by Todd Grey
Arrows of Weakening Long and thin, these otherwise normal appearing arrows contain powerful debilitating magic. The necromancers of the Twilight Elves crafted these arrows to combat dwarves during the Three-towers Campaign. Upon a successful "to hit" (at +2), an Arrow of Weakening releases a black flash of magic and inflicts a sorcerous strike requiring the wounded victim to make a saving roll versus magic items. A successful saving roll indicates normal arrow damage. A failed saving roll, however, results in normal damage causes and loss of 1 point of Might per round for 2-5 rounds addition, upon the round following the last round of Might loss, the victim must make a Toughness check or lose consciousness for 1d4 minutes. Lost Might points cannot be healed magically. Each full day of rest restores 1 Might point. Number: 1d4. Gold value: 200 ea. Experience value: 100 Shield of Illumination A black border edges the bronze face of these small iron shields. Embedded within the center of the shield's face lies an oval crystal. A bearer of one of these shields gains a +1 to Armor Rank and the ability to release the power contained in the crystal once per day. If activated, the crystal unleashes a blinding flash requiring those enemies directly within a 5 feet radius of the front of the shield to make a saving roll versus magic items. Two opponents within an area of effect receive +2 to their saving roll, and three or more opponents receive +3. A failed save results in blindness for 1d4 rounds (+4 to hit). Gold value: 2000 Experience value: 250 Back to Table of Contents -- The Seeker Vol. One No. 1 To The Seeker List of Issues To MagWeb Master Magazine List © Copyright 2000 by Troll Lord Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |