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Posted by : LeonDelgado lunes, 4 de enero de 2021

LEGENDARY WEAPONS


Legendary weapons are powerful artefacts so powerful that can only be wielded by strong-minded individuals. These artefacts have vast powers that are unlocked by their owners as their inner power and will grow.

  

General rules: All legendary weapons unlock their true powers as their owner attune with it and they develop their own power. When the owner of the weapon reaches the level indicated in the table below, he will unlock a new power of the weapon, this can be an increase in the magical bonus (from +2 to +3 for example) or a new magical weapon property, paying the appropriated point cost as shown on the magical weapon table from the spells and powers book (like the flaming property for 1 point).

  

Character level

Magical properties

1st

+1

4th

+1/ 1 points on properties

8th

+2/ 1 points on properties

12th

+2/ 2 points on properties

16th

+3/ 2 points on properties

20th

+3/ 3 points on properties

22nd

+4/ 3 points on properties

24th

+4/ 4 points on properties

26th

+5/ 4 points on properties

28th

+5/ 5 points on properties

+3 levels above 28th

+1 points on properties

 THE MORNING BLADE

Weapon (Halberd), legendary (requires attunement)

 

This halberd has a long silver shaft with elven runes inscribe in his length, the top has an axe blade made of gold and silver, resembling a sun.

 The legendary halberd known as the radiant blade was wielded by the most valiant valkyries of the Silver raven order. For hundreds of years, they pursued and fought against the evil undead that plagued the lands of Asgard.

 When they were betrayed by Dreki Hallgarden, he captures the weapon and employed a powerful wizard named Khazan to destroy the weapon after the Order champion's death. The first part of the process required the long silver shaft and the axe blade to be separated, which Khazan accomplished. Before both the blade and the shaft where destroyed, the last surviving valkyrie manages to save the shaft, knowing that both can only be destroyed if they were in close proximity.

 The order champion manage to scape the island, and Dreki was left with only the blade of the weapon. Furious he uses his dark magic to raise the dead champion of the order and place the blade under her custody, knowing that sooner or later the shaft will try to return to the blade.

 

Basic powers: The Morning blade is a +1 holy halberd (thus is considered to start +1 magical bonus and 1 property point). After 32 hours of atonement the new owner of the halberd can use it as if he were proficient on the use of it. 

 The blade also has the special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The Morning blade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. The Morning blade is of good alignment, and any evil creature attempting to wield one gain one negative level. The negative level remains as long as the halberd is in hand and disappears when the halberd is no longer wielded. This negative level never results in an actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.


 THE THUNDER HAMMER (HELLIFER'S HAMMER)

The legend says that Hellifers forge this hammer in a craftsmanship duel with Dagda. To find the perfect material, the great hero throws a spear to heaven and pull a star from the sky. From the fallen star the Asgardian pull out enough star metal to craft a wonderful hammer and Dagda impress with this bless the weapon with impossible powers.

 

Basic powers: The Thunder hammer is a +1 returning Warhammer, this property has no point cost when counting the points on magical properties of the weapon. After 32 hours of attunement, the new owner of the hammer can use it as if he were proficient on the use of it. The hammer can be throw as a ranged weapon with an increment of 30 ft, returning to the owner's hand at the end of the round.

 

Only a worthy person can rise this hammer (must be any non-evil creature and needs to roll a nat 20 on 1d20 to be chosen by the hammer), and once place in the ground or a solid surface of a building the hammer cannot be move.

 

Faith Psion: Additionally, the owner of the hammer can take levels on the Faith Psion, as long his BAB is +6, as if this was the Hammer of the Dwarf father (ignore all other prerequisites)

https://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm#hammeroftheDwarffather

 

THE DAGGER OF THOUSAND DEATHS.

This dagger was forge by Dagda and given to his brother Ahriman. Who use it for centuries in many battlefields, claiming the lives of thousands of adversaries with it. Recently the dagger was stolen by the goddess Vala, who use it to taunt his brother for several decades.

 


Basic powers: The dagger of Thousand deaths is a +1 returning Dagger, this property has no point cost when counting the points on magical properties of the weapon. After 32 hours of attunement the new owner of the dagger can use it as if he were proficient on the use of it. The Dagger can be throw as a ranged weapon with an increment of 30 ft, returning to the owners hand at the end of the round.

 

The Dagger generates a dark poison that covers the blade, on a successful hit the dagger deal 1 point of poison damage per character level of the Owner.

 

Swift  Psion: Additionally, the owner of the Dagger can take levels on the Swift  Psion, as long his BAB is +6, as if this was the weapon Nightphantom (ignore all other prerequisites).

https://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm#theSwiftScion

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