Difference between revisions of "Orcish Magical Items"

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(New page: Category:Magic ===Orcish Magical Items=== '''''Enchanted Bones''''' – Orcs enchant the finger bones of their slain enemies and prisoners. In combat, these finger bones can be brok...)
 
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===Orcish Magical Items===
 
===Orcish Magical Items===

Revision as of 19:48, 1 August 2007


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.

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 hit.

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.