Post by Maelthras on Mar 24, 2017 1:32:14 GMT -8
Dagger of Alignment Detection
This weapon appears to be a well-made dagger with five small gems set in the hilt. It radiates magic. When a command word is spoken and the dagger is pointed casually in the direction of a person or object within 30', one or more of the jewels will glow to indicate the alignment of the creature or thing (such as a magic sword) pointed at. The usual code of such daggers use is as follows:
Emerald = Good, Diamond = Neutral, Ruby = Evil, Topaz = Chaotic, Sapphire = Lawful.
Thus, the emerald and sapphire set in an alignment dagger will glow if it is pointed at a lawful good character.
The target to be identified must be visible to the holder of the dagger. The weapon's aim is not especially accurate; if is pointed in the general direction of more than one creature or object of different alignments, the gems will glow alternately in rapid succession, making their message difficult to interpret. The alignment dagger is a normal weapon in all other respects, giving the holder no combat bonuses.
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Dagger of Armor Piercing
This small, magical throwing dagger has the ability to pass through any physical protection (shields, helmets, armor), rendering the target base AC 10. All magical protections (rings, bracers, and the like) and Dexterity bonuses still apply.
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Dagger, Blade of Banishing
This dagger +2 twists awry magical barriers, protections, and illusions that it touches. Whenever it touches or impinges on a being or an area or an illusion, protective magic or magical barrier, there is a percentage chance that the dagger will destroy the magic. The weapon has a base 60% chance of success, plus a random bonus of 1d20%, and minus 10% per level of the magic contacted (e.g., a shield spell is a first-level spell and gives a modifier of -10%). Percentile dice are then rolled. If the roll is less than or equal to the modified chance of success, the dagger destroys the magic. If the roll is higher than the modified chance of success, the dagger has no effect (note that spells of eighth level or greater can never be affected).
Consider all magical item effects to have the level of the item's creator, if known; otherwise; use one level greater than the level of any equivalent spell. The DM may choose to consider a1l unknown defensive magics to be seventh or eighth level, and all artifacts to be l2th level or greater. In fact, this dagger need not be drawn or wielded. Its destructive nature is constant, regardless of the caster's wishes, and need not be activated or invoked. If thrown or thrust through a barrier that it does not bring down, the blade (and wielder, if in contact with it) suffer the magic's full normal effects. If the blade destroys the barrier, no damage is done to the wielder.
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Dagger of Disease
This blade ia a dagger +1. This peculiar yet vicious weapon gives the victim a deadly disease, on a roll of 19 or 20, that causes one hit point of damage every turn unless a successful saving throw is made vs. death magic. Only a cure disease can get rid of the ailment.
Note: this weapon does not afflict paladins or any others (unicorns etc.), who are immune to disease. This weapon cannot be used by paladins either.
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Dagger of Hurling
This dagger is enchanted with the same enchantment as the Axe of Hurling. It can be thrown up to 180' and will always return to the thrower. Damage inflicted is doubled (ie. 2d4 2d3 as opposed to 1d4 1d3).
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Dagger +2 (Quietstrike)
This fine made jeweled dagger has 3 oval cut bloodstones on either side of the hilt. The dagger improves the user's chance of moving silently by 20%. It can also create silence, like the spell, 3 times a day. Queitstrike's most potent ability is that when it strikes an opponent, the dagger siphons off the damage inflicted in life force (hit points) and feeds it to the wielder through the bloodstones in the dagger's hilt. The stolen life force heals, straightens, and rejuvenates the wielder. If the wielder needs no healing or rest, then Quietstrike feeds itself on the life force, recharging itself. This dagger has an Intelligence of 12, and an Ego of 12, and an alignment of Neutral.
This weapon appears to be a well-made dagger with five small gems set in the hilt. It radiates magic. When a command word is spoken and the dagger is pointed casually in the direction of a person or object within 30', one or more of the jewels will glow to indicate the alignment of the creature or thing (such as a magic sword) pointed at. The usual code of such daggers use is as follows:
Emerald = Good, Diamond = Neutral, Ruby = Evil, Topaz = Chaotic, Sapphire = Lawful.
Thus, the emerald and sapphire set in an alignment dagger will glow if it is pointed at a lawful good character.
The target to be identified must be visible to the holder of the dagger. The weapon's aim is not especially accurate; if is pointed in the general direction of more than one creature or object of different alignments, the gems will glow alternately in rapid succession, making their message difficult to interpret. The alignment dagger is a normal weapon in all other respects, giving the holder no combat bonuses.
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Dagger of Armor Piercing
This small, magical throwing dagger has the ability to pass through any physical protection (shields, helmets, armor), rendering the target base AC 10. All magical protections (rings, bracers, and the like) and Dexterity bonuses still apply.
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Dagger, Blade of Banishing
This dagger +2 twists awry magical barriers, protections, and illusions that it touches. Whenever it touches or impinges on a being or an area or an illusion, protective magic or magical barrier, there is a percentage chance that the dagger will destroy the magic. The weapon has a base 60% chance of success, plus a random bonus of 1d20%, and minus 10% per level of the magic contacted (e.g., a shield spell is a first-level spell and gives a modifier of -10%). Percentile dice are then rolled. If the roll is less than or equal to the modified chance of success, the dagger destroys the magic. If the roll is higher than the modified chance of success, the dagger has no effect (note that spells of eighth level or greater can never be affected).
Consider all magical item effects to have the level of the item's creator, if known; otherwise; use one level greater than the level of any equivalent spell. The DM may choose to consider a1l unknown defensive magics to be seventh or eighth level, and all artifacts to be l2th level or greater. In fact, this dagger need not be drawn or wielded. Its destructive nature is constant, regardless of the caster's wishes, and need not be activated or invoked. If thrown or thrust through a barrier that it does not bring down, the blade (and wielder, if in contact with it) suffer the magic's full normal effects. If the blade destroys the barrier, no damage is done to the wielder.
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Dagger of Disease
This blade ia a dagger +1. This peculiar yet vicious weapon gives the victim a deadly disease, on a roll of 19 or 20, that causes one hit point of damage every turn unless a successful saving throw is made vs. death magic. Only a cure disease can get rid of the ailment.
Note: this weapon does not afflict paladins or any others (unicorns etc.), who are immune to disease. This weapon cannot be used by paladins either.
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Dagger of Hurling
This dagger is enchanted with the same enchantment as the Axe of Hurling. It can be thrown up to 180' and will always return to the thrower. Damage inflicted is doubled (ie. 2d4 2d3 as opposed to 1d4 1d3).
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Dagger +2 (Quietstrike)
This fine made jeweled dagger has 3 oval cut bloodstones on either side of the hilt. The dagger improves the user's chance of moving silently by 20%. It can also create silence, like the spell, 3 times a day. Queitstrike's most potent ability is that when it strikes an opponent, the dagger siphons off the damage inflicted in life force (hit points) and feeds it to the wielder through the bloodstones in the dagger's hilt. The stolen life force heals, straightens, and rejuvenates the wielder. If the wielder needs no healing or rest, then Quietstrike feeds itself on the life force, recharging itself. This dagger has an Intelligence of 12, and an Ego of 12, and an alignment of Neutral.