Post by Maelthras on Mar 24, 2017 1:34:21 GMT -8
Mace +1 (Revelation)
This magical mace has a +1 to hit and to damage. This mace forces any polymorphed or shapechanged creature struck to revert to its true form. This weapon affects Irda, Were creatures, druids and any other polymorphed or shapechanged creatures.
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Mace +1, +2 vs. magic-using and enchanted creatures
This mace always provides a +1 bonus. The +2 bonus takes effect when the mace is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.
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Mace +2, Giant Slayer
This mace provides a +3 bonus versus any giant, giant-kin, ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the mace causes double damage (i.e., 2d12+3).
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Mace +2, Nine Lives Stealer
This mace will always perform as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder's attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.
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Mace +2, Orc Slayer
This melee weapon always offers a +2 bonus to attack and damage rolls. Against orcs and orc-kin (orogs, half-orcs, etc.), the full powers of the orcslayer become apparent. Wielded against any of these creatures, its magical bonus increases to +3. Furthermore, and much more devastating, the mace confers two extra attacks with the weapon at the end of the melee round, which may or may not be used against the same opponent.
The orcslayer automatically glows soft blue when it approaches within twenty yards of an orc or orc-kin, thus alerting the wielder to its presence and eliminating the chance of the wielder's being surprised by the orcs. The glow is not bright, and is easily concealed by a normal hood.
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Mace +3 (Icelord)
This is a Frostbrand mace of pure white crystal. It has the powers of Cone of Cold and Wall of Ice twice per day each at the 10th level of ability. The powers are activated by the command word "Iceman".
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Mace, +3 (Mace of Gruthgor)
This mace is beautifully made and is encrusted with red rubies on the handle. It acts as a mace +3 and gives its wielder 19 strength. If the character is not a warrior he can still wield it as if they were a warrior of the same level (only PCs who can normally wield a mace may use it, as such a bard could use it, but a wizard could not.)
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Mace of Darkness
This mace is a +2 weapon. It has the additional power of creating a darkness 30' radius the first time it is drawn after nightfall (even if this does not happen until noon the next day). This darkness is accompanied with a Fear spell that covers the same area. The wielder is immune to the Fear spell. Anyone wielding the weapon can see in any magical darkness as if it were dusk.
This magical mace has a +1 to hit and to damage. This mace forces any polymorphed or shapechanged creature struck to revert to its true form. This weapon affects Irda, Were creatures, druids and any other polymorphed or shapechanged creatures.
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Mace +1, +2 vs. magic-using and enchanted creatures
This mace always provides a +1 bonus. The +2 bonus takes effect when the mace is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.
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Mace +2, Giant Slayer
This mace provides a +3 bonus versus any giant, giant-kin, ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the mace causes double damage (i.e., 2d12+3).
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Mace +2, Nine Lives Stealer
This mace will always perform as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder's attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.
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Mace +2, Orc Slayer
This melee weapon always offers a +2 bonus to attack and damage rolls. Against orcs and orc-kin (orogs, half-orcs, etc.), the full powers of the orcslayer become apparent. Wielded against any of these creatures, its magical bonus increases to +3. Furthermore, and much more devastating, the mace confers two extra attacks with the weapon at the end of the melee round, which may or may not be used against the same opponent.
The orcslayer automatically glows soft blue when it approaches within twenty yards of an orc or orc-kin, thus alerting the wielder to its presence and eliminating the chance of the wielder's being surprised by the orcs. The glow is not bright, and is easily concealed by a normal hood.
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Mace +3 (Icelord)
This is a Frostbrand mace of pure white crystal. It has the powers of Cone of Cold and Wall of Ice twice per day each at the 10th level of ability. The powers are activated by the command word "Iceman".
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Mace, +3 (Mace of Gruthgor)
This mace is beautifully made and is encrusted with red rubies on the handle. It acts as a mace +3 and gives its wielder 19 strength. If the character is not a warrior he can still wield it as if they were a warrior of the same level (only PCs who can normally wield a mace may use it, as such a bard could use it, but a wizard could not.)
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Mace of Darkness
This mace is a +2 weapon. It has the additional power of creating a darkness 30' radius the first time it is drawn after nightfall (even if this does not happen until noon the next day). This darkness is accompanied with a Fear spell that covers the same area. The wielder is immune to the Fear spell. Anyone wielding the weapon can see in any magical darkness as if it were dusk.