Frost Bite
Dagger +1
Blade glows light blue giving soft light in a 5' radius. The dagger is a standard +1 dagger until a natural 20 is rolled on a natural 20 the dagger does an additional 2d4 points of cold damage to it's target but also does 2 points of damage to the person wielding it.
Named Items
Re: Named Items
Runecaster Ring (silver)
This sterling silver band is engraved with ancient runes. Any magic user wearing the ring will be able to memorize 1 additional 1st level spell as long as the ring is worn.
This sterling silver band is engraved with ancient runes. Any magic user wearing the ring will be able to memorize 1 additional 1st level spell as long as the ring is worn.
Re: Named Items
Skapt Blindr (The Blinding Hammer)
Rune Weapon
tuned to Hephaestus
+1 Warhammer
On a natural 20 opponent must make a save vs spell of will be blinded for 3 rounds.
Warden Ability
Warhammer +2
On a natural roll of 19 or 20 target must save versus spell of be blinded for 3 rounds
Once per day cast cure bindness
Once per day cast darkness
Once per day cast light
Rune Weapon
tuned to Hephaestus
+1 Warhammer
On a natural 20 opponent must make a save vs spell of will be blinded for 3 rounds.
Warden Ability
Warhammer +2
On a natural roll of 19 or 20 target must save versus spell of be blinded for 3 rounds
Once per day cast cure bindness
Once per day cast darkness
Once per day cast light
Last edited by wolfpack on Sat Jun 20, 2020 10:28 pm, edited 3 times in total.
Re: Named Items
Geirr Jurs (Spear of Giants)
Rune Weapon
Tuned to Odin
Spear +1 +2 vs larger than man size
Each day Geirr Jurs can perform a single ability from the following list, this takes 1 round and is the only action the wielder can take.
1. Cure Light Wounds
2. Detect Snares & Pits
3. Detect magic
4. Detect illusion
Warden ability
Spear +2 Giant slayer
+3 versus giants, ogres, titans, and ettins
Does double damage versus any true giant (1d8+3x2 (4-19))
Once per day cast Cure Light Wounds
Once per day cast Detect Snares & Pits
Once per day cast Detect magic
Once per day cast Detect illusion
Rune Weapon
Tuned to Odin
Spear +1 +2 vs larger than man size
Each day Geirr Jurs can perform a single ability from the following list, this takes 1 round and is the only action the wielder can take.
1. Cure Light Wounds
2. Detect Snares & Pits
3. Detect magic
4. Detect illusion
Warden ability
Spear +2 Giant slayer
+3 versus giants, ogres, titans, and ettins
Does double damage versus any true giant (1d8+3x2 (4-19))
Once per day cast Cure Light Wounds
Once per day cast Detect Snares & Pits
Once per day cast Detect magic
Once per day cast Detect illusion
Last edited by wolfpack on Sun Jun 21, 2020 12:40 am, edited 2 times in total.
Re: Named Items
The Eye of Odin (artifact)
As long as the eye is placed in the wielders eye socket it will provide the following abilities
+2 to wisdom
+1 magical attack adjustment against mental attacks (in addition to any wisdom bonus)
Regenerate 1 HP/turn
Bearer does not age
Immune to Charm person from any source.
Automatically sees through illusions.
Once per day can cast Cure Serious wounds on self.
Once per day can cast Detect Evil at 18th level of ability
Once per day can cast Detect Magic at 18th level of ability
Once per week can cast Identify at 18th level of ability
Once per week can cast Detect Lie at 18th level of ability
Once per week can cast Detect Invisibility at 18th level of ability
As long as the eye is placed in the wielders eye socket it will provide the following abilities
+2 to wisdom
+1 magical attack adjustment against mental attacks (in addition to any wisdom bonus)
Regenerate 1 HP/turn
Bearer does not age
Immune to Charm person from any source.
Automatically sees through illusions.
Once per day can cast Cure Serious wounds on self.
Once per day can cast Detect Evil at 18th level of ability
Once per day can cast Detect Magic at 18th level of ability
Once per week can cast Identify at 18th level of ability
Once per week can cast Detect Lie at 18th level of ability
Once per week can cast Detect Invisibility at 18th level of ability
Re: Named Items
óvinr hamarr (The Foe Hammer)
Rune Weapon
Tuned to Odin
Club +1 +2 vs Regenerating Creatures
On a natural 20 target must make a saving throw vs death magic or be disrupted for 1 round during which they can’t attack or use magic spells or abilities.
Warden ability
Club +2 Defender
On a Natural 18 or better
does double weapon damage (S-M 1d6+2x2 3-16) (L 1-3+2x2 3-10)
On a natural 19
target must make a saving throw vs death magic or be disrupted for 2 rounds during which they can’t attack or use magic spells or abilities.
On a natural 20
Targets with under 4 HD must save vs death magic or die.
Targets with 4+ HD must make a saving throw vs death magic or be disrupted for 2 rounds during which they can’t attack or use magic spells or abilit
Rune Weapon
Tuned to Odin
Club +1 +2 vs Regenerating Creatures
On a natural 20 target must make a saving throw vs death magic or be disrupted for 1 round during which they can’t attack or use magic spells or abilities.
Warden ability
Club +2 Defender
On a Natural 18 or better
does double weapon damage (S-M 1d6+2x2 3-16) (L 1-3+2x2 3-10)
On a natural 19
target must make a saving throw vs death magic or be disrupted for 2 rounds during which they can’t attack or use magic spells or abilities.
On a natural 20
Targets with under 4 HD must save vs death magic or die.
Targets with 4+ HD must make a saving throw vs death magic or be disrupted for 2 rounds during which they can’t attack or use magic spells or abilit
Re: Named Items
Helm of Heroism
Fighter only
When worn by the fighter class this helm provides a +1 to the wearers armor class
Once per day the helms special ability can be activated. When activated the wearer attacks as if he two levels higher in terms of attack matrix. This ability lasts for four rounds and while active the wearer can not retreat from combat.
Fighter only
When worn by the fighter class this helm provides a +1 to the wearers armor class
Once per day the helms special ability can be activated. When activated the wearer attacks as if he two levels higher in terms of attack matrix. This ability lasts for four rounds and while active the wearer can not retreat from combat.