Two chill blades
Dec. 21st, 2011 08:42 pmShard of Winter Secrets (minor artifact)
Some potent magical weapons require more than a spell to unlock their secrets. A warrior (usually) who perseveres in using one of these weapons discovers that its power grows along with him. A spell such as Identify will reveal only such abilities as the caster might be worthy to use at the time.
These weapons often trade at a fraction of what could be considered their true worth.
The table below outlines the Shards powers as if a character has carried and used it from 1st level. A character picking up the Shard later in their career will "unlock" one ability (starting from the lowest level) for each level they gain plus another for each 5000* XP they gain while using it as their primary weapon until they are on par with the table. To begin attuning to the Shard requires 8 hours of weapon drill using the Shard or use in one threatening combat (CR or EL equal to character level). The Shard will recognise and immediately re-attune to any previous owner (they become the "current" owner) at the level it passed from their possession or their current level whichever is lower.
* subject to more detailed mathematical analysis or GM fiat.
Alternatively a wielder could quest to uncover more of the weapon's secrets sooner (perhaps seeking out and training with a previous owner who doesn't wish to reclaim the Shard).
This long thin blade is slightly jagged and varies between cool and painfully cold to the touch, beyond the ability of any mundane fire or forge to warm. Legend has that it was forged from material bought back from the para-Elemental plane of Ice.
~~~
Summer Relief
Sometimes the Druids will craft a magical weapon that at first look mimics something more common. Someone on the receiving end of a Summer Relief may well mistake it for a weapon of frost but for the druids of the grasslands the main purpose of these weapons lies in the preservation of those areas where wildfires (especially those sparked by careless adventurers) can wipe out vast areas of an ecosystem in a few hungry hours.
+1 Weapon (often but not always a scimitar)
Chill metal (on an attack successfully hitting touch AC) ~+1 bonus as per Frost
----
4300 gp
Quench (5x20ft cubes) 1/day
5400 gp
----
9,700 gp total (or 15,100 gp depending on how you interpret the multiple different abilities rules), moderate transmutation, craft magical arms and armour
Some potent magical weapons require more than a spell to unlock their secrets. A warrior (usually) who perseveres in using one of these weapons discovers that its power grows along with him. A spell such as Identify will reveal only such abilities as the caster might be worthy to use at the time.
These weapons often trade at a fraction of what could be considered their true worth.
The table below outlines the Shards powers as if a character has carried and used it from 1st level. A character picking up the Shard later in their career will "unlock" one ability (starting from the lowest level) for each level they gain plus another for each 5000* XP they gain while using it as their primary weapon until they are on par with the table. To begin attuning to the Shard requires 8 hours of weapon drill using the Shard or use in one threatening combat (CR or EL equal to character level). The Shard will recognise and immediately re-attune to any previous owner (they become the "current" owner) at the level it passed from their possession or their current level whichever is lower.
* subject to more detailed mathematical analysis or GM fiat.
Alternatively a wielder could quest to uncover more of the weapon's secrets sooner (perhaps seeking out and training with a previous owner who doesn't wish to reclaim the Shard).
This long thin blade is slightly jagged and varies between cool and painfully cold to the touch, beyond the ability of any mundane fire or forge to warm. Legend has that it was forged from material bought back from the para-Elemental plane of Ice.
| Current Owner's Character Level | Ability |
|---|---|
| 1st | Masterwork weapon, detects as magical but doesn't identify with any powers, bypasses DR/magic |
| 2nd | Wielder can cast Ray of Frost from the Shard 3/day (usually the first sign this is really not a standard enchanted weapon) |
| 3rd | Inflicts 1d6 Cold damage on anyone not attuned to the Shard who picks up the Shard unless it is deliberately passed over by an owner (this ability and it's subsequent additions can be a nasty surprise to PCs who pick up the weapon for the first time). |
| 4th | Wielder is protected as if by Endure Elements while the Shard is in hand |
| 5th | +1 weapon |
| 6th | Wielder has Cold Resist 10 while the Shard is in hand |
| 7th | Wielder can cast Ray of Frost from the Shard at will. Wielder can cast Ice Storm from the Shard 1/day at close range (35ft) as a 4th level caster |
| 8th | Inflicts 1d4 damage to Strength when picked up by anyone it is not attuned to. |
| 9th | +1 Weapon of Frost |
| 10th | Wielder maintains their footing as if wearing Boots of the Winterlands when the Shard is in hand and is protected as if by Endure Elements while it is otherwise on their person |
| 11th | +2 Weapon of Frost. Wielder can cast Ice Storm from the Shard 2/day |
| 12th | The Shard bestows a negative level when held by anyone it is not attuned to. In conjunction with the damage dealt this may prove fatal for the weak. |
| 13th | +2 weapon (Icy Burst). Wielder has Cold Resist 15 while the Shard is in hand and Cold Resist 5 when it is otherwise on their person |
| 14th | Wielder can cast Wall of Ice 1/day as a caster of half their character level |
| 15th | +2 weapon (Icy Burst, Keen) |
| 16th | Wielder can cast Cone of Cold from the Shard 1/day as a 9th level caster (9d6 damage, DC 17) |
| 17th | The Shard inflicts 2d12 Cold damage and 2d6 damage to Strength when picked up by anyone it is not attuned to. |
| 18th | Wielder has Cold Resist 20 while the Shard is in hand and Cold Resist 10 when it is otherwise on their person. |
| 19th | Wielder can cast Wall of Ice 2/day as a caster of half their character level |
| 20th | +3 weapon(Icy Burst, Keen). Wielder can cast Cone of Cold from the Shard 2/day |
~~~
Summer Relief
Sometimes the Druids will craft a magical weapon that at first look mimics something more common. Someone on the receiving end of a Summer Relief may well mistake it for a weapon of frost but for the druids of the grasslands the main purpose of these weapons lies in the preservation of those areas where wildfires (especially those sparked by careless adventurers) can wipe out vast areas of an ecosystem in a few hungry hours.
+1 Weapon (often but not always a scimitar)
Chill metal (on an attack successfully hitting touch AC) ~+1 bonus as per Frost
----
4300 gp
Quench (5x20ft cubes) 1/day
5400 gp
----
9,700 gp total (or 15,100 gp depending on how you interpret the multiple different abilities rules), moderate transmutation, craft magical arms and armour