Friday, September 25, 2015

With Great Power Come Great Pain


 The magic items below are not 'cursed'.  They are extremely powerful items with major drawbacks. No price has been given because the artifacts value depends on the frequency magic items show up in the campaign, and on the power the artifacts give. 

While presented as rare, one of a kind items, nothing requires them to be unique, or even special. Massed produced wandering arrows are game changing but add a great deal of flavor to a setting-- and change the way combat works.

The Screaming Sword

The screaming sword is a powerful artifact that can cut through just about any material -- but at a painful price to the user. The sword has an armor divisor of  (10), and parries are considered destructive -- in all a very powerful artifact.

The sword has a major drawback in combat: any time it cuts, it causes pain to its wielder -- the tougher the substance and the more damage done, the greater the pain. Any time a blow is dealt with the weapon, the character must make a will roll to continue the cut. If the character fails the roll by one or by two, the blow does half damage and the character is stunned. If the character fails by 3 or more, the character is stunned and drops the weapon.

striking only flesh gives no penalty. Striking a tough substance like wood or cured leather gives -2, while stone and metal gives -4, and exceptionally strong materials, mostly magically strengthened materials, have -6. Apply another -1 for each 2 points of damage rolled (whether blocked by DR or not). In high adrenaline situations (most combat counts) give the wielder a +4 to the will roll. High Pain Tolerance does apply its bonus if it was acquired rather than racial. A being that cannot feel pain (like a machine) does not gain any benefit from using the sword.

The Wandering Arrow

Made of the highest quality materials and supernaturally durable, the wandering arrow takes the soul of its firer and uses it to guide the arrow to its target, and to power supernaturally long flights. The arrow has a  speed of 100 yards per second. The arrow uses the homing modifier, and is steered using the higher of the user's DX, Zen archery, or a custom innate attack (wandering arrow) skill. Shots are at -2 until the user has used the arrow 10 or more times, rolls a critical success on his attack roll, and so forth. Each 100 yards (up to maximum of 500) costs the wielder 1 FP (minimum 2).

While the arrow is in the air, the users' consciousness is in the arrow. His body falls prone, and his senses are with the arrow. Upon arrival at the destination, the user must roll vs will-5 or be stunned. Consciousness does not automatically return to the body. It requires a successful will roll at half the range penalty to the wielder's body. Extra time bonuses are appropriate, but the basic bonus for each attempt past the first takes 5 seconds. Breaking the arrow automatically renders the user unconscious, and allows him to return to his body after a successful will-2 roll (1 minute per attempt)

The Cloak of Light

The cloak of light appears as a fine cloak until its user completely wraps himself in it. When the hood is placed over the head and the cloak wrapped completely around the body, the user and hood convert completely into light, accompanied by a loud humming noise. The user becomes insubstantial, but certainly not invisible -- he continues to glow brightly and emit a loud hum. His own perspective is even more bewildering-- he can only see the golden light he is enveloped in and hear the hum of the transformation. He can only feel that which he can interact with -- which isn't much in this state. The resistance of  dense matter prevents the wearer from uncloaking and materializing in the middle of a wall or underwater, but provides no clues which direction to go to find a good place to return to the material world.


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