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Weapon modification

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Weapon Modifications

Magical Weapon Modifications

Throughout the history of Mizahar there have existed many different types of magically enhanced/modified weapons. All manner of magical beings and magically-trained individuals have contributed to the creation of such weapons. While there have been a number of Artifact-level weapons created over the centuries, there have been many more lesser weapons created, sold, traded, stolen, gifted, lost and found.

These magical modifications are sometimes similar to those that can be added through the use of Magecraft or related magic/gnosis but many quite different. They can often be added to a character's weapons through the use of Quest Coupons given out as rewards for completing various writing challenges.

Below is a list of the more common magical modifications that may be found in magical weapons.

Primary Magical Modifications

1 - Acidic Coating: Secretes a corrosive acid that coats the weapon's attack surface. (Enhances damage by one level)

2 - Legendary Balance: Two-handed weapons can be wielded with one hand, one-handed weapons are weightless.

3 - Commanding Presence: Enhances one's force of personality; more intimidating, persuasive, seductive, etc. (+5 bonus to Intimidation, Persuasion and Seduction while wielded)

4 - Berserker Rage: Ignore some amount of physical damage for a limited amount of time, wielder retains little self control. (Ignore a single Moderate Wound)

5 - Disarmament: Makes opposing weapons more likely to be dropped when struck. (+10 to disarming)

6 - Elemental Energy: Surrounded by a magical aura of either fire, ice or electricity. (Additional minor wound with each successful strike)

7 - Quickdraw: Instantly appears in the wielder's hand, high likelihood of preemptive strike against opponent.

8 - Brutal Retribution: Wielder takes a hit and counterstrikes with brutal results. (Suffer a hit and do one level greater damage on a successful counter-attack)

9 - Concussive Force: Successful strikes cause explosions of force upon the target. (Additional Minor wound plus target is knocked back several feet)

10 - Debilitating: High chance of hitting a critical part of the body. (+10 to attack a specifically targeted part of an opponent's body; success means damage is enhanced by one level)

11 - Health: Heal wounds and cleanse toxins on command (Heals minor wounds and purges L1 poisons once per day)

12 - Diseased: Causes rotting, festering wounds (Causes -10 to targets rolls for the duration of the scene)

13 - Reflective: High chance of reflecting targeted magic back on the one who cast it. (+2 to resolve for sake of resisting targeted magic; success reflects the magic back on opponent)

14 - Leeching: Drains djed from a target and transfers it to the wielder. (Empower a single magical action without causing any drain to the wielder)

15 - Earthly Tremble: Causes the ground in the immediate area to violently quake and tremble. (Causes a -10 to an opponent's next physical action)

16 - Bend the Wild: Inspires wild animals to ally with the wielder. (Nearby wild animals on a 1-50 roll in discord to treat the wielder as a temporary ally for the duration of the scene)

17 - Of the Sea: Command the waves; waterbreathing. (Allows the wielder to breath water like a fish for a half a bell)

18 - Stormlord: Call upon thunder, lightning, rain and wind. (Summon a moderate storm in the immediate area for half a bell; call down a single bolt of lightning against a target. Successful strike causes a serious wound. Resolve score is used for roll, no added bonuses)

19 - Sentient: Has an average-above average intellect and personality (Choose form of communication).

20 - Darkest Night: On command can envelop the immediate area in impenetrable darkness. (Creates a 30-foot radius of complete darkness around the wielder for 5 chimes; does not affect wielder)

21 - Unlife: Wielder does not need to eat, drink, breathe or sleep and does not naturally age. (Only works when the weapon is carried on their person. Once the weapon is not on their person for any length of time, all of the effects of hunger, thirst, fatigue and aging they have avoided, hit at once)

22 - Deathslayer: Can hit any ethereal forms and causes terrible wounds to undead creatures. (Allows for striking ethereal creatures with an additional minor wound on a successful strike)

23 - Lifedrinker: Rips years off of a victim's life and transfers them to the wielder. (Roll 1d4 on a successful strike to see how many years of life are taken and received)

Secondary Weapon Modifications

These modifications are usually lesser types of enhancements that can be found on a magical weapon.

1 - Glows when wielder is in danger.

2 - Made of Isurian Steel. (Limited to tiny to small weapons)

3 - Illuminates on command (equivalent of torchlight).

4 - Transforms into a mundane item of clothing or jewelry upon command.

5 - Chameleon-like camouflage upon wielder. (+5 to stealth)

6 - Translate any language spoken to the wielder. (Does not allow the wielder to speak the language)

7 - Painful to the touch for all but the owner. (Automatic minor wound to anyone other than the owner who tries to hold the weapon and an additional minor wound for every chime it is held thereafter, regardless of hand covering)

8 - (Illusion) Appear as a different race (true gender must be appropriate for gender specific race; wielder must be female to look konti and this only lasts while the weapon is wielded)

9 - (Illusion) Appear as a different gender (of wielders actual race only while weapon is wielded).

10 - Imparted with Izentor (indestructible and baring a bit of an isur's soul).

11 - Made of extraordinarily rare materials from another world. (Enhanced durability and greater capacity for further enchantment)

All modifications are limited to one per related Coupon.

Alternative Weapon's Modifications

  • You, Are Not Worthy – The weapon cannot be picked up by anyone other than the owner. For anyone else, it feels as though the weapon weighs as much as the world itself. The owner can use the weapon as normal without fear of it ever being stolen. The effect only makes the weapon seem impossibly heavy to others; it still weighs the same as any other weapon of its type. Constant effect, works only if someone tries to take or hold a weapon without the owner’s permission.
  • Disco Ball - The weapon is made up of a ton of tiny scale-like mirrors that give it a disco ball effect when used in battle.
  • Burn, Baby, Burn – The weapon’s attack surface becomes blisteringly hot. The first minor wound caused by the weapon are upgraded to Moderate while active. Activates via command word.
  • Corrosive - Secretes a corrosive acid that coats the weapon's attack surface. (Enhances damage by one level)

Commanding Presence - Enhances one's force of personality; more intimidating, persuasive, seductive, etc. (+5 bonus to Intimidation, Persuasion and Seduction while wielded/held)

  • Berserker Rage - Ignore some amount of physical damage for a limited amount of time, wielder retains little self control. (1d50 chimes)
  • Never Gonna Drop - Weapon cannot be disarmed from the wielder.
  • Elemental Energy - Surrounded by a magical aura of either fire, ice or electricity. Wielder Picks!
  • Quickdraw - Instantly appears in the wielder's hand, high likelihood of preemptive strike against opponent.
  • Wound Healer - Heals wounds minor wounds and causes wielder to heal at twice the speed for major wounds as long as the weapon is equipped.
  • Back Atcha! - High chance of reflecting targeted magic back on the one who cast it. (+2 to resolve for sake of resisting targeted magic; success reflects the magic back on opponent)
  • You Wanna Get High? – The weapon causes the wielder to experience the effects of a stimulating drug upon a successful strike in combat. The first hit grants the wielder a +5 to their next dice roll. The second hit grant’s a +10 to the roll after that. The third hit causes an intense feeling of hunger though not incapacitating. The effects end there. Benefits used once per scene/battle.
  • Silent Strike – The weapon is completely silent in its use. No matter what it hits or how hard it hits it, the weapon will never make a sound. It is as if an aura of silence surrounds the weapon’s surface making it mute. Constant effect.
  • Leeching - Drains djed from a target and transfers it to the wielder. (Empower a single magical action without causing any drain to the wielder)
  • It's Alive! - Weapon is sentient and has an average-above average intellect and personality (Choose form of communication).
  • Darkest Light - On command can envelop the immediate area in impenetrable darkness in a 20 ft radius.
  • Geeper's Creepers - Can wound ghosts and other undead creatures as if they were normal creatures.
  • Let There Be Light! - Illuminates on command.
  • Transformer - Transforms into a mundane item of clothing or jewelry upon command.
  • Universal Translator - Translate any language spoken to the wielder so long as the wielder keeps its hands on it. (Does not allow the wielder to speak the language)
  • Obfuscation - Conceals the identity of the wielder with an illusion to make them look like a slightly different person.
  • Indestructible - You can't break it or otherwise destroy it.
  • Off-World Material - Made of extraordinarily rare materials from another world. Enhanced durability and greater capacity for further enchantment - plus you get to pick what the material looks like.
  • Melodic – The weapon hums a catchy battle cadence upon command. Activates via command word.
  • What Goes Bump in the Night – The weapon emits a variety of disturbing sounds when used in combat. Sounds of wolves howling in the distance, a woman screaming, gurgling, growling, a cat in heat. The sounds are random and cause a -10 to all opposing rolls while the wielder uses the weapon in combat. Constant effect.