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Weapon of the Deity
Table 1–14: Armor and Shield Special Abilities
ALL ABOUT GHOSTS
CHAPTER 1:
Transmutation Level: Blk 4, Clr 4, Pal 4 Components: V, DF Casting Time: 1 action Range: Personal Target: Your weapon Duration: 1 round/level You must be using your deity’s favored weapon to cast this spell. You may use the weapon as if you had proficiency with it, even if you normally do not. The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list below). A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by you. If your weapon already has enhancement bonuses and special abilities for both of its heads, this effect of the spell does not function unless the weapon’s normal enhancement bonus is lower than the bonus granted by this spell. When you reach 9th caster level, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5. A variant of this spell first appeared in Defenders of the Faith. Weapon of the Deity Deity Aluvan Chaniud Dracanish Durann Eanius Galaedros Khostren Nessek Orcus Phaant Soggelos Tephaneron Uhanam Wyst
Weapon and Special Ability defending short sword screaming longsword mighty cleaving scimitar flaming warhammer merciful quarterstaff frost quarterstaff venomous spiked gauntlet flaming dagger torturous heavy mace venomous greataxe frost trident keen battleaxe mighty cleaving light flail defending shortspear
MAGIC ITEMS There are many strange magic items in the Ghostwalk campaign, many of them tied to undeath or ghosts. Armor and Shield Special Abilities
These special abilities expand the selection found in the Armor and Shield section of Chapter 8 in the DUNGEON MASTER’s Guide. Absorbing: Armor and shields with this ability are always a dull black and appear to possess depths that couldn’t exist. A suit of armor or a shield with this ability absorbs ability drain and energy drain attacks. It can absorb as many points of ability scores or levels drained per day as its enhancement bonus. It allows a Fortitude save (DC 10 + attacker’s Cha
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Roll %: 01–85 86–100
Use Table 8–6: Armor Special Abilities in the DUNGEON MASTER’s Guide. Use the table below.
Market Price Special Ability Modifier* Death ward +2 bonus Energy drain +2 bonus Ghost disrupting +2 bonus Negative energy +2 bonus protection 65–80 49–60 33–40 Undead disrupting +2 bonus 81–91 61–70 41–50 Absorbing +3 bonus 92–98 71–80 51–65 Undead controlling +4 bonus 99–100 81–100 66–100 Roll twice again** *Add to enhancement bonus on Table 8–3: Armor and Shields in the DUNGEON MASTER’s Guide to determine total market price. **If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better. Minor 01–16 17–32 33–48 49–64
Medium 01–12 13–24 25–36 37–48
Major 01–08 09–16 17–24 25–32
modifier) against an energy drain attack that normally doesn’t allow such a save. A successful save means the attack has half effect (and then apply the armor’s absorbing ability). This property does not change saves against attacks that already allow them. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, restoration; Market Price: +3 bonus. This special ability first appeared in Defenders of the Faith. Death Ward: Once per day, armor enhanced by this special ability makes the wearer immune to death effects, as if a death ward spell had been cast by a 7th-level caster. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, death ward; Market Price: +2 bonus. This special ability first appeared in Magic of Faerûn. Energy Drain: A suit of armor or a shield with this ability allows the bearer to drain levels with the wearer’s touch attack (if armor) or with a shield bash (if shield). Other than the requirement of a touch attack, the magical effect is like an enervation spell cast by a 7th-level wizard. Such armor or shield usually has the face of a snarling vampire carved on the front of it. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, enervation; Market Price: +2 bonus. This special ability first appeared in Defenders of the Faith. Ghost Disrupting: The wearer of a suit of armor or a shield with this ability may attack ghosts (or other ectoplasm-based creatures) as with a disrupt ectoplasm spell cast by a 5th-level wizard up to four times per day. Armor and shields with this ability usually are decorated with a lattice of gray lines. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, disrupt ectoplasm; Market Price: +2 bonus. Negative Energy Protection: Armor enhanced by this special ability grants the wearer negative energy pro-