by Todd Grey
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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 |