Ghostwalk - 3.5e

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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-


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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