Publication:Grim-N-Gritty/Appendix 6

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Magical and Psionic Items[edit]

This appendix contains some new and revised magical and psionic items for use with the GnG system.

Armor[edit]

Because the GnG system does not use critical hits, use this revision of the fortification special ability of armor. Since the GnG system uses the block action, arrow deflection items should be replaced with block-type items (see below).

Special Ability Descriptions[edit]

Fortification[edit]

Any degree of fortification prevents penetration-type called shots against the wearer.

  • Light: Light fortification negates the armor piercing effect. (Base price modifier: +1.)
  • Moderate: Moderate fortification negates the armor piercing effect and treats armor ignoring attacks as armor piercing attacks. (Base price modifier: +3.)
  • Heavy: Heavy fortification negates the armor piercing and armor ignoring effect. (Base price modifier: +5.)

Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).

Improved Block[edit]

This shield protects the wearer as if he possessed the Improved Block feat.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.

Infinite Projectile Deflection[edit]

This shield protects the wearer as if he possessed the Block Projectile feat. Furthermore, he suffers no attack roll penalty when blocking projectiles from a sling, bow, crossbow, or similar device.
Note: This replaces the Arrow Deflection ability.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.

Weapons[edit]

The use of the Relative Degree mechanic, rather than critical hits, requires the following changes to several pre-existing weapon special effects. Also, the armor piercing ability replaces the keen ability.

Special Ability Descriptions[edit]

Acidic Blast[edit]

On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. There is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of acid damage. Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog; Price: +6 bonus.

Anarchic Power[edit]

This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). There is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of chaotic damage and bestows two negative levels. The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. This special ability does not stack with the non-epic anarchic special ability.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos; Price: +8 bonus.

Armor Ignoring[edit]

The weapon ignores all of an opponent’s Protection when determining damage. Bows, crossbows, and slings so crafted bestow the armor ignoring effect upon their ammunition.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, armor ignoring weapon; Price +5 bonus.

Armor Piercing[edit]

The weapon ignores one-half of an opponent’s Protection when determining damage. This benefit does not stack with any other effect that reduces the target’s Protection. Bows, crossbows, and slings so crafted bestow the armor piercing effect upon their ammunition.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, armor piercing weapon; Price +2 bonus.

Axiomatic Power[edit]

This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). There is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of lawful damage and bestows two negative levels. The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. This special ability does not stack with the non-epic axiomatic special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum; Price: +8 bonus.

Bodyfeeder[edit]

When a bodyfeeder weapon successfully strikes an opponent and inflicts at least 1 HP damage (i.e., penetrates Protection), there is a 10% chance (1 on 1d10) that the weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. These temporary hit points do not stack. If a wielder still enjoys temporary hit points from a previous hit and gains new temporary hit points from another hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.

Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, claws of the vampire; Price +3 bonus.

Brilliant Energy[edit]

A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor bonuses to Protection and shield bonuses to Defense (including any enhancement bonuses to that armor or shield) do not count against it because the weapon passes through armor. (Other bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. You may apply this property only to melee weapons, thrown weapons, and ammunition.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.

Coup de Grace[edit]

Coup de grace weapons are exceptionally dangerous. On a successful hit which inflicts at least 1 HP damage (i.e., penetrates Protection), there is a 10% chance (1 in 1d10) that the target must succeed on a DC 27 Will save or be paralyzed for one round. This ability does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.

Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic dominate; Price +5 bonus.

Dissipater[edit]

This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores Protection, damage reduction and hardness.

Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, dismiss ectoplasm; Price +1 bonus.

Dread[edit]

A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and there is a 10% chance (1 on 1d10), that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to death magic.)

Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Price: +7 bonus.

Fiery Blast[edit]

On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage, but there is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of fire damage. Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Price: +6 bonus.

Flaming Burst[edit]

A flaming burst weapon functions as a flaming weapon. On a successful hit, there is a 10% (1 on 1d10) chance that the weapon deals an extra 1d10 fire damage. (This damage is in addition to the fire damage from the flaming ability.) Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.

Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.

Holy Power[edit]

This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). There is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of holy (good) damage and bestows two negative levels. The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the non-epic holy special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word; Price: +8 bonus.

Icy Blast[edit]

On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing +3d6 points of bonus cold damage, but there is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of cold damage. Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Price: +6 bonus.

Icy Burst[edit]

An icy burst weapon functions as a frost weapon. On a successful hit, there is a 10% (1 on 1d10) chance that the weapon deals an extra 1d10 cold damage. (This damage is in addition to the cold damage from the frost ability.) Bows, crossbows, and slings so crafted bestow the frost energy upon their ammunition.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.

Keen[edit]

Not used in the GnG system. Replace with armor piercing.

Lightning Blast[edit]

On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage, but there is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of electricity damage. Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Price: +6 bonus.

Mindfeeder[edit]

Upon a successful hit that inflicts at least 1 HP damage to the target, there is a 10% chance (1 in 1d10) that the mindfeeder weapon grants its wielder temporary power points equal to the total damage dealt by the hit. These temporary power points last for 10 minutes. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. If a mindfeeder weapon successfully scores a hit while the wielder still enjoys temporary power points from a previous hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.

Strong psychometabolism; ML 15th; Craft Psionic Arms and Armor, psychic vampire; Price +3 bonus.

Precise[edit]

The weapon halves the attack roll penalty for performing called shots. This benefit does not stack with any other effect that reduces the penalties for called shots.

Strong divination; CL 14th; Craft Magic Arms and Armor, true seeing; Price +3 bonus.

Psychokinetic Burst[edit]

This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability, a psychokinetic burst weapon deals an extra 1d6 points of damage 10% of the time (1 in 1d10). This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.

Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, concussion blast; Price +2 bonus.

Shocking Burst[edit]

A shocking burst weapon functions as a shock weapon. On a successful hit, there is a 10% (1 on 1d10) chance that the weapon deals an extra 1d10 electrical damage. (This damage is in addition to the electrical damage from the shock ability.) Bows, crossbows, and slings so crafted bestow the frost energy upon their ammunition.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.

Sonic Blast[edit]

On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic damage to the creature struck, but there is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of sonic damage. Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.

Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout; Price: +6 bonus.

Soulbreaker[edit]

On a successful hit that inflicts at least 1 HP of damage to the target (i.e., penetrates Protection), there is a 10% chance that a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.

Strong telepathy; ML 12th; Craft Psionic Arms and Armor, mindwipe; Price +3 bonus.

Thundering[edit]

On a successful hit, there is a 10% chance (1 on 1d10) that the weapon creates a cacophonous roar like thunder, dealing an extra 1d8 sonic damage. The sonic energy does not harm the wielder, but subjects dealt sonic damage by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition.

Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.

Unholy Power[edit]

This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). There is a 10% chance (1 on 1d10) that the weapon instead deals +6d6 points of unholy (evil) damage and bestows two negative levels. The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the non-epic unholy special ability.

Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word; Price: +8 bonus.

Vicious[edit]

If a vicious weapon successfully hits an opponent and inflicts at least 1 HP damage (i.e., penetrates Protection), the weapon creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. The extra damage ignores both the target’s and the wielder’s Protection. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

Vorpal[edit]

This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20, the weapon severs the opponent’s head (if it has one) from its body—if it inflicts at least 1 HP damage to the target (i.e., penetrates Protection). Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, armor ignoring weapon; Price +5 bonus.

Wounding[edit]

If a wounding weapon hits an opponent and inflicts at least 1 HP damage (i.e., it penetrates an opponent’s Protection), it automatically causes severe bleeding (as the called shot effect, above) if the victim fails a Fortitude save against DC 10 + the damage inflicted by the attack. Creatures with no circulatory system, undead, plants, constructs, and the like are unaffected.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.

Specific Weapons[edit]

Gripsoul[edit]

Gripsoul is a +6 armor piercing long- sword. On a successful hit that inflicts at least 1 HP damage to the target, there is a 10% chance (1 on 1d10) that the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 30). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. The gem may hold only one creature, but the wielder can release the bound soul at any time with a command word.

Caster Level: 27th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding; Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP.

Mace of Ruin[edit]

This +7 armor ignoring heavy mace also ignores the hardness or damage reduction of any object or creature it strikes. Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP. Mace of Smiting: This +3 adamantine heavy mace has a +5 enhancement bonus against constructs. If the weapon strikes a construct and inflicts at least 1 HP damage to the target, there is a 10% chance (1 on 1d10) that it destroys the construct (no saving throw). If the weapon strikes an outsider, there is a 10% chance (1 on 1d10) that it inflicts +2d6 damage.

Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.

Nine Lives Stealer[edit]

This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). On a successful hit that inflicts at least 1 HP damage to the target (i.e., penetrates Protection), there is a 10% chance (1 on 1d10) that the sword’s death-dealing ability functions. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, and no use of the ability is expended. If the save fails, the victim dies. Constructs, undead, and similar creatures are unaffected. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.

Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.

Oathbow[edit]

Of elven make, this white +2 composite longbow (+2 Strength bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay his target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, the armor piercing ability, and arrows launched from it deal an additional 2d6 points of damage. However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath.

Strong evocation; CL 15th; Craft Magic Arms and Armor, creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.

Rapier of Puncturing[edit]

Three times per day, this +2 wounding rapier allows the wielder to make an armor ignoring attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures with no circulatory system, undead, plants, constructs, and the like are immune to the Constitution damage dealt by this weapon.

Strong necromancy; CL 13th; Craft Magic Arms and Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.

Sun Blade[edit]

This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage. (Double the damage inflicted after applying Protection.) The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade 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. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.

Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.

Sword of Life Stealing[edit]

If this black iron +2 longsword successfully hits a target and inflicts at least 1 HP damage (i.e., penetrates Protection), there is a 10% chance (1 in 10) that it bestows a negative level on its victim. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, victims must make a DC 16 Fortitude save for each negative level or lose a character level.

Strong necromancy; CL 17th; Craft Magic Arms and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.

Miscellaneous Magical Items[edit]

Amulet of the Irresistible Fist[edit]

This amulet grants the armor ignoring effect to your unarmed attacks and natural weapons.

Strong transmutation; CL 16th; Craft Wondrous Item, armor ignoring weapon; Price 150,000 gp.

Amulet of the Piercing Fist[edit]

This amulet grants the armor piercing effect to your unarmed attacks and natural weapons.

Moderate transmutation; CL 10th; Craft Wondrous Item, armor piercing fang; Price 24,000 gp.