Difference between revisions of "Orcish Magical Items"

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[[Category:Magic]]
 
[[Category:Magic]]
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[[Category:Magic Items]]
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[[Category:Articles]]
 
[[Category:Orc]]
 
[[Category:Orc]]
 
[[Category:Orcish Empire]]
 
[[Category:Orcish Empire]]
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===Orcish Magical Items===
 
===Orcish Magical Items===
  
'''''Enchanted Bones''''' – Orcs enchant the finger bones of their slain enemies and prisoners.  In combat, these finger bones can be broken to produce spell effects, either on the user or on a target.  The finger bones can hold spells up to 3rd level.
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*'''''Enchanted Bones''''' – [[Orcs]] enchant the finger bones of their slain enemies and prisoners.  In combat, these finger bones can be broken to produce spell effects, either on the user or on a target.  The finger bones can hold spells up to 3rd level.
  
 
====Sample Bones====
 
====Sample Bones====
'''Finger of Fog''' – breaking this bone creates a magical fog centered on the breaker, as per the 1st level spell Obscuring Mist.
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*'''Finger of Fog''' – breaking this bone creates a magical fog centered on the breaker, as per the 1st level spell Obscuring Mist.
  
'''Finger of Darkness''' – breaking this bone creates magical Darkness centered on the breaker, as per the 2nd level spell Darkness.
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*'''Finger of Darkness''' – breaking this bone creates magical Darkness centered on the breaker, as per the 2nd level spell Darkness.
  
'''Finger of Silence''' – breaking this bone creates magical Silence centered on the breaker, as per the 2nd level spell Silence.
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*'''Finger of Silence''' – breaking this bone creates magical Silence centered on the breaker, as per the 2nd level spell Silence.
  
'''Finger of Revealing''' – breaking this bone purges all forms of magical invisibility within 25’ radius of the breaker, as per the 3rd level spell Invisibility Purge.
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*'''Finger of Revealing''' – breaking this bone purges all forms of magical invisibility within 25’ radius of the breaker, as per the 3rd level spell Invisibility Purge.
  
'''Finger of Wind''' – breaking this bone creates a cyclone of wind around the breaker, as per the 3rd level spell Wind Wall.
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*'''Finger of Wind''' – breaking this bone creates a cyclone of wind around the breaker, as per the 3rd level spell Wind Wall.
  
'''Finger of Grease''' – breaking this bone causes a vile viscous fluid to spill out and fill a 10’ square, as per the spell Grease.  The spell effect has been Heightened to increase the save difficulty.  DC 13 reflex negates.
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*'''Finger of Grease''' – breaking this bone causes a vile viscous fluid to spill out and fill a 10’ square, as per the spell Grease.  The spell effect has been Heightened to increase the save difficulty.  DC 13 reflex negates.
  
'''Finger of Ghouls''' – breaking this bone gives the bearer a touch attack equivalent to the 2nd level spell Ghoul Touch.  The user makes a melee touch attack, a target struck must make a Fort save vs DC 12 or be paralyzed for 1d6+1 rounds and exude a carrion stench in a radius of 10’.  Any other than the user within that radius must make a Fort save vs DC 12 or become sickened.  
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*'''Finger of Ghouls''' – breaking this bone gives the bearer a touch attack equivalent to the 2nd level spell Ghoul Touch.  The user makes a melee touch attack, a target struck must make a Fort save vs DC 12 or be paralyzed for 1d6+1 rounds and exude a carrion stench in a radius of 10’.  Any other than the user within that radius must make a Fort save vs DC 12 or become sickened.  
  
'''''Weapon Qualities''''':
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===Weapon Qualities===
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*'''Pain''' – on a successful hit, this vicious weapon inflicts great pain.  The target struck must make a Fort save, DC14 or become sickened (-2 to attacks, damage, saves, skill checks and ability checks).  The effect lasts for 3 rounds +1 round per subsequent failed save.
  
'''Pain''' – on a successful hit, this vicious weapon inflicts great pain.  The target struck must make a Fort save, DC14 or become sickened (-2 to attacks, damage, saves, skill checks and ability checks).  The effect lasts for 3 rounds +1 round per subsequent hit.
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*'''Orcish Racial Focus''' – Weapons or Armor with the Racial Focus are a type of temporary [[magical item]]s.  They behave as permanent magical items but they loose one enchantment bonus per day when not possessed by an orc or [[half-orc]].
 
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'''Orcish Racial Focus''' – Weapons or Armor with the Racial Focus are a type of temporary magical items.  They behave as permanent magical items but they loose one enchantment bonuse per day when not possessed by an orc or half orc.
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Latest revision as of 09:40, 4 December 2014


Orcish Magical Items

  • Enchanted BonesOrcs enchant the finger bones of their slain enemies and prisoners. In combat, these finger bones can be broken to produce spell effects, either on the user or on a target. The finger bones can hold spells up to 3rd level.

Sample Bones

  • Finger of Fog – breaking this bone creates a magical fog centered on the breaker, as per the 1st level spell Obscuring Mist.
  • Finger of Darkness – breaking this bone creates magical Darkness centered on the breaker, as per the 2nd level spell Darkness.
  • Finger of Silence – breaking this bone creates magical Silence centered on the breaker, as per the 2nd level spell Silence.
  • Finger of Revealing – breaking this bone purges all forms of magical invisibility within 25’ radius of the breaker, as per the 3rd level spell Invisibility Purge.
  • Finger of Wind – breaking this bone creates a cyclone of wind around the breaker, as per the 3rd level spell Wind Wall.
  • Finger of Grease – breaking this bone causes a vile viscous fluid to spill out and fill a 10’ square, as per the spell Grease. The spell effect has been Heightened to increase the save difficulty. DC 13 reflex negates.
  • Finger of Ghouls – breaking this bone gives the bearer a touch attack equivalent to the 2nd level spell Ghoul Touch. The user makes a melee touch attack, a target struck must make a Fort save vs DC 12 or be paralyzed for 1d6+1 rounds and exude a carrion stench in a radius of 10’. Any other than the user within that radius must make a Fort save vs DC 12 or become sickened.

Weapon Qualities

  • Pain – on a successful hit, this vicious weapon inflicts great pain. The target struck must make a Fort save, DC14 or become sickened (-2 to attacks, damage, saves, skill checks and ability checks). The effect lasts for 3 rounds +1 round per subsequent failed save.
  • Orcish Racial Focus – Weapons or Armor with the Racial Focus are a type of temporary magical items. They behave as permanent magical items but they loose one enchantment bonus per day when not possessed by an orc or half-orc.