches can be applied to the same item and the same rune etch
can even be placed multiple times, often stacking with the previous copies. However,
certain rune etches, applied in exactly the right order, can create special rune
patterns, called Rune Diagrams, that create a much more powerful item then the sum of
the individual rune etches would have created.
The Rune Diagrams often take the original powers of the rune etches and enhance them to
create a much more powerful item. However, simply getting the rune etches that make up
a rune diagram is not enough, the group must perform a special ritual to bring out the
true power of the rune etches. Of course, the rune etches are not cheap and the special
ritual is even more expensive, but for those that can pay, a proper rune diagram can
create just the right kind of magical item. Also like the rune etches, many believe
that as time goes on, the number of Rune Diagrams available will increase and become
even more powerful, maybe even rivalling the power of the original Rune Magic.
Although some have expressed concern that in the wrong hands the magic of Rune Etches
could prove dangerous, many believe that it is no more dangerous then already existing
magics, and the group that is currently marketing the Rune Etches seem to have a handle
on their own security. Leading even more credence to the fact that rune etches may be
another rediscovered branch of Rune Magic, the group has employed a large number of
Dwarves and has a permanent office by the Library of Bethlerad, but most Dwarves rebuff
this rumor claiming that no living dwarf would ever delve back into the black art of
Rune Magic.
One important fact is that not all representatives of the group know all rune etches or
diagrams. All members known all of the common Rune Etches, 1D4+2 of the uncommom Rune
Etches, but only one or two of the extremely rare Rune Etches. Representatives know all
rune diagrams that involve only the common rune etches, up to 1D4 of the rune diagrams
that involve only the common and semi-rare rune etches that they know, but only 1 of
the diagrams that involve an extremely rare rune etch that they know. Some
representatives even know diagrams that they cannot create themselves. For example, a
rune diagram that consists of three extremely rare rune etches could be known by a
member of the group that knows only one of those runes, but if the client has managed
to get the other two rune etches from another member, they can perform the ritual to
form the rune diagram. Even worse, most members of the group do not freely discuss what
Rune Diagrams they can use, often requiring the client to prove that they can afford to
pay for the Rune Diagram even before they find out what it does. This factor, even more
then the price, makes Rune Diagrams exceedingly rare.
The number of rune etches that can be placed on an item varies from one item to
another. A weapon has a 25% chance that it can hold 1D6 rune etches, a suit of armor
has a 20% chance that it can hold 1D6 rune etches, a shield has a 15% chance that it
can hold 1D4 rune etches, and an amulet has a 15% chance that they can hold 1D2 rune
etches. No one knows why some items can hold rune etches and why the maximum number of
rune etches varies, but it usually believed to be some inherant property based on the
quality of the item when it was manufactured. It is known that all superior dwarven and
kobold weapons and armor can hold rune etches and can hold the maximum number of etches
and that inferior orc weapons and armor that can hold rune etches (roll normally to see
whether they can hold rune etches) can only hold the minimum number of etches for that
type of item. The type of material used does not seem to have an impact either, as
wooden bows and metal swords can have rune etches equally. However, an item that is
already magical cannot have any rune etches placed on it. Only those that know how to
apply Rune Etches can determine whether an item can hold them and how many the item can
hold. A missile weapon, such as a bow, bestows its magical abilities, such as
additional damage, onto the ammunition it fires.
One of the more common abilities among the Rune Diagrams and a few of the Rune Etches
states "weapon inflicts 100% of its rolled damage as an additional damage bonus" or
some other percentage. What this means is that if a weapon normally inflicts 1D8 with
each attack, and the number rolled was a 4, then a 100% of that rolled number is 4 and
it is added as a damage bonus, so the final damage inflicted, assuming the attacker
had no other damage bonuses would be 8. If the wielder inflicted a critical hit, then
the final damage inflicted would be 12, because the damage bonus is not doubled, only
the rolled damage.
The listed rune diagrams are what the alchemists that can create Rune Diagrams refer
to the finished product and they use the name no matter what item the Rune Diagram is
applied to. The price listed below is just for the Rune Diagram and does not include
the cost of acquiring the Rune Etches, which must be paid for separately. Also, a
number of Rune Diagrams create items with abilities that vary in power, such as an
ability that states "wielder gains +1D6 to PS attribute". For these abilities, roll
when the Rune Diagram is created and the value never changes. This includes all
values that are determined randomly except for damage, which is rolled each time
damage is dealt.
Rune Etch Descriptions
| Common Rune Etches: |
Uncommon Rune Etches: |
Rare Rune Etches: |
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- Amn:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Each melee hit against a living creature heals
the attacker by 5% of the damage inflicted.
- Power - Armor: Melee attacks against the armor or the wearer
cause 1D4 points of magical damage of no particular type to the
attacker.
- Power - Shield: Melee attacks against the shield cause 1D4
points of magical damage of no particular type to the attacker.
- Power - Weapon: Each hit by the weapon against a living creature
heals the attacker by 10% of the damage inflicted.
- Ber:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: All damage inflicted against the wearer is
reduced by 20%.
- Power - Armor: All damage inflicted against the armor or the
wearer is reduced by 20%.
- Power - Shield: All damage inflicted against the shield or the
wielder is reduced by 20%.
- Power - Weapon: Each attack that does not score a critical
strike has a 20% chance of inflicting 50% of the rolled damage as an
additional damage bonus.
- Cham:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Wearer cannot be magically paralyzed or have his
movement impaired by any spell or psionic power, such as the Carpet of
Adhesion spell.
- Power - Armor: Wearer cannot be magically paralyzed or have his
movement impaired by any spell or psionic power, such as the Carpet of
Adhesion spell.
- Power - Shield: Wielder cannot be magically paralyzed or have
his movement impaired by any spell or psionic power, such as the Carpet of
Adhesion spell.
- Power - Weapon: Each attack from the weapon has a 25% chance of
casting Lesser Paralyze on the target of the attack. This spell is cast
at first level of experience.
- Dol:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Each hit by the weapon forces a living target to
make a save vs. horror factor against a Horror Factor of 10.
- Power - Armor: Wearer regenerates at a rate of 1D4 points per
minute.
- Power - Shield: Each hit against the shield forces a living
target to make a save vs. horror factor against a Horror Factor of 8.
- Power - Amulet: Wearer regenerates at a rate of 1D4 points per
minute.
- El:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Wielder gains +1 to strike and +25% to their
maximum S.D.C. total and the amulet can be commanded at will to glow
like a normal torch.
- Power - Armor: Increase the armor's SDC by +25% and the armor
can be commanded at will to glow like a normal torch.
- Power - Shield: Increase the shield's SDC by +25% and the shield
can be commanded at will to glow like a normal torch.
- Power - Weapon: Wielder gains +2 to strike and +1 to parry with
the weapon and the weapon can be commanded at will to glow like a
normal torch.
- Eld:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Wearer tires at half the normal rate and gains
+1 to PE attribute.
- Power - Armor: Wearer tires at half the normal rate and gains +1
to PE attribute.
- Power - Shield: Increase the shield's bonus to parry by +25%.
- Power - Weapon: Wielder gains +2 to strike undead creatures and
+1 to parry attacks from undead creatures with the weapon and the
weapon inflicts 75% of its rolled damage as an additional damage bonus
against undead creatures.
- Eth:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: PPE and ISP regenerates 25% faster then normal,
including from meditation and sleep.
- Power - Armor: PPE and ISP regenerates 25% faster then normal,
including from meditation and sleep.
- Power - Shield: Increase the shield's bonus to parry by +25%.
- Power - Weapon: Decrease target's natural armor rating by -4
when hit by the weapon.
- Fal:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Increase wielder's PS attribute by +3.
- Power - Armor: Increase wearer's PS attribute by +3.
- Power - Shield: Increase wielder's PS attribute by +3.
- Power - Amulet: Increase wearer's PS attribute by +3.
- Gul:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Wearer gains a bonus of +4 to save vs. all types
of toxins.
- Power - Armor: Wearer gains a bonus of +4 to save vs. all types
of toxins.
- Power - Shield: Wielder gains +6 to parry with the shield.
- Power - Weapon: Wielder gains +5 to strike and +2 to parry with
the weapon.
- Hel:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: All Hand-to-Hand combat skills and weapon
proficiencies function as if the wielder was two levels higher.
- Power - Armor: All skills, except Hand-to-Hand combat skills and
weapon proficiencies, function as if the wearer was two levels higher.
- Power - Shield: All Hand-to-Hand combat skills and weapon
proficiencies function as if the wielder was two levels higher.
- Power - Amulet: All skills, except Hand-to-Hand combat skills
and weapon proficiencies, function as if the wearer was two levels
higher.
- Io:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Increase wielder's PE attribute by +3.
- Power - Armor: Increase wearer's PE attribute by +3.
- Power - Shield: Increase wielder's PE attribute by +3.
- Power - Amulet: Increase wearer's PE attribute by +3.
- Ist:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Increase wearer's MA attribute by +25%.
- Power - Armor: Increase wearer's MA attribute by +25%.
- Power - Shield: Increase wielder's MA attribute by +25%.
- Power - Weapon: Increase wielder's MA attribute by +25%.
- Ith:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Each non-magical attack against the wearer
causes the wearer to regain PPE or ISP. The wearer regains 15% of the
damage taken to either PPE or ISP (wearer's choice), however, the
damage is still inflicted normally.
- Power - Armor: Each non-magical attack against the wearer, not
the armor, causes the wearer to regain PPE or ISP. The wearer regains
15% of the damage taken to either PPE or ISP (wearer's choice),
however, the damage is still inflicted normally.
- Power - Shield: Each non-magical attack against the wielder,
not the shield, causes the wearer to regain PPE or ISP. The wearer
regains 15% of the damage taken to either PPE or ISP (wearer's choice),
however, the damage is still inflicted normally.
- Power - Weapon: Wielder gains +3 to damage with this weapon.
- Jah:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Increase wearer's hit points by 4D6 and SDC by
1D6x10.
- Power - Armor: Increase wearer's hit points by 25% and SDC by
50%.
- Power - Shield: No effect.
- Power - Weapon: When attacking with this weapon, ignore any
natural armor rating a target may have.
- Ko:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Increase wielder's PP attribute by +2 and Spd
attribute by +1D4.
- Power - Armor: Increase wearer's PP attribute by +2 and Spd
attribute by +1D4.
- Power - Shield: Increase wielder's PP attribute by +2 and Spd
attribute by +1D4.
- Power - Amulet: Increase wearer's PP attribute by +2 and Spd
attribute by +1D4.
- Lem:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Wielder has excellent haggling ability, reduce
cost of items purchased from a merchant by 15% when the wielder
attempts to haggle.
- Power - Armor: Wearer has excellent haggling ability, reduce
cost of items purchased from a merchant by 10% when the wielder
attempts to haggle.
- Power - Shield: Wielder has excellent haggling ability, reduce
cost of items purchased from a merchant by 15% when the wielder
attempts to haggle.
- Power - Amulet: Wearer has excellent haggling ability, reduce
cost of items purchased from a merchant by 10% when the wielder
attempts to haggle.
- Lo:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Reduce damage inflicted by energy attacks
against the wearer by 20%.
- Power - Armor: Reduce damage inflicted by energy attacks against
the armor or the wearer by 20%.
- Power - Shield: Reduce damage inflicted by energy attacks
against the shield or the wielder by 20%.
- Power - Weapon: Double the range that this weapon inflicts a
critical strike. For example, requiring a 19 to 20 to score a critical
is a range of two, so when doubled it becomes four, and therefore 17
to 20. Any critical strike inflicted by this weapon has a 20% chance
of inflicting triple damage instead of double, or quadruple damage
instead of triple, and so on.
- Lum:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Increase wielder's PPE and ISP by +10%.
- Power - Armor: Increase wearer's PPE and ISP by +10%.
- Power - Shield: No effect.
- Power - Amulet: Increase wearer's PPE and ISP by +10%.
- Mal:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Damage from all non-magical physical sources
against the wearer is reduced by 3 points.
- Power - Armor: Damage from all non-magical physical sources
against the armor or the wearer is reduced by 3 points.
- Power - Shield: Damage from all non-magical physical sources
against the shield is reduced by 4 points.
- Power - Weapon: Damage inflicted by this weapon can only be
healed at a maximum rate of 1 point per day per point of PE
attribute.
- Nef:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: The wearer gains +6 to dodge but only against
long range attacks.
- Power - Armor: The wearer gains +6 to dodge but only against
long range attacks.
- Power - Shield: The wielder gains +6 to parry but only against
long range attacks.
- Power - Weapon: Each hit by the weapon causes the target to
move back 5' (1.5 m) if the wielder's PS attribute is high enough to
push the target.
- Ohm:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Reduce damage inflicted by cold attacks against
the wearer by 20%.
- Power - Armor: Reduce damage inflicted by cold attacks against
the armor or the wearer by 20%.
- Power - Shield: Reduce damage inflicted by cold attacks against
the shield or the wielder by 20%.
- Power - Weapon: Weapon inflicts 50% of the rolled damage as an
additional damage bonus.
- Ort:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Damage from all energy attacks against the
wearer, magical and non-magical, is reduced by 3 points.
- Power - Armor: Damage from all energy attacks against the armor
or the wearer, magical and non-magical, is reduced by 3 points.
- Power - Shield: Damage from all energy attacks against the
shield, magical and non-magical, is reduced by 5 points.
- Power - Weapon: Each attack from the weapon causes +1D6 points
of energy damage.
- Pul:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Wielder gains +5 to strike supernatural
creatures with the weapon and the weapon inflicts 100% of its rolled
damage as an additional damage bonus against supernatural creatures.
- Power - Armor: Increase the armor's SDC by +50%.
- Power - Shield: Increase the shield's SDC by +50%.
- Power - Amulet: Wearer gains +3 to strike supernatural creatures
and all attacks inflicts 50% of their rolled damage as an additional
damage bonus against a supernatural creature.
- Ral:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Damage from all fire attacks against the wearer,
magical and non-magical, is reduced by 3 points.
- Power - Armor: Damage from all fire attacks against the armor or
the wearer, magical and non-magical, is reduced by 3 points.
- Power - Shield: Damage from all fire attacks against the shield,
magical and non-magical, is reduced by 5 points.
- Power - Weapon: Each attack causes +1D6 points of fire damage.
- Shael:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Wearer gains +2 to parry and +1 to dodge.
- Power - Armor: Wearer gains +2 to parry and +1 to dodge.
- Power - Shield: Wielder gains +3 to parry with the shield.
- Power - Weapon: Wielder gains +1 attack per melee, but this
extra attack must be used for this weapon.
- Sol:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Wielder inflicts +5 damage with the weapon.
- Power - Armor: Damage from all magical or psionic attacks
against the armor or the wearer is reduced by 3 points.
- Power - Shield: Damage from all magical or psionic attacks
against the shield is reduced by 5 points.
- Power - Amulet: Damage from all magical or psionic attacks
against the wearer is reduced by 3 points.
- Sur:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Increase wearer's maximum PPE by +1D6x10.
- Power - Armor: Increase wearer's maximum PPE by +20%.
- Power - Shield: Increase wearer's maximum PPE by +20%.
- Power - Weapon: Target becomes blind for 1 melee round when hit
by the weapon.
- Tal:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Wearer gains +1 to save vs. all types of toxins
and reduce the effects of toxins by half (damage and penalties).
- Power - Armor: Wearer gains +1 to save vs. all types of toxins
and reduce the effects of toxins by half (damage and penalties).
- Power - Shield: Wielder gains +1 to save vs. all types of toxins
and reduce the effects of toxins by half (damage and penalties).
- Power - Weapon: After each hit, the target must make a saving
throw vs. lethal poison. A successful roll means the target takes no
damage, but a failed roll means the target takes 1D4 points of poison
damage immediately and at the beginning of each melee of 1D4 melees.
- Thul:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Damage from all cold attacks against the wearer,
magical and non-magical, is reduced by 3 points.
- Power - Armor: Damage from all cold attacks against the armor or
the wearer, magical and non-magical, is reduced by 3 points.
- Power - Shield: Damage from all cold attacks against the shield,
magical and non-magical, is reduced by 5 points.
- Power - Weapon: Each attack causes +1D6 points of cold damage.
- Tir:
- Type: Common
- Price: 10,000 gold
- Power - Amulet: Wielder automatically absorbs 10% of the PPE
available when a creature dies within 20' (6.1 m) of the wielder, but
they cannot absorb more PPE then their normal maximum.
- Power - Armor: Wielder automatically absorbs 10% of the PPE
available when a creature dies within 20' (6.1 m) of the wielder, but
they cannot absorb more PPE then their normal maximum.
- Power - Shield: Wielder automatically absorbs 10% of the PPE
available when a creature dies within 20' (6.1 m) of the wielder, but
they cannot absorb more PPE then their normal maximum.
- Power - Weapon: Wielder automatically absorbs 10% of the PPE
available when a creature dies within 20' (6.1 m) of the wielder, but
they cannot absorb more PPE then their normal maximum.
- Um:
- Type: Uncommon
- Price: 50,000 gold
- Power - Weapon: Each attack by the weapon has a 25% chance of
causing a bleeding wound in a living creature. This wound causes 1
point of damage at the first of each melee for 2D6 melees or until the
target regenerates, receives magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is cumulative.
- Power - Armor: Wearer gains a bonus of +1 to all saving throws.
- Power - Shield: Wielder gains a bonus of +1 to all saving throws.
- Power - Amulet: Wearer gains a bonus of +1 to all saving throws.
- Vex:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Reduce damage inflicted by fire attacks against
the wearer by 20%.
- Power - Armor: Reduce damage inflicted by fire attacks against
the armor or the wearer by 20%.
- Power - Shield: Reduce damage inflicted by fire attacks against
the shield or the wielder by 20%.
- Power - Weapon: Each attack by the weapon reduces target's PPE
and ISP by 5% (rounding up) and the attacker regains the same amount
of PPE and ISP. The wielder can only gain points if the target lost at
least one point.
- Zod:
- Type: Rare
- Price: 100,000 gold
- Power - Amulet: Increase the wearer's SDC by +50%.
- Power - Armor: Increase the armor's SDC by ten times.
- Power - Shield: Shield is indestructible.
- Power - Weapon: Weapon is indestructible.
Rune Diagram Introduction
Each rune diagram description has several parts. First is the Item Type, which
dictates what kind of item the rune diagram can be placed on, such as an amulet
or a specific type of weapon, like a sword or an axe. Second is Rune Order,
which dictates the exact type and order of the rune etches that need to be
placed on the item to complete the Rune Diagram. Third is the Price, which is
the cost of the special ritual that replaces the bonuses for the individual
rune etches with the abilities of the Rune Diagram. Fourth is the Properties,
which affect the item itself and list bonuses and penalties and special
properties of the item and only the item, such as bonuses to strike or bonuses
to damage, or whether the item is indestructible. The properties only apply to
the actual item, not to the wielder of the item, so a bonus to strike listed in
the Properties section of a rune diagram for a weapon only applies to that
weapon and not to any other weapon used by the wielder. Fifth is the Bonuses,
which are straight bonuses to the possessor of the weapon as long as it is
held, worn, or wielded. A bonus to strike in this section applies to all
performed attacks, not just attacks with the item. The Sixth and final section
is Powers, which lists all of the special abilities of the item. There are two
types of Powers: Constant and Activated. Constant abilities are always active
as long as the item is held, worn, or wielded and Activated abilities require
one melee attack to activate. Some activated abilities are instant effects and
others last for a specific duration, and some can only be activated a limited
number of times before the item permanently loses that ability.
Rune Diagram Amulet Descriptions
- Dream:
- Item Type: Amulet
- Rune Order: Io + Jah + Pul
- Price: 200,000 gold
- Bonuses:
- +1D4 to MA attribute, +2 to PE attribute.
- +5% SDC and +2 PPE per level of experience.
- If the wearer has a natural armor bonus, increase their natural
armor rating by +2, otherwise the wearer gains a natural armor
rating of 10.
- +1 to all saving throws.
- +2 to strike and +2 to dodge.
- Powers:
- Confusing Defense (Constant): After each successful
attack on the wearer that deals damage, there is a 10% chance
that the attacker becomes momentarily confused. The attacker
must make a save vs. magic spells and a failed roll means the
target cannot tell friend from foe and randomly designates a
single target from all within range and then attacks that
target with its strongest attack. This effect lasts for 1 melee
round.
- Energy Aura (Activated): The wearer can surround himself
at will with a powerful aura of energy. While active, whenever
the wielder is attacked, the attacker takes 2d6 points of
energy damage and add 1d6 points of energy damage to any melee
attacks performed by the wielder.
- Lore:
- Item Type: Amulet
- Rune Order: Ort + Sol
- Price: 60,000
- Bonuses:
- +10% PPE.
- +1 effective character level for all class abilities, skills,
spells, and psionic powers.
- Powers:
- Absorb Released PPE (Constant): The wielder absorbs 10%
of the PPE available when a creature dies within 20' (6.1 m).
- Damage Reduction (Constant): Reduce energy damage by 3
points and reduce regular, non-magical damage by 3 points.
- Glow (Activated): Lore can be commanded to emite light
up to the brightness of a lantern.
- Nadir:
- Item Type: Amulet
- Rune Order: Nef + Tir
- Price: 20,000
- Bonuses:
- +2 to PS attribute.
- +50% SDC.
- +6 to dodge long-range attacks.
- Powers:
- Absorb Light (Constant): Decrease the light generated by
anything the wearer created or is holding by 75%.
- Absorb Released PPE (Constant): The wielder absorbs 10%
of the PPE available when a creature dies within 20' (6.1 m).
- Cloak of Shadows (Activated): This ability causes the
wearer to become shrouded by thick shadows that cannot be
pierced by light. This ability lasts for two melee rounds and
while active, the wearer gains +1 to strike with melee weapons
and +2 to dodge and people attacking the wielder gain -2 to
strike the wearer and cannot make Called Shots against the
wearer. This ability can only be used 9 times before the amulet
permanently loses this ability.
- Poor Haggling (Constant): Increase the cost of items
purchased from a merchant by 10%.
- Radiance:
- Item Type: Amulet
- Rune Order: Nef + Sol + Ith
- Price: 70,000
- Bonuses:
- +3 to PE attribute.
- +75% SDC, +1D4x10 PPE, and +10% ISP.
- +6 to dodge long-range attacks.
- Powers:
- Damage Reduction (Constant): Reduce magical and psychic
damage by 1 point and reduce regular, non-magical damage by 3
points.
- Glow (Activated): Lore can be commanded to emite light
up to five times the brightness of a lantern.
- PPE Rejuvenation Defense (Constant): After each
successful attack on the wielder that deals damage, the wearer
regains PPE equal to 15% of the damage inflicted by the attack.
Rune Diagram Armor Descriptions
- Bramble:
- Item Type: Armor capable of holding four runes.
- Rune Order: Ral + Ohm + Sur + Eth
- Price: 220,000
- Powers:
- Wearer gains +2 to parry and +3 to dodge.
- Increase the armor's SDC by +300%.
- Increase wearer's PPE by +5% (rounding up).
- PPE and ISP regenerates 25% faster then normal, including from meditation
and sleep.
- Damage from all cold attacks against the wearer, magical and non-magical, is
reduced by 1 point.
- Damage from all fire attacks against the wearer, magical and non-magical, is
reduced by 3 points.
- Wearer is immune to all types of toxins, magical and non-magical.
- Each time the wearer kills a living creature, the wearer is healed 2D6 points
of damage.
- The armor can activate an ability that causes 4D6 points of magical feedback
damage of no particular type each time the armor or the wearer is hit by a
melee attack. Activating this ability takes only one melee attack, but it can
only be used 33 times before the armor permanently loses this ability and it
only lasts for one melee round each time it is activated.
- All poisons used or created by the wearer, such as from normal sources or spells
that create magical poisons, inflict 50% more damage or have their duration
increased by 50% if they do not inflict damage.
- The wearer is constantly surrounded by a cloud of fast moving thorns. These small
thorns circle the wearer and normally avoid touching other objects, but if
something hits the wearer with a melee attack, then a swarm of thorns
immediately attacks the attacker. These thorns cannot be dodged or parried and
inflict 2D6 points of damage to the attacker.
- Chains of Honor:
- Item Type: Armor capable of holding four runes.
- Rune Order: Dol + Um + Ber + Ist
- Price: 300,000
- Powers:
- Increase the armor's SDC by +75%.
- Weapons used by the wearer inflicts 200% of the rolled damage as
an additional damage bonus against supernatural creatures.
- Weapons used by the wearer inflicts 100% of the rolled damage as
an additional damage bonus against undead creatures.
- Each hit against a living creature heals the wearer by 10% of the
damage inflicted.
- Increase wielder's PS attribute by +6.
- Wearer regenerates at a rate of 1D4 points per minute.
- Wearer gains a bonus of +2 to all saving throws.
- All damage inflicted against the armor or the wearer is reduced by 20%.
- Increase wielder's MA attribute by +25%.
- All class abilities function as if the wearer was two levels higher.
Class abilities do not include skills, spells, or psionics and it does
not give access to abilities that are not already possessed.
- Delirium:
- Item Type: Armor capable of holding three runes.
- Rune Order: Lem + Ist + Io
- Price: 200,000
- Powers:
- Increase the armor's SDC by +250%.
- Increase wielder's PE attribute by +3.
- Increase wielder's MA attribute by +25%.
- Wearer has excellent haggling ability, reduce cost of items purchased from a
merchant by 20% when the wielder attempts to haggle.
- All class abilities function as if the wearer was two levels higher. Class
abilities do not include skills, spells, or psionics and it does not give access
to abilities that are not already possessed.
- The armor can cast Charm (fifth level invocation) at tenth level of experience.
Casting this spell takes only one melee attack, but it can only be used 60 times
before the armor permanently loses this ability.
- Each attack on the armor or the wearer has a 1% chance of casting Armor of Ithan
(third level invocation) on the attacker. This spell is cast at fifteenth level of
experience and will replace any active version of Armor of Ithan already in place.
- Each attack on the armor or the wearer has a 6% chance of casting Mind Bolt
(super psionic power) that inflicts 6D6 points of damage on the attacker. This
psionic power is cast at fifth level of experience.
- Each attack on the armor or the wearer has a 14% chance of casting Horrific
Illusion (fifth level invocation) that only the attacker can see. This spell is
cast at fifth level of experience.
- Each attack from the wearer has an 11% chance of casting Wisps of Confusion
(eighth level invocation) on the target of the attack. This spell is cast at
fifth level of experience.
- Dragon
- Item Type: Armor
- Rune Order: Sur + Lo + Sol
- Price: 250,000 gold
- Properties:
- Increase the armor's AR by +2.
- Bonuses:
- +1 to PS attribute per level of experience, +1 to PP attribute,
+1 to PE attribute, and +1 to Spd attribute.
- +5% PPE.
- +12 to dodge long-range attacks.
- Powers:
- Damage Reduction (Constant): Reduce energy damage by 2
points and reduce regular, non-magical damage by 3 points.
- Fire Aura (Activated): The wearer can surround himself
at will with a powerful aura of fire. While active, whenever
the wearer is attacked, the attacker takes 2d6 points of fire
damage and add 1d6 points of fire damage to any melee attacks
performed by the wielder.
- Hydra Fire Strike (Constant): After each successful
attack that deals damage, there is a 12% chance that the target
of the attack is enveloped in magical fire. The target takes
4D6 points of fire damage immediately and again at the
beginning of each melee for the next 1D4 melee rounds.
- Poisonous Defense (Constant): After each successful
attack on the wearer that deals damage, there is a 20% chance
that the attacker becomes infected with a deadly poison. The
attacker must make a save vs. lethal poison and a failed roll
means the target takes 1D4 points of poison damage immediately
and again at the beginning of each melee for the next 1D4 melee
rounds.
- Duress
- Item Type: Armor capable of holding three runes.
- Rune Order: Shael + Um + Thul
- Price: 70,000
- Powers:
- Wearer gains +2 to parry and +2 to dodge.
- Wearer inflicts 10% of the rolled damage from any attack as an additional
damage bonus.
- Each attack by the wearer causes +3D6 points of cold damage.
- Each attack by the wearer that does not score a critical strike has a 15%
chance of inflicting 50% of the rolled damage as an additional damage bonus.
- Each attack by the wearer has a 33% chance of causing a bleeding wound in a
living creature. This wound causes 1 point of damage at the first of each
melee for 2D6 melees or until the target regenerates, receives magical
healing, or medical attention from any medical skill. The damage inflicted
by these wounds is cumulative.
- Increase the armor's SDC by +200%.
- Increase the length of time of an activity determined by a PE attribute by 20%.
- Damage from all cold attacks against the wearer, magical and non-magical, is
reduced by 50%.
- Damage from all energy and fire attacks against the wearer, magical and
non-magical, is reduced by 3 points.
- Wielder gains +1 to save vs. all types of toxins.
- Enigma:
- Item Type: Armor capable of holding three runes.
- Rune Order: Jah + Ith + Ber
- Price: 210,000
- Powers:
- Increase the armor's SDC by +750%.
- Increase wearer's Spd attribute by +50%.
- Increase wearer's PS attribute by +2 per level of experience.
- Increase wearer's hit points by 15% and SDC by 25%.
- All damage inflicted against the armor or the wearer is reduced by 20%.
- Each time the wearer kills a living creature, the wearer is healed 3D4
points of damage.
- Increase wielder's MA attribute by +1 per level of experience.
- Each non-magical attack against the wearer, not the armor, causes the
wearer to regain PPE or ISP. The wearer regains 15% of the damage taken
to either PPE or ISP (wearer's choice), however, the damage is still
inflicted normally.
- All class abilities function as if the wearer was two levels higher. Class
abilities do not include skills, spells, or psionics and it does not give
access to abilities that are not already possessed.
- Decrease the PPE cost of all teleport spells cast by the wearer by 50%.
- Fortitude
- Item Type: Armor capable of holding four runes.
- Rune Order: El + Sol + Dol + Lo
- Price: 210,000 gold
- Powers:
- Each attack on the wielder has a 20% chance of casting Armor of Ithan (3rd
level Invocation spell) on the wielder at third level of experience. Once
cast, the spell is not cast again until the previous spell's duration has
expired or dispelled or its S.D.C. has been depleted.
- Wearer can cast one additional spell per melee round.
- All weapons inflict 300% of their rolled damage as an additional damage
bonus.
- Increase the armor's bonus to parry by +200%.
- Increase the armor's S.D.C. by +3D6.
- Increase the wearer's hit points by +2 per character level.
- Wielder regenerates at a rate of 1D4 points per minute.
- Damage from all energy attacks against the wearer, magical and
non-magical, is reduced by 5%, with a minimum of 1 point.
- Wearer gains a bonus of +2 to all saving throws.
- Damage from all non-magical physical sources against the wearer is
reduced by 3 points.
- 15% of all damage inflicted against the wearer is added to the wearer's
PPE. However, the wearer cannot possess more PPE than his normal
maximum.
- The weapon can be commanded at will to glow like a normal torch.
- Gloom:
- Item Type: Armor capable of holding three runes.
- Rune Order: Fal + Um + Pul
- Price: 150,000
- Powers:
- Wearer gains +1 to parry and +1 to dodge.
- Wearer inflicts 200% of the rolled damage from any attack as an additional damage
bonus.
- Increase wearer's PS attribute by +3.
- Wearer gains a bonus of +2 to all saving throws.
- Each non-magical attack against the wearer, not the armor, causes the wearer
to regain PPE or ISP. The wearer regains 15% of the damage taken to either
PPE or ISP (wearer's choice), however, the damage is still inflicted normally.
- Decrease the light generated by anything the wearer is holding or created by 75%.
- All spells or psionics powers that impair the wearer's movement, such as Carpet
of Adhesion, have their duration reduced by half.
- Each attack against the armor or the wearer has a 15% chance of casting Blinding
Flash (first level invocation) on the attacker (and only the attacker). This spell
is cast at fifth level of experience.
- Lionheart:
- Item Type: Armor capable of holding three runes.
- Rune Order: Hel + Lum + Fal
- Price: 150,000
- Powers:
- All weapons inflict 20% of their rolled damage as an additional damage bonus.
- All skills, except Hand-to-Hand combat skills and weapon proficiencies,
function as if the wearer was two levels higher.
- Increase wearer's PS attribute by +8.
- Increase wearer's PE attribute by +6.
- Increase wearer's PP attribute by +4.
- Increase wearer's hit points by 5D6 and SDC by 1D6x10.
- Increase wearer's PPE and ISP by +10%.
- Wearer gains a bonus of +2 to all saving throws.
- Prudence:
- Item Type: Armor capable of holding two runes.
- Rune Order: Mal + Tir
- Price: 110,000
- Powers:
- Wearer gains +1 to parry and +1 to dodge.
- Increase the armor's SDC by +150%.
- Wearer gains a bonus of +2 to all saving throws.
- Damage from all non-magical physical sources against the wearer is reduced
by 2 points.
- Damage from all magical or psionic attacks against the wielder is reduced
by 10 points.
- Wielder automatically absorbs 10% of the PPE available when a creature dies
within 20' (6.1 m) of the wielder, but they cannot absorb more PPE then
their normal maximum.
- The armor can be commanded at will to glow at twice the strength of a torch.
- Armor repairs damage at a rate of 1 S.D.C. per minute.
- Smoke:
- Item Type: Armor capable of holding two runes.
- Rune Order: Nef + Lum
- Price: 60,000
- Powers:
- Increase the armor's SDC by +75%.
- The wearer gains +18 to dodge but only against long range weapons.
- Wearer gains +2 to all saving throws.
- Wearer gains +2 to parry and +1 to dodge.
- Increase wearer's PPE and ISP by +10%.
- Decrease the light generated by anything the wearer is holding or created
by 25%.
- The armor can cast Sickness (eighth level invocation) as if from a tenth
level character. Casting this spell takes only one melee attack, but this
spell can only be used 18 times before the armor permanently loses this
ability.
- Stealth:
- Item Type: Armor capable of holding two runes.
- Rune Order: Tal + Eth
- Price: 20,000
- Powers:
- Damage from all magical or psionic attacks against the armor or the
wearer is reduced by 1 point.
- Increase wearer's PP attribute by +2.
- Increase wearer's PE attribute by +1.
- Increase wearer's Spd attribute by 25%.
- Wearer gains +2 to save vs. all types of toxins.
- PPE and ISP regenerates 25% faster then normal, including from meditation
and sleep.
- Wearer can cast one additional spell per melee.
- Wearer gains +2 to parry and +1 to dodge.
- Stone:
- Item Type: Armor capable of holding four runes.
- Rune Order: Shael + Um + Pul + Lum
- Price: 160,000
- Powers:
- Wearer gains +3 to parry and +3 to dodge.
- Increase the armor's SDC by +1D4x10+240%.
- The wearer gains +15 to dodge but only against long range weapons.
- Increase wearer's PS attribute by +5.
- Increase wearer's PE attribute by +5.
- Increase wearer's PPE and ISP by +10%.
- Wearer gains a bonus of +1 to all saving throws.
- The armor can cast Fireball (sixth level invocation) at tenth level of
experience. Casting this spell takes only one melee attack, but it can
only be used 80 times before the weapon permanently loses this ability.
- The armor can instantly create a basic Stone Golem (see revised
Create Golem ritual) that will obey
the commands of the wearer and will disappear after one hour if it is not
already destroyed. Activating this ability takes only one melee attack,
but it can only be used 16 times before the armor permanently loses this
ability and only once per week.
- Wealth:
- Item Type: Armor capable of holding three runes.
- Rune Order: Lem + Ko + Tir
- Price: 110,000
- Powers:
- Wielder automatically absorbs 10% of the PPE available when a creature dies
within 20' (6.1 m) of the wielder, but they cannot absorb more PPE then their
normal maximum.
- Increase wearer's PE attribute by +3.
- Wearer has excellent haggling ability, reduce cost of items purchased from a
merchant by 75% when the wielder attempts to haggle.
- Increase wielder's MA attribute by +100%.
Rune Diagram Shield Descriptions
- Ancient's Pledge:
- Item Type: Shield
- Rune Order: Ral + Ort + Tal
- Price: 30,000 gold
- Properties:
- Increase the shield's bonus to parry by +50%.
- Bonuses:
- +2 to save vs. all types of toxins and reduce the effects of
the toxins by half.
- Powers:
- Damage Reduction (Constant): Reduce cold, energy, and
fire damage by 5 points.
- PPE Rejuvenation Defense (Constant): After each
successful attack on the wielder that deals damage, the wearer
regains PPE equal to 10% of the damage inflicted by the attack.
- Dragon
- Item Type: Shield
- Rune Order: Sur + Lo + Sol
- Price: 250,000 gold
- Properties:
- Double the shield's bonus to parry.
- Bonuses:
- +1 to PS attribute per level of experience, +1 to PP attribute,
+1 to PE attribute, and +1 to Spd attribute.
- +2D4x10 PPE.
- +12 to dodge long-range attacks.
- Powers:
- Damage Reduction (Constant): Reduce energy damage by 2
points and reduce regular, non-magical damage by 3 points.
- Fire Aura (Activated): The wielder can surround himself
at will with a powerful aura of fire. While active, whenever
the wielder is attacked, the attacker takes 2d6 points of fire
damage and add 1d6 points of fire damage to any melee attacks
performed by the wielder.
- Hydra Fire Strike (Constant): After each successful
attack that deals damage, there is a 12% chance that the target
of the attack is enveloped in magical fire. The target takes
4D6 points of fire damage immediately and again at the
beginning of each melee for the next 1D4 melee rounds.
- Poisonous Defense (Constant): After each successful
attack on the wielder that deals damage, there is a 20% chance
that the attacker becomes infected with a deadly poison. The
attacker must make a save vs. lethal poison and a failed roll
means the target takes 1D4 points of poison damage immediately
and again at the beginning of each melee for the next 1D4 melee
rounds.
- Dream:
- Item Type: Shield
- Rune Order: Io + Jah + Pul
- Price: 200,000 gold
- Properties:
- Increase the shield's bonus to parry by 25%.
- Increase the shield's SDC by +2D6x10.
- Bonuses:
- +1D4 to MA attribute, +2 to PE attribute.
- +2D6 hit points, +4D6 SDC, and +2 PPE per level of experience.
- +1 to all saving throws.
- +2 to strike and +2 to dodge.
- Powers:
- Energy Aura (Activated): The wielder can surround
himself at will with a powerful aura of energy. While active,
whenever the wielder is attacked, the attacker takes 2d6 points
of energy damage and add 1d6 points of energy damage to any
melee attacks performed by the wielder.
- Confusing Defense (Constant): After each successful
attack on the wielder that deals damage, there is a 10% chance
that the attacker becomes momentarily confused. The attacker
must make a save vs. magic spells and a failed roll means the
target cannot tell friend from foe and randomly designates a
single target from all within range and then attacks that
target with its strongest attack. This effect lasts for 1 melee
round.
- Exile:
- Item Type: Shield
- Rune Order: Vex + Ohm + Ist + Dol
- Price: 350,000 gold
- Properties:
- Double the shield's bonus to parry.
- Increase the shield's SDC by +1D4x10.
- The shield repairs damage at a rate of 1D4 points per minute.
- Bonuses:
- Powers:
- Boost Offensive Auras (Constant): All offensive auras
cast by the wielder function as if the wielder was two levels
higher. See Aura Magic for more
details on offensive auras.
- Damage Reduction (Constant): Reduce cold and fire damage
by 2 points.
- Defiance Aura (Activated): The wielder and all allies
within 30' (9.1 m) gain +2 to parry, +2 to dodge, and +2 to
save vs. horror factor. This is considered a defensive aura.
- Life Tap Strike (Constant): After each successful attack
that deals damage, there is a 15% chance that the target of the
attack is cursed. For the next melee round, the wielder is
healed an amount equal to 50% of any damage dealt to the cursed
target.
- Paralyzing Strike (Constant): After each successful
attack that deals damage, the target of the attack is struck by
a paralyzing force. The target of the attack must make a save
vs. magic spells and a failed roll means that the target is
paralyzed for 1 melee round. However, reduce all damage dealt
to the paralyzed target by half.
- Regeneration (Constant): The wielder regenerates at a
rate of 1D4 points per minute.
- Rhyme:
- Item Type: Shield
- Rune Order: Shael + Eth
- Price: 20,000 gold
- Properties:
- Double the shield's bonus to parry.
- Bonuses:
- +1D4 to MA attribute.
- +1 to all saving throws.
- Powers:
- Freedom of Movement (Constant): Wielder cannot be
magically paralyzed or have his movement impaired by spells or
psionic powers, such as Carpet of Adhesion spell or Paralysis:
Lesser.
- Good Haggling (Constant): Decrease the cost of items
purchased from a merchant by 25%.
- PPE Regeneration (Constant): The wielder regains PPE
25% faster then normal, including from meditation and sleep.
- Sanctuary:
- Item Type: Shield
- Rune Order: Ko + Ko + Mal
- Price: 200,000 gold
- Properties:
- Increase the shield's bonus to parry by +50%.
- Increase the shield's SDC by +6D6.
- Bonuses:
- +5 to PP attribute
- +4 to all saving throws.
- +2 to dodge and an additional +10 to dodge long-range attacks.
- Powers:
- Damage Reduction (Constant): Reduce magical amd psychic
damage by 2 points.
- Slow Missiles (Activated): This ability causes all
ranged attacks that travel through a 30' (9.1 m) radius around
the wielder to slow down. This ability lasts for five melee
rounds and while active, the target of any ranged attack that
passes through the area of effect gains +7 to dodge. This
ability can only be used 60 times before the shield permanently
loses this ability.
- Spirit:
- Item Type: Shield
- Rune Order: Tal + Thul + Ort + Amn
- Price: 40,000 gold
- Bonuses:
- +5 to PE attribute.
- +2D4x10 to PPE.
- +3 to save vs. all types of toxins.
- +2 to parry, +2 to dodge, and an additional +10 to dodge
long-range attacks.
- +2 effective character level for all class abilities, skills,
spells, and psionic powers.
- Powers:
- Absorb Magic (Constant): Reduce damage from magical
spells cast on the wielder by 2D4 points, to a minimum of zero,
and heal the wielder by an equal amount.
- Channel Magic (Constant): The wielder can cast spells
from levels 1 to 6 with one melee attack, spells from levels 7
to 12 with two melee attacks, and spells level 13 and up and
spells of legend with three melee attacks.
- Damage Reduction (Constant): Reduce cold and energy
damage by 4 points.
- Feedback Defense (Constant): After each successful
attack on the wielder that deals damage, the attacker takes 3
points of damage of the same type dealt to the wielder.
- Splendor:
- Item Type: Shield
- Rune Order: Eth + Lum
- Price: 60,000 gold
- Properties:
- Increase the shield's bonus to parry by +50%.
- Increase the shield's SDC by +4D6.
- Bonuses:
- +1D4 to MA attribute.
- +5 PPE.
- +1 effective character level for all class abilities, skills,
spells, and psionic powers.
- Powers:
- Channel Magic (Constant): The wielder can cast spells
from levels 1 to 6 with one melee attack, spells from levels 7
to 10 with two melee attacks, and spells level 11 and up and
spells of legend with three melee attacks.
- Glow (Activated): Splendor can be commanded to emite
light up to three times the brightness of a lantern.
- PPE Regeneration (Constant): The wielder regains PPE 10%
faster then normal, including from meditation and sleep.
- Good Haggling (Constant): Decrease the cost of items
purchased from a merchant by 25%.
Rune Diagram Weapon Descriptions
- Beast:
- Item Type: Axe, Scepter, or Hammer capable of holding five
runes.
- Rune Order: Ber + Tir + Um + Mal + Lum
- Price: 310,000
- Powers:
- Wielder gains +1 attack per melee, but the extra attack must be
used to attack with this weapon.
- Weapon inflicts 250% of the rolled damage as an additional damage
bonus.
- Each attack that does not score a critical strike has a 20% chance
of inflicting 50% of the rolled damage as an additional damage
bonus.
- Each attack by the weapon has a 25% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, receives magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Increase wielder's PE attribute by +1D6+7.
- Increase wielder's PPE and ISP by +10%.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- All Metamorphosis spells used by the wielder or cast on the wielder
have double the normal duration and require only half of the normal
PPE to cast.
- The weapon can instantly summon either six Black or Brown Bears or
three Jungle Kodiak or Northern Grizzly Bears, all with maximum S.D.C.
and Hit Points. These animals are under the control of the wielder,
but they can only understand simple commands, such as attack this
target or attack anyone that enters this area besides me. Using this
ability takes one melee round of concentration, but the summoned
bears will remain for 12 hours before disappearing. If a bear is
killed before the duration is over, its body will instantly
disappear. This ability can only be used 10 times before the weapon
permanently loses this ability.
- The wielder gains the ability to fly into a merciless rage. While in a
rage, the wielder receives a bonus of +1D6 to their PS attribute, which
becomes Supernatural, and their Spd attribute triples, to a minimum of
40. The wielder also gains +1 attack per melee, +1 to initiative, +4 to
strike, +1 to all other offensive actions, +2 to save vs. mind control
and possession, +4 to save vs. horror factor, and +2 to save vs. pain.
Unfortunately, the wielder also becomes much more aggressive in combat,
becoming merciless towards enemies, is unable to cast spells or use
skills of any type besides combat-related skills, and receives a
penalty of -6 to parry and dodge. This rage lasts for four melee rounds
and this ability can be activated up to six times per day, but only once
per hour.
- Black:
- Item Type: Mace, club, or hammer capable of holding three runes.
- Rune Order: Thul + Io + Nef
- Price: 70,000
- Powers:
- Weapon inflicts 150% of the rolled damage as an additional damage bonus.
- Each attack that does not score a critical strike has an additional 40%
chance of inflicting 50% of the rolled damage as an additional damage bonus.
- Wielder gains +4 to strike and +1 to parry with the weapon.
- Each attack causes +1D6 points of cold damage.
- Increase wielder's PE attribute by +3.
- Wielder gets +1 attack per melee, but the extra attack must be used to attack
with this weapon.
- Each hit by the weapon causes the target to move back 5' (1.5 m) if the wielder's
PS attribute is high enough to push the target.
- Damage from all magical or psionic attacks against the wielder is reduced by 5
points.
- The weapon can cast Animate and Control Dead (seventh level invocation) at tenth
level of experience. Casting this spell takes only one melee attack, but it can
only be used 12 times before the weapon permanently loses this ability.
- Brand:
- Item Type: Missile weapon capable of holding four runes.
- Rune Order: Jah + Lo + Mal + Gul
- Price: 400,000
- Powers:
- Weapon inflicts 250% of the rolled damage as an additional
damage bonus.
- Ignore any natural armor rating a target may have when hit by
this weapon.
- Weilder gains +4 to strike with this weapon.
- Double the range that this weapon inflicts a critical strike.
For example, requiring a 19 to 20 to score a critical is a
range of two, so when doubled it becomes four, and therefore 17
to 20. Any critical strike inflicted by this weapon has a 20%
chance of inflicting triple damage instead of double, or
quadrouple damage instead of triple, and so on.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Each hit by the attacker causes the target to move back 5'
(1.5 m) if the wielder's PS attribute is high enough to push
the target.
- Weapon inflicts 300% of the rolled damage as an additional
damage bonus against supernatural creatures.
- All targets within a 5' (1.5 m) radius of the point of impact
for ammunition fired by the weapon take 2D6 points of fire
damage.
- Each attack that does not score a critical strike has a 35%
chance of inflicting 50% of the rolled damage as an additional
damage bonus.
- Each attack causes the target to take 1D6 points of damage
directly to the target's hit points.
- Breath of the Dying:
- Item Type: Weapon capable of holding six runes
- Rune Order: Vex + Hel + El + Eld + Zod + Eth
- Price: 380,000
- Powers:
- The weapon is indestructible.
- Wielder gains +3 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Weapon inflicts 400% of the rolled damage as an additional damage
bonus.
- Weapon inflicts 200% of the rolled damage as an additional damage
bonus against undead creatures.
- Decrease target's natural armor rating by -4 when hit by the weapon.
- Wielder gains +2 to strike and +1 to parry with the weapon.
- Wielder gains an additional +2 to strike undead creatures and +1
to parry attacks from undead creatures with the weapon.
- Each attack by the weapon reduces target's PPE and ISP by 5%
(rounding up) and the attacker regains the same amount of PPE and
ISP. The wielder can only gain points if the target lost at least
one point.
- Each hit against a living creature heals the attacker by 15% of
the damage inflicted.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Increase wearer's PS, PP, PE, and Spd attributes by +10.
- The weapon can be commanded at will to glow as a torch.
- All Hand-to-Hand combat skills and weapon proficiencies function
as if the wielder was two levels higher.
- Their is a 50% chance that each time you kill an enemy you cause all
opponents within a 20' (6.1 m) radius to make a saving throw vs. lethal
poison. A successful roll means the targets take no damage, but a failed
roll means the targets takes 3D6 points of poison damage immiediately and
at the beginning of each melee for 1D6 melees.
- Call to Arms:
- Item Type: Weapon capable of holding five runes
- Rune Order: Amn + Ral + Mal + Ist + Ohm
- Price: 320,000
- Powers:
- Wielder gains +2 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Weapon inflicts 300% of the rolled damage as an additional damage
bonus.
- Each attack causes +1D6 points of fire damage.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Wearer regenerates at a rate of 2D4 points per minute.
- Increase wielder's MA attribute by +30%.
- All class abilities function as if the wielder were one level
higher. Class abilities do not include skills, spells, or psionics
and it does not give access to abilities that are not already
possessed.
- The wielder gains the ability to deliver a frightening battle cry
that can be used once per minute. When used, this cry mimics the
effects the second level invocation spell Fear on all opponents
with a 20' (6.1 m) radius. Using this ability requires one melee
action and this spell is cast at fifth level of experience.
- The wielder gains the ability to inspire courage and passion in all
allies within a 30' (9.1 m) radius, as long as the wielder can speak
and the allies can hear the wielder. While using this ability, all
allies and the wielder gain +1 attack per melee, +4 to strike, +2 to
parry, +2 to dodge, and +1 to all other combat rolls. These bonuses
last for 2D6 melee rounds but immediately disappear if the wielder
can no longer speak or be heard. This ability can only be used once
per hour.
- The wielder gains the ability to lead and direct all allies within a
40' (12.2 m) radius. This ability only works on allies that choose to
follow all of the wielder's orders exactly. All allies, but not the
wielder, that do so gain +10 to their PS attribute, which becomes
supernatural, their Spd attribute triples, and they gain +2 attacks
per melee, +6 to strike, +3 to parry, +3 to dodge, and +1 to all
other combat rolls. In addition, all allies become immune to mind
control, possession, awe factor, and horror factor while under the
direction of the wielder. Unfortunately, all allies that follow the
orders of the wielder take 50% more damage from all attacks that hit
them. These bonuses last for 3D6+2 melee rounds but immediately
disappear if the wielder can no longer speak or be heard. This ability
can only be used once per day.
- Chaos:
- Item Type: Slashing weapon capable of holding three runes
- Rune Order: Fal + Ohm + Um
- Price: 200,000
- Powers:
- Weapon inflicts 300% of the rolled damage as an additional damage bonus.
- Each attack causes +1D6x10 points of magical damage of no specific type.
- Wielder gains +2 attacks per melee, but the extra attacks must be used to
attack with this weapon.
- Each attack by the weapon has a 25% chance of causing a bleeding wound in
a living creature. This wound causes 1 point of damage at the first of
each melee for 2D6 melees or until the target regenerates, recieves magical
healing, or medical attention from any medical skill. The damage inflicted
by these wounds is cumulative.
- Increase wearer's PS attribute by +3.
- Each time the wielder kills a supernatural creature, the wielder is healed
3D6 points of damage.
- Each attack from the weapon has a 9% chance of casting Ice Bolt (third level
Ice Magic, from the Library of Bletherad) on the target of the attack. This
spell is cast at fifth level of experience.
- Each attack from the weapon has a 11% chance of casting Energy Bolt (third
level invocation) on the target of the attack. This spell is cast at fifth
level of experience.
- Crescent Moon:
- Item Type: Axe, Sword, or Polearm capable of holding three
runes.
- Rune Order: Shael + Um + Tir
- Price: 70,000
- Powers:
- Wielder gains +1 attack per melee, but the extra attack must be
used to attack with this weapon.
- Weapon inflicts 200% of the rolled damage as an additional damage
bonus.
- Ignore any natural armor rating a target may have.
- Everything within 50' (15.2 m) of the wielder takes 25% more
damage from any energy attack, magical or non-magical.
- Each attack by the weapon has a 25% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, recieves magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Damage from all magical or psionic attacks against the wielder is
reduced by 1D6+6 points and each magical and psionic attack heals
the wielder by this same amount. Roll for each incoming attack.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- Each attack from the weapon has a 10% chance of casting Call Lightning
(sixth level invocation) on the target of the attack. This spell is
cast at tenth level of experience.
- Each attack from the weapon has a 7% chance of casting Energy Bolt
(third level invocation) on the target of the attack. This spell is
cast at fifth level of experience.
- The weapon can instantly summon three Northern Timber Wolves, all
with maximum S.D.C. and Hit Points. These animals are under the
control of the wielder, but they can only understand simple
commands, such as attack this target or attack anyone that enters
this area besides me. Using this ability takes one melee round of
concentration, but the summoned wolves will remain for 12 hours
before disappearing. If a wolf is killed before the duration is
over, its body will instantly disappear. This ability can only be
used 30 times before the weapon permanently loses this ability.
- Death:
- Item Type: Axe or sword capable of holding five runes
- Rune Order: Hel + El + Vex + Ort + Gul
- Price: 270,000
- Powers:
- Weapon inflicts 350% of the rolled damage as an additional
damage bonus.
- The weapon casts Call Lightning at 15th level of experience
when the wielder dies. It targets the closest creatures
randomly.
- Each attack causes +1D6 points of energy damage.
- Each attack has a 25% chance of inflicting 3D6 points of cold
damage.
- The weapon is indestructible.
- Weilder gains +4 to strike and +2 to parry with the weapon.
- Double the range that this weapon inflicts a critical strike.
For example, requiring a 19 to 20 to score a critical is a
range of two, so when doubled it becomes four, and therefore 17
to 20. Any critical strike inflicted by this weapon has a 3%
chance per level of experience of inflicting triple damage
instead of double, or quadrouple damage instead of triple, and
so on.
- Each attack that does not score a critical strike has a 50%
chance of inflicting 50% of the rolled damage as an additional
damage bonus.
- Each attack by the weapon reduces target's PPE and ISP by 5%
(rounding up) and the attacker regains the same amount of PPE
and ISP. The wielder can only gain points if the target lost at
least one point.
- All Hand-to-Hand combat skills and weapon proficiencies
function as if the wielder was two levels higher.
- The weapon can be commanded at will to glow as a torch.
- The armor can instantly create a basic Blood Golem (see revised
Create Golem ritual)
that will obey the commands of the wielder and will disappear
after one hour if it is not already destroyed. Activating this
ability takes only one melee attack, but it can only be used 15
times before the armor permanently loses this ability and only
once per week.
- Destruction:
- Item Type: Polearm or Sword capable of holding five runes
- Rune Order: Vex + Lo + Ber + Jah + Ko
- Price: 450,000
- Powers:
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Weapon inflicts 350% of the rolled damage as an additional
damage bonus.
- Each attack by the weapon reduces target's PPE and ISP by 5%
(rounding up) and the attacker regains the same amount of PPE
and ISP. The wielder can only gain points if the target lost at
least one point.
- Ignore any natural armor rating a target may have when hit by
the weapon.
- Each attack that does not score a critical strike has an
additional 20% chance of inflicting 50% of the rolled damage as
an additional damage bonus.
- Double the range that this weapon inflicts a critical strike.
For example, requiring a 19 to 20 to score a critical is a
range of two, so when doubled it becomes four, and therefore 17
to 20. Any critical strike inflicted by this weapon has a 20%
chance of inflicting triple damage instead of double, or
quadrouple damage instead of triple, and so on.
- Increase wielder's PP attribute by +3.
- Each attack causes +2D4x10 points of magical damage of no
specific type.
- Each attack from the weapon has a 23% chance of casting
Earthquake (8th level Earth Elemental) on the target of the
attack. This spell is cast at 5th level of experience.
- Each attack from the weapon has a 20% chance of casting
Fireball (6th level invocation) on the target of the attack.
This spell is cast at 8th level of experience.
- Weapon casts Fireball (6th level invocation) at 15th level of
experience on all opponents within 30' (9.1 m) of the wielder
when the wielder dies.
- Doom:
- Item Type: Axe, Hammer, or Polearm capable of holding five runes
- Rune Order: Hel + Ohm + Um + Lo + Cham
- Price: 400,000
- Powers:
- Wielder gains +2 attacks per melee, but the extra attacks must be used to
attack with this weapon.
- Weapon inflicts 350% of the rolled damage as an additional damage bonus.
- Everything within 50' (15.2 m) of the wielder, but not including the
wielder, takes 50% more damage from any cold attack, magical or non-magical.
- Double the range that this weapon inflicts a critical strike. For example,
requiring a 19 to 20 to score a critical is a range of two, so when doubled
it becomes four, and therefore 17 to 20. Any critical strike inflicted by
this weapon has a 20% chance of inflicting triple damage instead of double,
or quadrouple damage instead of triple, and so on.
- Each attack by the weapon has a 25% chance of causing a bleeding wound in a
living creature. This wound causes 1 point of damage at the first of each
melee for 2D6 melees or until the target regenerates, recieves magical
healing, or medical attention from any medical skill. The damage inflicted
by these wounds is cumulative.
- Damage inflicted by this weapon can only be healed at a maximum rate
of 1 point per day per point of PE attribute.
- Each attack from the weapon has a 25% chance of casting Lesser Paralyze on
the target of the attack. This spell is cast at first level of experience.
- All Hand-to-Hand combat skills and weapon proficiencies function as if the
wielder was two levels higher.
- All class abilities function as if the wielder were two levels higher. Class
abilities do not include skills, spells, or psionics and it does not give
access to abilities that are not already possessed.
- Each attack from the weapon has a 5% chance of casting Earthquake (eighth
level Earth Elemental) on the target of the attack. This spell is cast at
fifth level of experience.
- All opponents that come within 10' (3 m) of the wielder must make a saving
throw vs. magic spell or take 1D6 points of magical cold damage immediately
and at the beginning of each melee that they remain close to the wielder.
- Edge:
- Item Type: Missile weapon capable of holding three runes
- Rune Order: Tir + Tal + Amn
- Price: 30,000
- Powers:
- Weapon inflicts 250% of the rolled damage as an additional
damage bonus against undead creatures.
- Weapon inflicts 350% of the rolled damage as an additional
damage bonus against supernatural creatures.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they
cannot absorb more PPE then their normal maximum.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Wielder gains +2 attacks per melee, but the extra attacks must
be used to attack with this weapon.
- After each hit, the target must make a saving throw vs. lethal
poison of 16. A successful roll means the target only takes 1D6
points of poison damage, but a failed roll means the target
takes 5D6 points of poison damage.
- The wearer is constantly surrounded by a cloud of fast moving
thorns. These small thorns circle the wearer and normally avoid
touching other objects, but if something hits the wearer with a
melee attack, then a swarm of thorns immediately attacks the
attacker. These thorns cannot be dodged or parried and inflict
2D6 points of damage to the attacker.
- Increase wearer's PS, PP, PE, and Spd attributes by +3.
- Wielder has excellent haggling ability, reduce cost of items
purchased from a merchant by 15% when the wielder attempts to
haggle.
- Eternity:
- Item Type: Melee weapon capable of holding five runes
- Rune Order: Amn + Ber + Ist + Sol + Sur
- Price: 360,000
- Powers:
- Weapon is indestructible.
- Weapon inflicts 250% of the rolled damage as an additional damage bonus.
- Wielder gains +5 to damage with the weapon.
- Each hit against a living creature heals the attacker by 10% of the damage
inflicted.
- Each attack that does not score a critical strike has a 20% chance of
inflicting 50% of the rolled damage as an additional damage bonus.
- Target becomes blind for 1D4 melee rounds.
- Each attack decreases the target's Spd attribute by 33% and the target
receives a penalty of -1 to parry and dodge. These penalties last for 2D6
minutes and are cumulative.
- PPE and ISP regenerates 25% faster then normal, including from meditation
and sleep.
- Wearer regenerates at a rate of 1D6 points every other melee.
- Wielder cannot be magically paralyzed or have his movement impaired by any
spell or psionic power, such as Carpet of Adhesion.
- Increase wielder's MA attribute by +30%.
- The weapon casts Resurrection on the wielder if the wielder is killed while
holding the weapon. This ability can only be used once per day and only 88
times before the weapon permanently loses this ability.
- Faith:
- Item Type: Missile weapon capable of holding four runes
- Rune Order: Ohm + Jah + Lem + Eld
- Price: 260,000
- Powers:
- Weapon inflicts 300% of the rolled damage as an additional
damage bonus.
- Weapon inflicts 75% of the rolled damage as an additional
damage bonus against undead creatures.
- Ignore any natural armor rating a target may have when hit by
the weapon.
- Wielder gains +2 to strike undead creatures and +1 to parry
attacks from undead creatures with the weapon.
- Wearer gains a bonus of +1 to all saving throws.
- Each attack causes +2D4x10 points of fire damage.
- There is a 10% chance that wielder will be instantly
ressurected if killed while holding the weapon.
- While holding the weapon, the wielder gains a bonus of +2D6 to
PS, +1 to initiative, +2 to save vs. mind control and
possession, +4 to save vs. horror factor, +2 to save vs. pain,
and his Spd attribute triples, to a minimum of 40.
- While using the weapon in combat, the wielder becomes more
aggressive, becoming merciless towards his enemies while they
are fighting and the wielder has a penalty of -3 to parry and
-3 to dodge dodge.
- Wielder has excellent haggling ability, reduce cost of items
purchased from a merchant by 50% when the wielder attempts to
haggle.
- All class abilities function as if the wielder were one level
higher. Class abilities do not include skills, spells, or
psionics and it does not give access to abilities that are not
already possessed.
- Famine:
- Item Type: Axe or Hammer capable of holding four runes
- Rune Order: Fal + Ohm + Ort + Jah
- Price: 260,000
- Powers:
- Wielder gains +2 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Weapon inflicts 350% of the rolled damage as an additional damage
bonus.
- Ignore any natural armor rating a target may have when attacking
with the weapon.
- Each attack causes +1D4x10 points of magical damage of no specific
type, or +1D6x10 points of fire damage, or +2D4x10 points of
energy damage, or +1D6x10 points of cold damage.
- Each hit by the weapon against a living creature heals the
attacker by 15% of the damage inflicted.
- Damage inflicted by this weapon can only be healed at a
maximum rate of 1 point per day per point of PE attribute.
- Increase wielder's PS attribute by +3.
- Fortitude
- Item Type: Weapon capable of holding four runes.
- Rune Order: El + Sol + Dol + Lo
- Price: 210,000 gold
- Powers:
- Each attack on the wielder has a 20% chance of casting Armor of Ithan (3rd
level Invocation spell) on the wielder at third level of experience. Once
cast, the spell is not cast again until the previous spell's duration has
expired or dispelled or its S.D.C. has been depleted.
- Wearer can cast one additional spell per melee round.
- Weapon inflicts 300% of the rolled damage as an additional damage bonus.
- Wielder gain +6 to damage with this weapon.
- Wielder gains +2 to strike and +1 to parry with the weapon.
- Double the range that this weapon inflicts a critical strike. For example,
requiring a 19 to 20 to score a critical is a range of two, so when
doubled it becomes four, and therefore 17 to 20. Any critical strike
inflicted by this weapon has a 20% chance of inflicting triple damage
instead of double, or quadrouple damage instead of triple, and so on.
- Each hit forces a living target to make a saving throw vs. horror factor
against a Horror Factor of 8.
- Increase the wielder's SDC by +200%.
- Increase the wearer's hit points by +2 per character level.
- Wearer gains a bonus of +2 to all saving throws.
- 15% of all damage inflicted against the wearer is added to the wearer's
PPE. However, the wearer cannot possess more PPE than his normal
maximum.
- The weapon can be commanded at will to glow like a normal torch.
- Fury:
- Item Type: Melee weapon capable of holding three runes
- Rune Order: Jah + Gul + Eth
- Price: 210,000
- Powers:
- Weapon inflicts 200% of the rolled damage as an additional damage
bonus.
- Wielder gains +2 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Damage inflicted by this weapon can only be healed at a
maximum rate of 1 point per day per point of PE attribute.
- Each attack by the weapon has a 66% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, recieves magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Double the range that this weapon inflicts a critical strike. For
example, requiring a 19 to 20 to score a critical is a range of
two, so when doubled it becomes four, and therefore 17 to 20. Any
critical strike inflicted by this weapon has a 33% chance of
inflicting triple damage instead of double, or quadrouple damage
instead of triple, and so on.
- Ignore any natural armor rating a target may have when hit by the
weapon.
- Weilder gains +4 to strike with this weapon.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Each time the wielder hits a target, the wielder receives a
cumulative bonus of +1 to strike and +1 to damage against that
target.
- Grief:
- Item Type: Axe or sword capable of holding five runes
- Rune Order: Eth + Tir + Lo + Mal + Ral
- Price: 230,000
- Powers:
- Each attack by the weapon has a 20% chance of casting Sickness
(8th level Invocation spell) on the target at 5th level of
experience.
- Each attack causes +4D6 points of damage.
- Each attack causes +2D6 points of fire damage.
- Weapon inflicts 5% of the rolled damage per level of experience
as an additional damage bonus against supernatural creatures.
- Wielder gains +2 attacks per melee, but the extra attacks must
be used to attack with this weapon.
- Double the range that this weapon inflicts a critical strike.
For example, requiring a 19 to 20 to score a critical is a
range of two, so when doubled it becomes four, and therefore 17
to 20. Any critical strike inflicted by this weapon has a 20%
chance of inflicting triple damage instead of double, or
quadrouple damage instead of triple, and so on.
- Ignore any natural armor rating a target may have when hit by
the weapon.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Decrease target's natural armor rating by -4 for 1 melee round
when hit by this weapon. This penalty can only affect a target
once per melee round.
- Decrease target's save vs. poisons by -5 for 1 melee round when
hit by this weapon. This penalty can only affect a target once
per melee round.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they
cannot absorb more PPE then their normal maximum.
- Each time the wielder kills a living creature with the weapon,
the wearer is healed 2D6 points of damage.
- Hand of Justice:
- Item Type: Weapon capable of holding four runes
- Rune Order: Sur + Cham + Amn + Lo
- Price: 310,000
- Powers:
- Wielder gains +2 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Wearer inflicts 300% of the rolled damage as an additional damage
bonus.
- Ignore any natural armor rating a target may have.
- Each hit by the weapon against a living creature heals the
attacker by 10% of the damage inflicted.
- Everything within 50' (15.2 m) of the wielder takes 25% more
damage from any fire attack, magical or non-magical.
- Double the range that this weapon inflicts a critical strike. For
example, requiring a 19 to 20 to score a critical is a range of
two, so when doubled it becomes four, and therefore 17 to 20. Any
critical strike inflicted by this weapon has a 20% chance of
inflicting triple damage instead of double, or quadrouple damage
instead of triple, and so on.
- Target becomes blind for 1D4 melee rounds.
- Each attack from the weapon has a 25% chance of casting Lesser
Paralyze on the target of the attack. This spell is cast at first
level of experience.
- All opponents that come within 10' (3 m) of the wielder must make a saving
throw vs. magic spell or take 1D6 points of magical fire damage immediately
and at the beginning of each melee that they remain close to the wielder.
- Weapon casts Fireball (sixth level invocation) at fifteenth level of
experience on all opponents within 30' (9.1 m) of the wielder when the
wielder dies.
- Harmony:
- Item Type: Missile Weapon capable of holding four runes
- Rune Order: Tir + Ith + Sol + Ko
- Price: 120,000
- Powers:
- Wearer inflicts 250% of the rolled damage as an additional
damage bonus.
- The wielder gains +3 to PP, +1 to PE, +3 to Spd, and +25 SDC
while holding the weapon.
- Wielder gain +6 to damage with this weapon.
- Each attack causes +2D6 points of fire damage, +2D6 points of
cold damage, and +2D6 points of energy damage.
- PPE and ISP regenerates 25% faster then normal, including from
meditation and sleep.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they
cannot absorb more PPE then their normal maximum.
- If the wielder is an Amazon
Warrior, then any Valkyrie summoned by the wielder
functions as if the wielder was 1D4+1 levels higher while the
weapon is held.
- The weapon casts Resurrection on the wielder if the wielder is
killed while holding the weapon. This ability can only be used
once per day and only 25 times before the weapon permanently
loses this ability.
- The weapon can be commanded at will to glow as a lantern.
- Heart of the Oak:
- Item Type: Staff or Mace capable of holding four runes
- Rune Order: Ko + Vex + Pul + Thul
- Price: 210,000
- Powers:
- Weapon inflicts 75% of the rolled damage as an additional damage
bonus against supernatural creatures.
- Weapon inflicts 50% of the rolled damage as an additional damage
bonus against undead creatures.
- Wielder gains +3 to strike supernatural creatures and +2 to parry
attacks from supernatural creatures with the weapon.
- Wielder can cast one additional spell per melee.
- Each attack causes +1D6 points of cold damage.
- Each attack by the weapon reduces target's PPE and ISP by 5%
(rounding up) and the attacker regains the same amount of PPE and
ISP. The wielder can only gain points if the target lost at least
one point.
- Wielder regenerates at a rate of 1D4 points per melee.
- Increase wielder's PP attribute by +3.
- Increase wielder's PPE by +15%.
- Wielder gains a bonus of +2 to all saving throws.
- All class abilities function as if the wielder were three levels
higher. Class abilities do not include skills, spells, or
psionics and it does not give access to abilities that are not
already possessed.
- The wielder gains the ability to increase his defensive abilities.
When used, this ability grants the wielder a natural AR of 15 or if
they already possess natural AR, then it increases it by +2 or to
15, whichever is higher. In addition, the wielder gains +4D6x10
temporary S.D.C. that is depleted before they lose any of their
personal S.D.C. or hit points, even if an attack damages hit points
directly. This natural armor and temporary S.D.C. last for one hour,
but the temporary S.D.C. cannot be healed and does not regenerate
even if the wielder possesses amazing regenerative abilities. Using
this ability requires one melee action and it can be used up to four
times per day, but no more then once per hour.
- The weapon can instantly summon one Condor, two Booted Eagles, or
three Red Tailed Hawks, all with maximum S.D.C. and Hit Points.
These animals are under the control of the wielder, but they can
only understand simple commands, such as attack this target or
attack anyone that enters this area besides me. Using this ability
takes one melee round of concentration, but the summoned birds will
remain for 12 hours before disappearing. If a bird is killed before
the duration is over, its body will instantly disappear. This
ability can only be used 60 times before the weapon permanently
loses this ability.
- Holy Thunder:
- Item Type: Rod or mace capable of holding four runes
- Rune Order: Eth + Ral + Ort + Tal
- Price: 40,000
- Powers:
- Weapon inflicts 50% of the rolled damage as an additional damage bonus.
- Wielder gains +3 to damage with this weapon.
- Each attack causes +1D6 points of fire damage or +3D6 points of energy
damage.
- After each hit, the target must make a saving throw vs. lethal poison of
16. A successful roll means the target only takes 1D6 points of poison
damage, but a failed roll means the target takes 5D6 points of poison
damage.
- Decrease target's natural armor rating by -4 when hit by the weapon.
- Damage from all energy attacks against the wielder, magical and
non-magical, is reduced by 5 points.
- The weapon can cast Call Lightning at tenth level of experience. Casting
this spell takes only one melee attack, but it can only be used 60 times
before the weapon permanently loses this ability.
- All spells related to energy and lightning function as if the wielder was
one level higher.
- Honor:
- Item Type: Melee weapon capable of holding five runes
- Rune Order: Amn + El + Ith + Tir + Sol
- Price: 90,000
- Powers:
- Weapon inflicts 150% of the rolled damage as an additional damage
bonus.
- Wielder gain +6 to damage with this weapon.
- Double the range that this weapon inflicts a critical strike. For
example, requiring a 19 to 20 to score a critical is a range of
two, so when doubled it becomes four, and therefore 17 to 20. Any
critical strike inflicted by this weapon has a 20% chance of
inflicting triple damage instead of double, or quadrouple damage
instead of triple, and so on.
- Weilder gains +6 to strike with this weapon.
- Each hit against a living creature heals the wielder by 10% of
the damage inflicted.
- Wielder regenerates at a rate of 1D6 points per minute.
- Increase wielder's PS attribute by +3.
- The weapon can be commanded at will to glow like a normal torch.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- All class abilities function as if the wielder were one level
higher. Class abilities do not include skills, spells, or
psionics and it does not give access to abilities that are not
already possessed.
- Ice:
- Item Type: Missile Weapon
- Rune Order: Amn + Shael + Jah + Lo
- Price: 220,000 gold
- Properties:
- +140-210% (1D8x10+130) rolled damage bonus.
- Bonuses:
- +1 attack per melee, but the extra attack must be used to
either attack with this weapon or activate its abilities.
- Powers:
- Deadly Strike (Constant): Each successful non-critical
attack has a 20% of being dealing damage as if it was a
critical strike.
- Frost Nova Strike (Constant): After each successful
attack that deals damage, there is a 25% chance that a burst of
cold emanates from the the target of the attack. Everyone
within a 50' (15.2 m) radius takes 5D4 points of cold damage.
In addition, everyone damaged by this ability must make a save
vs. spell magic and anyone that fails the roll receives a
penalty of -4 to Spd attribute and -2 to all combat rolls for
one melee round.
- Good Haggling (Constant): Decrease the cost of items
purchased from a merchant by 1% per level of experience.
- Holy Freeze Aura (Activated): The wielder can surround
himself at will with a powerful aura of cold justice. While
active, all enemies within a 30' (9.1 m) radius take 3D6 points
of cold damage when they enter the radius and at the beginning
of each melee round. In addition any enemy damaged by this
ability receives a penalty of -2 to Spd attribute and -1 to all
combat rolls while they remain within the radius and for one
melee round after they leave its effect. Finally, while the
ability if active, Ice deals +2D6 points of cold damage with
each attack. This is considered an offensive aura.
- Penetrate Armor (Constant): When attacking with Ice, the
wielder can ignore the target's armor rating and natural armor
rating.
- Penetrating Cold (Constant): Cold damage dealt by the
wielder is incredibly cold and deals half damage to creatures
that are immune to cold damage and full damage to creatures
that are resistant to cold damage. In addition, whenever the
wielder deals cold damage from sources other than Ice, he deals
an additional 25% cold damage.
- Stolen Life Strike (Constant): After each successful
attack against a living creature that deals damage, the wielder
is healed an amount equal to 10% of the damage inflicted.
- Summon Blizzard (Activated): The wielder can summon a
powerful, but short-lived blizzard. The blizzard deals 3D6x10
points of cold damage to everything, except the wielder, within
a 100' (30.5 m) radius. This ability can only be used once
until the wielder gains a new level of experience.
- Infinity:
- Item Type: Polearm
- Rune Order: Ber + Mal + Ber + Ist
- Price: 400,000 gold
- Properties:
- +255-325% (1D8x10+240) rolled damage bonus.
- Bonuses:
- +3 to MA attribute, +1 to PE attribute per level of experience,
and +35% to Spd attribute.
- Powers:
- Chain Lightning Strike (Constant): After each successful
attack that kills an opponent, there is a 50% chance that a
bolt of lightning bursts from the opponent's corpse and hits up
to eight enemy targets, starting with the closest. The bolt
always hit the next closest target, but each target must be
within 30' (9.1 m) of the previous target, and no target can be
hit more than once. Each target hit by the bolt takes 1D6x10
points of energy damage.
- Conviction Aura (Activated): The wielder can surround
himself at will with an aura of righteousness and grim
determination. While active, all enemies within a 40' (12.2 m)
radius have their armor ratings and natural armor ratings
reduced by 50%, enemies that were immune to a specific type of
damage, such as fire damage, now take half damage instead, and
enemies that were resistant to a specific type of damage now
take full damage instead. This is considered an offensive aura.
- Crushing Blow (Constant): After each successful attack
that deals damage, there is a 40% chance that the target will
lose 25% of its current SDC value. This loss occurs before the
attack's regular damage is dealt.
- Cyclone Armor (Activated): The wielder can surround
himself with a swirling mass of charged particles. While
protected by the armor, reduce cold, fire, and energy damage
dealt to the wielder by 30 points.
- Penetrating Energy (Constant): Energy damage dealt by
the wielder is very powerful and deals half damage to creatures
that are immune to energy damage and full damage to creatures
that are resistant to energy damage.
- Unhealing Wounds (Constant): Damage dealt by Infinity
can only be healed at a maximum rate of 1 point per day per
point of PE attribute.
- Insight:
- Item Type: Polearm or Staff
- Rune Order: Ral + Tir + Tal + Sol
- Price: 80,000 gold
- Properties:
- +200-250% (1D6x10+190) rolled damage bonus.
- +1D4 points of fire damage.
- +3 to damage.
- +5 to strike.
- Bonuses:
- +2 to MA attribute, +1 to PS attribute, +1 to PP attribute, +1
to PE attribute, and +1 to Spd attribute.
- Powers:
- Absorb Released PPE (Constant): The wielder absorbs 10%
of the PPE available when a creature dies within 20' (6.1 m).
- Channel Magic (Constant): The wielder can cast spells
from levels 1 to 7 with one melee attack, spells from levels 8
to 14 with two melee attacks, and spells level 15 and up and
spells of legend with three melee attacks.
- Improved Critical Strike (Constant): The range of
natural numbers that the wielder needs to roll to inflict a
Critical Strike with Insight is increased by 2.
- Meditation Aura (Activated): The wielder can surround
himself at will with an aura of calm. While active, the wielder
and all allies within a 30' (9.1 m) radius recover PPE at a
rate of 2D4 points per melee round. This is considered a
defensive aura.
- Poisonous Strike (Constant): After each successful
attack that deals damage, the target of the attack must make a
save vs. lethal poison and a failed roll means the target takes
1D6 points of poison damage immediately and again at the
beginning of each melee for the next 2D6 melee rounds.
- King's Grace:
- Item Type: Sword or Rod capable of holding three runes
- Rune Order: Amn + Ral + Thul
- Price: 30,000
- Powers:
- Weapon inflicts 100% of the rolled damage as an additional damage
bonus.
- Weapon inflicts 100% of the rolled damage as an additional damage
bonus against supernatural creatures.
- Weapon inflicts 50% of the rolled damage as an additional damage
bonus against undead creatures.
- Each attack causes +1D6 points of fire damage or +1D6 points of
cold damage.
- Weilder gains +3 to strike with this weapon.
- Weilder gains an additional +2 to strike supernatural creatures
with this weapon.
- Weilder gains an additional +2 to strike undead creatures with
this weapon.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Kingslayer:
- Item Type: Sword or Axe capable of holding four runes
- Rune Order: Mal + Um + Gul + Fal
- Price: 300,000
- Powers:
- Wielder gains +2 attacks per melee, but the extra attacks must be
used to attack with this weapon.
- Weapon inflicts 250% of the rolled damage as an additional damage
bonus.
- Decrease target's natural armor rating by -4 when hit by the
weapon.
- Wielder gains +4 to strike and +1 to parry with the weapon.
- Each attack that does not score a critical strike has a 33% chance
of inflicting 50% of the rolled damage as an additional damage
bonus.
- Each attack by the weapon has a 50% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, recieves magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Damage inflicted by this weapon can only be healed at a
maximum rate of 1 point per day per point of PE attribute.
- Increase wielder's PS attribute by +3.
- Wielder has excellent haggling ability, reduce cost of items
purchased from a merchant by 20% when the wielder attempts to
haggle.
- Each time the wielder is hit by an attacker, the wielder receives a
cumulative bonus of +1 to strike that target and +1 to parry against
attacks from that target.
- Last Wish:
- Item Type: Axe, Sword, or Hammers
- Rune Order: Jah + Mal + Jah + Sur + Jah + Ber
- Price: 600,000 gold
- Properties:
- +350% rolled damage bonus.
- Bonuses:
- +1 to MA attribute per level of experience.
- Powers:
- Blinding Strike (Constant): After each successful attack
that deals damage, the target of the attack becomes blind for
the next 1D6 minutes.
- Charged Bolt Attack (Constant): After each attack,
whether it hits its target or not, there is a 20% chance that
air surrounding the wielder becomes filled with short bursts of
eletrical energy. There are eight charged bolts that each
inflict 1D6+4 points of energy damage and bolts are distributed
evenly among enemy targets within a 50' (15.2 m) radius of the
wielder. If there are more than eight enemy targets within
range or the bolts cannot be distributed evenly, then determine
the extra targets at random.
- Crushing Blow (Constant): After each successful attack
that deals damage, there is a 65% chance that the target will
lose 25% of its current SDC value. This loss occurs before the
attack's regular damage is dealt.
- Fade Defense (Constant): After each successful attack on
the wielder that deals damage, there is a 6% chance that the
wielder shifts partially into the astral plain. Once this
ability triggers, reduce all cold, energy, and fire damage
dealt to the wielder by 50%, reduce all other damage by 10%,
and reduce the duration of all spells cast on the wielder, both
positive and negative, by 75%. This effect lasts for two
minutes and it cannot trigger while the wielder is already
subject to the effects of this ability.
- Life Tap Strike (Constant): After each successful attack
that deals damage, there is a 10% chance that the target of the
attack is cursed. For the next four melee rounds, the wielder
is healed an amount equal to 50% of any damage dealt to the
cursed target.
- Might Aura (Activated): The wielder can surround himself
by the power of righteousness and the strength of justice.
While active, the wielder and all allies within 30' (9.1 m)
gain +12 to PS and are considered to have Superhuman / Robotic
strength. This is considered an offensive aura.
- Penetrate Armor (Constant): When attacking with Last
Wish, the wielder can ignore the target's armor rating and
natural armor rating.
- Unhealing Wounds (Constant): Damage dealt by Last Wish
can only be healed at a maximum rate of 1 point per day per
point of PE attribute.
- Lawbringer:
- Item Type: Sword, Hammer, or Scepter
- Rune Order: Amn + Lem + Ko
- Price: 110,000 gold
- Properties:
- +1D4x10 points of cold damage.
- +5D6 points of fire damage.
- Bonuses:
- +3 to PP Attribute.
- +12 to dodge long-range attacks.
- Powers:
- Decrepify Strike (Constant): After each successful
attack against a living creature that deals damage, there is a
20% chance the target has a glimpse of its own mortatlity and
it imaginies itself with an infirm body of advanced age. For
the next ten melee rounds, reduce the target's PS, PE, PP, and
Spd attributes, attacks per melee, and all combat bonuses by
half.
- Consume Soul (Constant): Lawbringer consumes the soul of
any living creature killed by the weapon, preventing
resurrection spells from working.
- Good Haggling (Constant): Decrease the cost of items
purchased from a merchant by 40%.
- Penetrate Armor (Constant): When attacking with
Lawbringer, for purposes of overcoming armor rating or natural
armor rating, lower the armor rating value of the target by
50%.
- Sanctuary Aura (Activated): The wielder can surround
himself by the essence of life and purity, which is extremely
painful for undead creatures. While active, all undead
creatures within 50' (15.2 m) of the wielder take 1D4x10 points
of damage at the beginning of each melee round they remain
within the aura's radius and all melee attacks against undead
creatures within the aura's radius inflict +600% of the rolled
damage as an additional damage bonus. This is considered an
offensive aura.
- Stolen Life Strike (Constant): After each successful
attack against a living creature that deals damage, the wielder
is healed an amount equal to 10% of the damage inflicted.
- Leaf:
- Item Type: Staff capable of holding two runes
- Rune Order: Tir + Ral
- Price: 20,000
- Powers:
- Each attack causes +1D6 points of fire damage.
- Wielder automatically absorbs 10% of the PPE available when a creature
dies within 20' (6.1 m) of the wielder, but they cannot absorb more PPE
then their normal maximum.
- Wielder gains +1 to dodge for every other level of experience starting at
level 2.
- Damage from all cold attacks against the wielder, magical and non-magical,
is reduced by 3 points.
- All Fire Elemental spells and spells related to fire function as if the
wielder was five levels higher.
- Malice:
- Item Type: Weapon capable of holding three runes
- Rune Order: Ith + El + Eth
- Price: 30,000
- Powers:
- Weapon inflicts 33% of the rolled damage as an additional damage
bonus.
- Wielder gain +3 to damage with this weapon.
- Each attack by the weapon has a 100% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, recieves magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Decrease target's natural armor rating by -4 when hit by the
weapon.
- Each hit permanently decreases target's natural armor rating by -1.
- Damage inflicted by this weapon can only be healed at a
maximum rate of 1 point per day per point of PE attribute.
- Wielder gains +2 to strike and +1 to parry with the weapon.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Melody:
- Item Type: Missile weapon capable of holding three runes
- Rune Order: Shael + Ko + Nef
- Price: 70,000
- Powers:
- Weapon inflicts 50% of the rolled damage as an additional damage bonus.
- Weapon inflicts 300% of the rolled damage as an additional damage bonus
against undead creatures.
- Wielder gains +1 attack per melee, but the extra attack must be used to
attack with this weapon.
- Increase wielder's PP attribute by +3.
- Each hit by the attacker causes the target to move back 5' (1.5 m) if
the wielder's PS attribute is high enough to push the target.
- Wielder gains +4 to dodge.
- Wielder automatically gains W.P. Archery at a level equal to their own
level of experience. If the wielder already had this skill, then increase
their effectively level of experience in this skill by four levels. In
addition, the wielder gains an additional +2 to strike and all critical
hits from this weapon inflict x4 damage instead of x2.
- All missile weapons, but not magical spells, fired by opponents that pass
within a 30' (9.1 m) radius of the wielder are considerably slowed,
providing a bonus to the target of the attack of +10 to dodge.
- Memory:
- Item Type: Staff capable of holding four runes
- Rune Order: Lum + Io + Sol + Eth
- Price: 160,000
- Powers:
- Wielder gain +5 to damage with this weapon.
- Increase wielder's PPE by +30% and ISP by +10%.
- Increase wielder's PE attribute by +3.
- Increase the wielder's SDC by +50%.
- Decrease target's natural armor rating by -4 when hit by the weapon.
- Damage from all magical or psionic attacks against the wielder is
reduced by 3 points.
- Wielder can cast one additional spell per melee.
- All spells and psionic powers function as if the wielder were three
levels higher.
- Wielder can cast Armor of Ithan and Impervious to Energy at tenth
level of experience. Each spell can be cast three times per day and
casting one of these spells takes only one melee attack.
- Oath:
- Item Type: Axe, Sword, or Mace
- Rune Order: Shael + Pul + Mal + Lum
- Price: 210,000 gold
- Properties:
- Indestructible.
- +300% rolled damage bonus.
- Bonuses:
- +5 PPE.
- +2 attacks per melee, but the extra attacks must be used to
either attack with this weapon or activate its abilities.
- Powers:
- Absorb Magic (Constant): Reduce damage from magical
spells cast on the wielder by 2D4+6 points, to a minimum of
zero, and heal the wielder by an equal amount.
- Bone Spirit Strike (Constant): After each successful
attack that deals damage, there is a 30% chance that portion of
the target's soul is ripped out and sent to the dimension of
the dead, dealing an extra 5D6 points of damage. This extra
damage is magical in nature and only effects living creatures.
- Create Iron Golem (Activated): Oath can instantly create
a basic Iron Golem (see revised
Create Golem ritual)
that will obey the commands of the wielder. The Golem will
disappear after one hour. This ability can only be used once
per week and only 16 times before the weapon permanently loses
this ability.
- Demon Scourge (Constant): The wielder gains +3 to strike
evil supernatural creatures and +2 to parry attacks from evil
supernatural creatures and Oath inflicts a +75% rolled damage
bonus against evil supernatural creatures.
- Heart of the Wolverine (Activated): This ability
enhances the wielder and his allies in combat by increasing
their strength, speed, agility, and natural combat ability. The
wielder and up to two additional allies begin to glow faintly
blue-green and gain the following bonuses for three melee
rounds: +6 to PS, +4 to PP, +10 to Spd, +2 attacks per melee,
+1 to all combat rolls, and +4 to save vs. horror factor. The
selected allies must remain within 30' (3 m) of the wielder to
continue to be affected and this ability can only be used 20
times before the weapon permanently loses this ability.
- Unhealing Wounds (Constant): Damage dealt by Oath can
only be healed at a maximum rate of 1 point per day per point
of PE attribute.
- Passion:
- Item Type: Weapon capable of holding four runes
- Rune Order: Dol + Ort + Eld + Lem
- Price: 120,000
- Powers:
- Weapon inflicts 200% of the rolled damage as an additional damage bonus.
- Weapon inflicts 75% of the rolled damage as an additional damage bonus
against undead creatures.
- Wielder gains +1 attack per melee, but the extra attack must be used to
attack with this weapon.
- Wielder gains +1D4+2 to strike and +2 to parry with the weapon.
- Wielder gains +3 to strike undead creatures and +1 to parry attacks by
undead creatures with the weapon.
- Each attack causes +1D6 points of energy damage.
- Each hit by the weapon has a 10% chance of causing the target to become
blind for 1D4 melee rounds.
- Each hit by the weapon forces a living target to make a saving throw vs.
horror factor against a Horror Factor of 8.
- Wielder has excellent haggling ability, reduce cost of items purchased
from a merchant by 50% when the wielder attempts to haggle.
- The wielder gains the ability to inspire courage and passion in all allies
within a 30' (9.1 m) radius, as long as the wielder can speak and the
allies can hear the wielder. While using this ability, all allies and the
wielder gain +1 attack per melee, +3 to strike, +2 to parry, +2 to dodge,
and +1 to all other combat rolls. These bonuses last for 1D6 melee rounds
but immediately disappear if the wielder can no longer speak or be heard.
This ability can only be used once per day.
- The wielder gains the ability to fly into a passionate rage. While in a
rage, the wielder receives a bonus of +2D6 to their PP attribute, and
their Spd attribute triples, to a minimum of 50. The wielder also gains
+2 attacks per melee, +6 to initiative, +3 to strike, +1 to all other
offensive actions, +3 to save vs. mind control and possession, +4 to save
vs. horror factor, and +1 to save vs. pain. Unfortunately, the wielder
also becomes much more aggressive in combat and is unable to cast spells
or use any skill that is not combat-related. This rage lasts for four melee
rounds and this ability can be activated up to four times per day, but only
once per hour.
- The wielder gains the ability to automatically deliver a critical strike
with this weapon, which includes automatically hitting the target unless the
target rolls a natural 20 to dodge or has a modified dodge roll of at least
20 plus the the wielder's total strike bonus, with a minimum of 26.
Unfortunately, when the wielder uses this ability, the wielder receives a
penalty of -6 to dodge and parry, loses the auto-dodge ability if they have
it and must use their attacks per melee even if they want to parry incoming
attacks. If the target dodges the attack, the wielder still suffers the
penalty for using this ability. This ability can only be used six times per
day and only once per melee round.
- Silence:
- Item Type: Weapon capable of holding six runes
- Rune Order: Dol + Eld + Hel + Ist + Tir + Vex
- Price: 320,000
- Powers:
- Weapon inflicts 200% of the rolled damage as an additional damage
bonus.
- Weapon inflicts 75% of the rolled damage as an additional damage
bonus against undead creatures.
- All Hand-to-Hand combat skills and weapon proficiencies function
as if the wielder was two levels higher.
- Wielder gains +1 attack per melee, but the extra attack must be
used to attack with this weapon.
- Wielder gains +2 to strike undead creatures and +1 to parry
attacks from undead creatures with the weapon.
- Wielder gains +2 to all saving throws.
- Wielder gains +2 to parry with the weapon and +1 to dodge.
- Each attack by the weapon reduces target's PPE and ISP by 10%
(rounding up) and the attacker regains the same amount of PPE and
ISP. The wielder can only gain points if the target lost at least
one point.
- Each hit forces a living target to make a saving throw vs. horror
factor against a Horror Factor of 8.
- Each attack has a 33% chance of blinding the target for 1D4 melee
rounds.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- Increase wielder's MA attribute by +30%.
- All class abilities function as if the wielder were two levels
higher. Class abilities do not include skills, spells, or
psionics and it does not give access to abilities that are not
already possessed.
- Spirit:
- Item Type: Sword
- Rune Order: Tal + Thul + Ort + Amn
- Price: 40,000 gold
- Properties:
- +1D4 points of cold damage.
- +2D6 points of energy damage.
- Bonuses:
- +5 to PE attribute.
- +2D4x10 to PPE.
- +2 to parry, +2 to dodge, and an additional +10 to dodge
long-range attacks.
- +2 effective character level for all class abilities, skills,
spells, and psionic powers.
- Powers:
- Absorb Magic (Constant): Reduce damage from magical
spells cast on the wielder by 2D4 points, to a minimum of zero,
and heal the wielder by an equal amount.
- Channel Magic (Constant): The wielder can cast spells
from levels 1 to 6 with one melee attack, spells from levels 7
to 12 with two melee attacks, and spells level 13 and up and
spells of legend with three melee attacks.
- Poisonous Strike (Constant): After each successful
attack that deals damage, the target of the attack must make a
save vs. lethal poison and a failed roll means the target takes
2D6 points of poison damage immediately and again at the
beginning of each melee for the next 1D4 melee rounds.
- Stolen Life Strike (Constant): After each successful
attack against a living creature that deals damage, the wielder
is healed an amount equal to 10% of the damage inflicted.
- Steel:
- Item Type: Sword, Axe, or Mace capable of holding two runes
- Rune Order: Tir + El
- Price: 20,000
- Powers:
- Weapon inflicts 20% of the rolled damage as an additional damage
bonus.
- Wielder gain +4 to damage with this weapon.
- Wielder gain +2 to strike with this weapon.
- Each attack by the weapon has a 25% chance of causing a bleeding
wound in a living creature. This wound causes 1 point of damage
at the first of each melee for 2D6 melees or until the target
regenerates, recieves magical healing, or medical attention from
any medical skill. The damage inflicted by these wounds is
cumulative.
- Wielder gains +1 attack per melee, but the extra attack must be
used to attack with this weapon.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- The weapon can be commanded at will to glow as a torch.
- Strength:
- Item Type: Melee weapon capable of holding two runes
- Rune Order: Amn + Tir
- Price: 20,000
- Powers:
- Weapon inflicts 25% of the rolled damage as an additional damage
bonus.
- Each attack that does not score a critical strike has a 25%
chance of inflicting 50% of the rolled damage as an additional
damage bonus.
- Each hit against a living creature heals the attacker by 10% of
the damage inflicted.
- Wielder automatically absorbs 10% of the PPE available when a
creature dies within 20' (6.1 m) of the wielder, but they cannot
absorb more PPE then their normal maximum.
- Increase wielder's PS attribute by +6.
- Increase wielder's PE attribute by +3.
- Venom:
- Item Type: Weapon capable of holding three runes
- Rune Order: Tal + Dol + Mal
- Price: 160,000
- Powers:
- Each hit forces a living target to make a saving throw vs. horror factor
against a Horror Factor of 8.
- Damage inflicted by this weapon can only be healed at a maximum
rate of 1 point per day per point of PE attribute.
- Ignore any natural armor rating a target may have.
- Each attack by the weapon reduces target's PPE and ISP by 5% (rounding up)
and the attacker regains the same amount of PPE and ISP. The wielder can
only gain points if the target lost at least one point.
- After each hit, the target must make a saving throw vs. lethal poison. A
successful roll means the target takes no damage, but a failed roll means
the target takes 4D6 points of poison damage immiediately and at the
beginning of each melee for 1D6 melees.
- The wielder can create a large cloud of magical poisonous gas that covers
a sphere with a radius of 20' (6.1 m) up to 100' (30.5 m) away that lasts
for 1D6 minutes and remains immobile through magic. Any living creature,
except the wielder, caught within this cloud or entering the cloud must
make a saving throw vs. lethal poison. A successful roll means the targets
take only 1D6 points of damage, but a failed roll means the targets take
3D6 points of poison damage immiediately and at the beginning of each
melee for 1D6 melees. Activating this ability takes only one melee attack,
but it can only be used 27 times before the weapon permanently loses this
ability.
- The wielder can cause all opponents within a 50' (15.2 m) radius to make a
saving throw vs. lethal poison. A successful roll means the targets take
only 1D6 points of damage, but a failed roll means the targets takes 5D6
points of poison damage immiediately and at the beginning of each melee for
1D4 minutes. Activating this ability takes only one melee attack, but it
can only be used 11 times before the weapon permanently loses this ability.
- White:
- Item Type: Wand capable of holding two runes
- Rune Order: Dol + Io
- Price: 100,000
- Powers:
- Each hit forces a living target to make a saving throw vs. horror factor
against a Horror Factor of 8.
- Increase wielder's PE attribute by +3.
- Damage from all magical or psionic attacks against the wielder is reduced
by 2 points.
- Wielder can cast one additional spell per melee.
- Increase wielder's PPE by +4D6.
- All Necromancy spells function as if the wielder was four levels higher
and increase spell strength for all Necromancy spells by +1.
- Wind:
- Item Type: Melee weapon capable of holding two runes
- Rune Order: Sur + El
- Price: 110,000
- Powers:
- Each attack has a 10% chance of casting Tornado (seventh level Air Elemental)
on the target at fourth level of experience.
- Increase wearer's Spd attribute by 20%.
- Wielder gets +2 attack per melee, but the extra attacks must be used to
attack with this weapon.
- Wielder gains +1 to parry with the weapon and +1 to dodge.
- Weapon inflicts 150% of the rolled damage as an additional damage bonus.
- Decrease target's natural armor rating by half when hit by the weapon.
- Wielder gains +3 to strike with this weapon.
- Each attack blinds the target for 1D4 melee rounds.
- The weapon can be commanded at will to glow like a normal torch.
- The weapon can cast Tornado at eighth level of experience. Casting this
spell takes only one melee attack, but it can only be used 127 times before
the weapon permanently loses this ability.
- Zephyr:
- Item Type: Missile weapon capable of holding two runes
- Rune Order: Ort + Eth
- Price: 20,000
- Powers:
- Weapon inflicts 33% of the rolled damage as an additional damage bonus.
- Wielder gains +3 to strike and +1 to parry with the weapon.
- Each attack causes +2D6 points of energy damage.
- Decrease target's natural armor rating by -4 when hit by the weapon.
- Increase wielder's SDC by +4D6.
- Increase wielder's Spd attribute by +25%.
- Wielder gains +1 attack per melee, but the extra attack must be used to
attack with this weapon.
- Each attack has a 7% chance of casting Tornado (seventh level Air Elemental)
on the target at tenth level of experience.