TheWolf's Ramblings ([info]wolframblings) wrote,
@ 2007-08-13 14:44:00
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Ok, I'm working on some more ideas for WoW stuff. The items at the bottom of this list are older things I've already worked on, but plan on still being in the game somewhere. I don't have the PHB with me at the moment, so I don't have the mundane states for weapons, but I'll be able to tell what the special abilities are with out a problem.


Base Elemental Weapons.
Examples: Fire Dagger, Ice Mace, Earth Spear, etc.

Not the most common of magical weapons, but not hard to find. These weapons can be crafted using divine, arcane or druidic magics and are usually crafted for specific puroses. While they can be extreemly useful against what they are intended for, the weapons also have the drawback of being totally useless in other situations.

Template for an Elemental Weapon.
All weapon stats as per MW version of the weapon. Instead of doing P,B,or S damage, the weapon does elemental damage instead, of the element and no 'physical' damage. This means against most creatures, it will hurt like a normal weapon, some creatures will be weak to it, and some could be totally immune to it. The cost of having such a weapon made will be a base of MW weapon +1000gp. It is not considered a 'magic' weapon though, so if something has DR to 'magic' and not elements, the DR still applies 100%.

Elemental types:
Fire, water/ice, earth, air/electricity, light, fel.


Minor Elementaly Enchanted Weapons.
Example. Dagger of +1 fire. Sword of +1 ice.

These weapons are slightly different form Base Elemental weapons. These are weapons that are enchanted with minor elemental abilities. The weapon does it's normal damage, and gains the +1 bonus to hit but for damage, the +1 point if damage is elemental in nature. This means, a dagger of +1 fire would do 1d4 + 1 fire damage per hit. The elemental damage is double for those weak to it and can be resisted or ignored depending on the creature it's hitting. The weapon is considered a magical +1 weapon and DC is affected accordingly.

Elemental types:
Fire, water/ice, earth, air/electricity, sonic, force, light, fel.



High Scepter of Elune (or your god or goddess here)
Holy adamanitine mace of Banishment +2

A High Priest or Priestess of Elune is granted this powerful relic when dire times call for a champion of the Moon Goddess. It is one of the few remaining holy artifacts of Elune from back when the Nighelf race was young.

1d8+2 dmg, crit x2, Good aligned, +2d6 holy dmg to evil, 1/day banish per spell. (82,812 gp)

This mace has 4 thick metal plates in the shape of a crescent moon (or a shape befitting your deity). The hilt of the mace is wrapped in green velvet with silver threads woven through out it. The mace itself glows in the moonlight, but not enough to be used as a light source but may catch the eye of wandering creatures (-3 on hide checks or +3 to spot checks from creatures)

Besides it's banishment and holy properties, the High Scepter also has the following abilities.
1/week. Cast Starfire as if a lv 15 druid (spell level 6 for save dc) Starfire targets one creature within 90 feet of the caster and does 8d8+30 dmg. This damage is of no particular type, just raw eldritch energy. (WoW RPG:More Magic and Mayhem, pg88)
3/day. Cast Shadow Protection as if a lv 10 priest. 1min/lv gains resist 20 to all spells with evil and/or fel descriptors. (WoW RPG:More Magic and Mayhem, pg87)
5/day. Cast Faerie Fire as if a lv 5 druid. For 5 rounds, target outlined in a bright light making it more vunerable to attacks. Cannot benefit from concealment, including magical darkness or spells of 3rd level or lower. Spell also negates invisibility and makes hide attempts impossible. Subject takes a -2 circumstance penalty to AC. (WoW RPG:More Magic and Mayhem, pg75)



Stick of Powerful Mojo
Ghost Touch Quarterstaff of the Whale with Spell Storing +2

A prized posession known among all troll tribes. It has passed between tribes as one tribe would crush another. The current location of this item is unknown but it has tempted many young trolls to quest for this object of great power.

1d6+2/1d6+2 dmg, crit x2, weapon corporeal or incorporeal at any given time, +2 Stamina and Spirit (Con and Wis), store up to 2 3rd level spells.

The staff itself looks like it was formed from the gnarled branch of an ancient tree. Knots in the wood show where other smaller branches were removed and smoothed away due to time and care for this staff. Strips of earthen colored cloth are wrapped around the ends of the staff. Runes carved into the staff grant it the power to hold and control magics.

Besides the Ghost touch, stat bonuses and spell storing, the Stick of Powerful Mojo also has the following properties.
3/day Cast Amplify Magic as if lv 15 Mage. For 15 minutes, or until dismissed, touched subject is surrounded by aura that enhances healing and dmg from spells. Dmg or healing is dependant on person casting the dmg or healing spell, not level of the caster who cast amplify magic. If a level 6 priest casts a cure spell on target of amplify magic, it will heal 6 addtl points of dmg. Will negates. (WoW RPG:More Magic and Mayhem, pg68)
5/day Cast Curse of the Elements as if lv 10 Warlock. For 10 rounds, subject takes double dmg from all fire, cold and electricity energy types. Will save halves duration. (WoW RPG:More Magic and Mayhem, pg73)


Bindings of the Holy Light
Vigilant leather armor of the knight +5

The Bindings of the Holy Light is a holy artifact used by the Order of the Light. It is used only to defend the people against oncoming, unholy invasions.

Ac 7(+4 natural, see below), Max AGI +6, Armor check 0, 10% arcane spell failure, +4 Spot and Listen, +2 Init, (Bear, Whale & enchant [see below]) +10 Stamina(con), +7 Str, +3 Spirit(wis), favorited enemy Demons +2 atk & dmg or +1 to all else. (107,960 gp)

The Bindings of the Holy Light are made up of 4 long strips of leather that appear to have been bleached pure white. When the person who would wear the armor approaches it, the strips reach for them on their own and wrap themselves around their body and limbs. The wrappings do not show any crease or gap once wrapped and the wearer's upper body, arms, hips and legs appear to be encased completly in a pure white leather shell, the rest of their body taking on an almost angelic appearance.

The armor makes it's choice based on the strength of one's will and conviction to protect the innocent. (will save 24 or armor will not bind itself to character and must be good alligned or lawful neutral) Those who are not chosen by the armor are simply left standing infront of it, no negitive affects befall them. No man is capable of equiping the armor with out the help of the armor itself.
If all 4 strips are not within 100ft of each other, the armor is not equipable. All 4 straps must be within 100ft of each other for their power to be intact. While within range, the straps themself are indestructable, but if seperated, anything that would destroy leather could destroy the armor completly.

Besides the Vigilant and knight bonuses, the Bindings of the Holy Light also has the following ability.
Permenant Divine Ascension. 7th lv spell as if cast by a priest with spirit 28. Once the armor is put on, you transform into a beautiful, angelic version of yourself. Your skin, hair and nails change into a silver metal. You gain fast healing 3, DR 10/evil & silver, +4 Str and Sta(con) and +4 enchant bonus to natural armor. In addition, you may cast lesser holy light (cure light wounds, but with range medium) once each round. To overcome this enchantment and take off the armor, you must make a will save of 26. (WoW RPG:More Magic and Mayhem, pg74)


Fist of Fate
Healing or Wounding Gauntlets of Defending +4

This rather normal looking gauntlet has had many wearers and has helped decide many fates. It has seen both good an evil from it's masters. It's powers change with it's masters, seeing deep into it's wearer's heart, it will then help guide him to his final fate.

Good - Healing. Can decide that damage dealt with gauntle heals target. If used against undead, does double damage.
Neutral - Wounding. Causes 1 Stamina dmg when creature dealt weapon damage (only from gauntlet itself or melee weapon held in the gauntlet hand).
Evil - Negative energy. Same as healing, except heals undead or does double damage to good aligned living creatures.
All - Defending, any part of the +4 can be switched to an AC bonus instead of an attk/dmg bonus. Since gauntlet normally isn't used to attack directly, may be best use. Can not use the +4 to affect weapons held in the gauntlet hand.

The gauntlet is made of leather with metal buckles. When first worn, nothing seems to happen. The longer the creature posesses the gauntlet, the more it seems to change. It's appearance changes to one that fits the true intentions of it's owner.

Besides the Healing/Woundding and Defending bonus, the Fist of Fate also has the following abilities.
The wearer automaticly gains the Leadership feat. If they already have the leadership feat, then the gauntlet adds 7 to their leadership score. If the player decides to take leadership as a feat after acquiring the gauntlet, they gain the bonus to score from the gauntlet.
Good - 3/day cast Holy Fire as per lvl 15 priest. Targets 1 creature for 15d6 plus an additional 8dmg per round for the next 4 round. Half the dmg is fire, half is holy. Reflex saves for half dmg and doesn't burn for 4 rounds. undead and demonic creatures take double dmg from spell (not from just holy.) (WoW RPG:More Magic and Mayhem, pg78)
Neutral - 5/day cast Dampen Magic as per lvl 15 Mage. For 15 minutes or until dismissed, touched creature is surrounded by an aura that dampens magic dmg and healing. As per Amplify magic, if a level 9 character tried to heal or cast a dmg spell at target, it would heal or dmg for 9 less. (WoW RPG:More Magic and Mayhem, pg74)
Evil - 5/week cast Curse of Undeath per a level 15 Necromancer with Int 24. Unless touched creature makes will save of 22, they are cursed with undeath. They hover between living and death where both positive and negitive energy affects injure the target. Effects are perminant unless break enchantment or remove curse spell are cast by a level 16 character or above. Wish or Miracle spells will remove curse regardless of level of caster. (WoW RPG:More Magic and Mayhem, pg74)

**To Be Continued**
**Continued!**

Arcane Core
Spell storing staff of Spell Power +3

A long metal staff colored pure white. A golden setting sits atop the staff clutching within it a large diamond like jewel. It pulses a faint blue light as 3 smaller diamonds seem to hover around the crystal at the top. A soft linen is wrapped around the middle section of the staff to make it easier to grip.

1d6+3 dmg, crit x2, Stores 1 spell of at least 3rd level, increases spell damage by 10%, rounded down. (52,850 gp)

As a mage would near the peak of his or her power, they would often find ways to boost their abilities beyond their own limits. One such way an arch mage of Dalaran found, was creating the Arcane Core. It was a jewel that was able to hold and radiate magical energies. He found that he could afix the jewel to a staff and still wield the jewel's power. He would grant his spells more strength and even absorb spell energy to use at later times. He taught the others how to craft the Arcane Core and for a while they were quite popular among the Dalaranian Mages Guild. When the Burning Legeon swept through Dalaran, many of the staves were lost, but still some remain. The secrets of crafting more are kept hidden in Dalaran, and no one has entered or left the remains of the city in years.

Besides the Spell Power and Spell storing abilities, the Arcane Core also has the following ability.
Once per hour, the Arcane Core recharges 1 spell slot at random. Roll a d10 and the number showing is the spell slot recharged. If you roll a number higher than your highest spell slot, it instead just fills in your highest available spell slot. If the result of a die roll is for a spell level that has no empty spell slots then it restores the first available lower spell slot. If there are no spell slots available below that number, then it fills the next highest free spell slot until one is filled. A 0 or 00 is a 0 lvl spell slot. This ability is activated as a free action and the hour timer starts from the moment the ability is used.


Rogue Badge

All rogues are taught how to sneak around unseen. Masters of the craft seem to be able to dissapear before someone's eyes. Rogues who gain enough honor and reputation in their guild are often granted a reward which makes them almost impossible to find if they don't wish to be seen. The Rogue Badge. A medal of honor that few possess, and those who do are rarely seen again. Mostly by choice.

Trinket, pinned to clothes. If the rogue is not in line of sight of any creature, the rogue gains a +20 to their stealth check to become hidden and a natural 1 is not a critical failure. Once hidden, they retain the +20 for as long as they wish to remain stealthed. This ability may also be activated if used in conjunction with flash powder to briefly blind his enemies. A rogue in this state can remain hidden even in plain sight. The same actions that would break the invisibility spell will break the rogues stealthed state. Physical contact will give away the rogues position if he bumps into an object or character. Only the rogue class or those who are a member of a rogues guild are taught how to use these items. (12,000 gp)



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