Magical Weapons


Darkslayer
Darkslayer is a magical mace usable only by someone of the Darksbane bloodline who has journeyed to the cave of Arinus and is a Paladin-king of the Empire. It is a +4 weapon with all of the standard abilities of a Holy Avenger sword. It is a -1 weapon vs. lawful good targets, and +5 vs. demons or other chaotic evil opponents. Darkslayer's chief power is its ability to occaisionally cause instant death when it successfully strikes an evilly aligned target. On every such successful hit, there is a 10% chance of this happening. If the target is of a higher level or total hit dice than the wielder, they may make a saving throw vs. death. A successful save still indicates double damage. Whenever a creature is thus instantly slain, Darkslayer gains one charge (max 20). Once per day, one charge may be expended to summon a ghost who fights for the wielder. This is the spirit of the slain creature, performing its last service for the Empire. It stays around for 2d4 rounds or until it is destroyed.
Darkslayer also counts as a holy symbol for the purpose of paladins' spellcasting, and can cast continual light 60' at will. It also grants the ability to turn demons as if they were undead of the same hit dice.

Sword of Eth'vealathesti
The sword of Eth'vealathesti was lost when he and King Morias Darksbane II journeyed to Morgaelin to seal N'aitar's army within. Tales are still told of its powers, however, and it is rumored that it may have been recovered.
The sword is of elaborate make and design and crafted of incredibly rare black mithril. Incredibly light for its size, it can be wielded one handed if necessary. The hilt is made of fine wrought golden leaves that appear to have grown out of the ground itself. The blade of the sword is as wide as an average size tree trunk and as thick as your wrist, so the blade can be used as a small shield if required. The black mithril in the blade will never break or lose its edge.
The sword is also known as the first known use of magica crystals, since Pyraas' immense magical reserves were not sealed until seven years after the Shadow Wars ended. Embedded in the hilt were two linked slots that grew at nearly triple the normal rate. They contained a red crystal known as Fangorn, and a yellow crystal granting a number of attacks equal to the next level of specialization. Recessed in the scabbard are three more slots containing a green crystal called Leaf, a purple crystal that improves the AC of the bearer by 1-3 points, and another green crystal that, when invoked, casts various Cure Wounds. The sword itself carries a +3 bonus, and the enchantments upon it may not be dispelled. None of the crystals in the sword are removable, as they are all permanently embedded due to how long they've been in there. Similarly, they have lost all charge over time, and have reverted to their basic levels.

Fangorn (red) -Level 5 max
Summons one ent, who strikes up to 3d6 enemies each for a crushing blow (8d8 damage, THAC0 5) and disappears. Usable a number of times per week equal to its level. The Ent appears to grow out of the ground beside the invoker.

Leaf (green) -Level 5 max
Level 1: Entangle - Deals 2d4 damage and has 25% chance of paralyzing for 1d10 rounds
Level 2: Leaf Wind - Deals 4d4 damage and has 40% chance of confusion for 1d10 rounds
Level 3: Oak - Deals 2d8 damage and has 30% chance of paralyzing for 1d10 rounds
Level 4: Vine - Deals 2d10 damage and has 60% chance of paralyzing for 1d20 rounds
Level 5: master

Quick Hands (purple) -Level 4 max
Level 1: -1 AC
Level 2: -2 AC
Level 3: -3 AC
Level 4: master

Cure Wounds (green) -Level 5 max
Level 1: Cure Light Wounds
Level 2: Cure Serious Wounds
Level 3: Regeneration (1 hit point/round)
Level 4: Cure Critical Wounds
Level 5: Master

Wizard's Bracelet
While common enough (as magical items go), these bracelets are a prized possetion among the wizards of Pyraas. Simple in theory, they fit around the wrist and have as many slots in them as the wearer can use - one slot for every spell that an ordinary wizard of that level could have memorized. They will never appear to have more than eight slots at a time, but they operate on a principle similar to a moebius strip: the bracelet is infinately long, and twisting it on the wrist may not necessarily reveal the underside.

Dragon Armor

Color Bonus
Brass +1
Copper +2
Bronze +3
Silver +4
Gold +5
Platinum +6

Forged long ago by an elite unit of the Holy Army known as the Dragon Knights, these powerful suits of full plate are now incredibly rare. Each is crafted to resemble a dragon's many spines and plates, particularly the helmet. Those of silver or better style can refit themselves for any wearer from 3 to 8 feet tall. Their bonus depends on the color emulated:

This picture of Kain, straight out of FF2, is a good example of a Dragon Knight.
The primary power conveyed by these suits is the jump attack, as this was the specialty of the Dragon Knights. Anyone wearing the suit automatically gains the jumping non-weapon proficiency with +4 to the base chance, or a +7 bonus if they already have it. In either case, their base standing high jump is increased to 10 feet straight up. When using a spear or short polearm, the user can then angle their descent to make an aerial attack on any enemy up to 5' + ½' per level distant. When doing this, the user gets +1 to hit, and -1 damage with the end result being doubled. All critical hit rolls, etc., are made against the head if the target is humanoid. After making his attack, the wearer lands 1d6 feet in a random direction. Note that they require at least 10 feet of ceiling clearance to make this attack.
It is said that there are particularly rare versions of the gold, mithril, and platinum suits that allowed the user to actually fly or use the breath weapon, but it is not known if this is any more than just a rumor or idle fancy.

On the Dragon Knights:
The original Dragon Knights trained long and hard, and were able to use the jumping attack without a special suit. Magical suits were awarded only to higher level heroes and commanders. There was only one or two known suits of the platinum dragon ever made, and it is unknown whether any of them survived the Shadow War. Dragon Knights were highly effective in conventional troop-to-troop warfare, as they could leap out from behind a defensive formation to strike, and leap back in in a matter of seconds.

Soulcrushers
The Soulcrushers are a pair of finely-tooled leather bracers usable only by monks. They were originally owned by Maldarin when he was the very first Grand Master of Flowers on Pyraas, created by a mage friend of his. It is not known where the name originated; either they have some as-yet-unknown ability, or it is simply because they make it so easy to kill things.
Abilities:
  • +3 weapons for the wearer's bare-hand attacks (+3 to hit and damage). When fighting bare-handed, the user gets a +2 bonus to their AC, as well as one extra attack at the user's highest base attack bonus.
  • Seeking: Unarmed critical range is doubled (usually 19-20).
  • May burst into flame at will.
  • Groundwave: By focusing his power and then slamming his fist into the ground, the user can create a massive shockwave that causes the ground to ripple out for 20' /level in all directions. This requires one standard action to charge, and another to release (the user may charge and release in a single round as a full-round action). The wave deals damage to everything on the ground within range. Damage depends on the level of the user as follows:
    At level 1, it does 1d8 damage.
    At level 2, it does 2d8 damage in the first 20 feet, and 1d8 at the outside.
    At level 3, it does 3d8 damage in the first 20 feet, 2d8 damage in the next 20 feet, and 1d8 at the outside.
    and so on out. At higher levels, massive amounts of structural damage can be done, as the very ground it is built on pitches and heaves. **WARNING** Smart players will NOT attempt to do this in an underground dungeon. That said, I think I know someone who's gonna go right out and try it now (you know who you are).
  • Element wave: The user can make an unarmed attack against a foe 10'/level distant by focusing elemental energy through the punch. This is focused into a swirling wave of force that carries the power of the user's punch (damage is as per a normal unarmed attack)