Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Baldurs Gate II: Shadows of Amn & Throne of Bhaal
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 08-29-2002, 11:16 PM   #1
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
ok, I don't think this has been done, but as I'm still not allowed out of the house(just got my wisdom teeth out) and i haven't seen a thread about it (as opposed to the denizens of the underdark and other similar monster threads) I thought it would be nice to go and look at some of the baseline items. (information is taken frmo the Encyclopedia Magica (TSR's collection of all items magical that appeared in any publications for use in d&d, some of the info may be abridged to same time writing)(ones I'm planning to write up soon include blackrazor, crysomer (carsomyr), celestial fury, the equalizer, the answerer (aka fragarach), etc as requests are made.

Ring of Gaxx - The ring of gaxx is a nine sided blue gem mounted in a platinum base on a plain, 1/2 inch platinum band. Inside is written a string of letters-the only legible ord is "Gaxx."

While wondering among the mountains of storms, a luckless fighter named Krednel discovered some old buildings. Entering to take shelter, Krednel discovered the remains of a creature unlike anything he had ever seen before. Krednelnoticed an odd ring on one of the creature's fingers, and took it for his own.

Four days later, Krednel awoke to find that his skin had hardened into a natural armor. Panic stricken, he raced for a pool of water, where he was horrified at his reflection. There in the watery mirror was a creature with 8-inch horns and scaled skin. He frantically pulled off the ring and ran to visit an old dwarf friend, Lorak Ironhand, an expert on gems. Lorak could not identify the ring but offered to buy it from Krednel. Krednel snatched the money and disapeared. The ring of Gaxx is a good item for creating some unusual mysteries to solve. One possible adventure could unfold with a village seeking help in ridding itself of a fierce, hideous monster that is terrorizing the place, and at the same time solve the disappearance of the towns rare merchandise dealer.
Constant Powers: the wearer is immune to all forms of disease, both normal and magical.
Invoked powers: each of the nine sides of the gem has it's own power. The active side faces the finger tip and the entire ring is impossible to mark. The gem rotates clockwise one segment when one of the following occurs; it is put on, worn while sleeping, or the stone is turned. Once all nine powers have been discovered the wearer can use the powers with 90% accuracy the powers are: Fly; Wizard Eye; Detect traps and doors; conjure one elemental, djinn, efreet, or invisible stalker once per day; Power word stun once per day; User attacks anyone within 20 feet, the item destroys 50%-100% fo it's owners treasure to sustain it's own power; User Cannot be touched or touch any type of metal, it simply passes through him with no effect; finger of death with no saving throw twice per day.

Curse Once the ring is worn for more than 48 continuous hours, it begins to transform the wearer (over the next 96 hours) into a creatuer of unknown origin. A thick pair of horns grows 2 inches above the ears; the skin hardens into thick scales, providing a natural AC of 5, the eyes develope infravision (90') and daylight becomes painful (-2 penalty to attack rolls). The lower canines extend an inch beyond the lips, horn and bite attacks are possible, inflicting 1d4/1d4/1d6 points of damage.

To reverse an incomplete transformation, the ring must be removed for a number of hours equal to the number worn. However, once the change is complete it is permanent. The wearer now needs it to survive-without it death occurs in 72 hours.

Suggested means of destruction The ring must be taken by hand to the center of the sun; return it to the alien culture that crafted it; the creatures that created the ring must be found and the ring must be returned to them.

I will take any requests as I have time to do them.
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 08-29-2002, 11:40 PM   #2
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Staff of the Magi: original locatin, Dungeon masters guide

This potent staff contains many spell powers and functions. Some of it's powers drain charges and some don't.

The following powers don't use charges:
Detect magic, Enlarge, Hold Portal, Light, Protection From evil/good.

The following powers use one charge each:
Invisibility, Fireball, Knock, Lightning bolt, Pyrotechnics, Ice Storm, Web, Wall of Fire, Dispel Magic, Passwall.

The Following Powers drain two charges per use:
Whirlwind (identical to that caused by a Djinni), Conjure Elemental(one of each type per day, each with 16 hit die), Planar Travel, Telekinesis (200lbs maximum weight)

The Staff of the Magi adds a +2 bonus o all saving throws vs spell. it can be used to absorb wizard spell energy directed at it's wielder, but if the staff absorbs energy beyond it's charge limit, it will explode as if a 'retributive strike" had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if an absorption is desired that is the only action possible to the staff wielder that round. Note also that teh wielder has no idea how many spell levels are cast at him or her, for the staff does not impart that knowledge as a rod of cancellation does. Absorbing spells is risky but absorption is the only way this staff can be recharged.

Retributive Strike is a breaking of the staff, it must be done purposefully and declared by the wizard wielding it. When this is done, all levels of spell energy in the staff are released in a globe of 30 feet radius. All creatures within 10 feet of the broken staff suffer points of damage equal to 8 times the number of charges in the staff(1 to 25), those between 10 and 20 feettake 6 times, and those 20-30 feetdistant take 4 times the number of charges. A successful saving throw vs. spell indicates 1/2 damage is taken.

The wizard breaking the staff has a 50% chance of travelling to another plane of existence, but if not the explosive release of spell energy totally destroys the wizard. This staff and the Staff of Power are the only magical Items capable of making a retributive strike.
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 08-29-2002, 11:51 PM   #3
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
The Equalizer of Gran March: First appearance Greyhawk Adventures

Also known as the sword of neutrality, this silver long sword is a tool for the balancing powers of the universe. Its creator desired that it be used to equalize (or, more accurately, to terminate) the extremes of nature, shifting the universe closer to the true neutral alignment. Only a character of true neutral alignment can fully use this sword. In the hands of such a character the weapon is treated as a +3weapon when determining what can be hit by it, even though it's attack and damage bonuses are only +1. In the handsof a true neutral character, the sword recieves special combat modifiers according to the characters alignment.

opponents alignment - - - - - - attack/damage bonus
Lawful neutral/chaotic neutral - - - - - - +1/+2
neutral good/neutral evil - - - - -- - - - +2/+4
lawful good/evil/chaotic good/evil - - - - -+3/+6

each time an opponent of an extreme alignment is struck, the creature must make a saving throw versus spells or be disintegrated. Against true neutral opponents the sword recieves only the bonuses of a +1 longsword
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 08-31-2002, 02:53 PM   #4
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 46
Posts: 6,901
A very nifty thread!

Do you see anything about the Nether Scroll in that big pile of lore? It's mentioned in BG1 as well: If you Identify the Book that gets you into Chapter 6, it turns out to be "The History of the Nether Scrolls." Too bad it's in a language you can't read. And no, Edwin doesn't make a fuss over the book.
__________________
Volothamp's Comeuppance
Everything you ever needed to know about the entire Baldur's Gate series......except spoilers.
SixOfSpades is offline   Reply With Quote
Old 08-31-2002, 04:29 PM   #5
Mack_Attack
Osiris - Egyptian God of the Underworld
 

Join Date: May 22, 2001
Location: Sherwoodpark,Alberta,Canada
Age: 51
Posts: 2,929
Also if you have anything on Celestial fury. Would be great I rember reading a little bit about it but would like to see more.

Very cool thread like to read stuff like this.

P.S How are the teeth feeling.
__________________
Mack_Attack is offline   Reply With Quote
Old 09-01-2002, 11:18 AM   #6
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Quote:
Originally posted by SixOfSpades:
A very nifty thread!

Do you see anything about the Nether Scroll in that big pile of lore? It's mentioned in BG1 as well: If you Identify the Book that gets you into Chapter 6, it turns out to be "The History of the Nether Scrolls." Too bad it's in a language you can't read. And no, Edwin doesn't make a fuss over the book.
Not much is lsited on the Nether Regions... er Scrolls, but here's what I have

Nether Scrolls First appearance, Savage Frontier [encyclopedia Magica is not more specific, just listing the name of the propduct, and not world information, or setting]

GP Value: 7,500; XP Value: 2,500 [somehow I think a mage would gladly pay more for one of these scrolls, lol]

These magical scrolls were produced by wizards of the creator races. Later they became the magical foundation of Ancient Netheril, but disappeared long before Netheril fell. The entire collection is said to number 100 scrolls, inscribed in exotic runes on sheets of purest gold. Their true contents are unknown, but many are suspected to contain exotic spells more powerful than any known today, requiring components that no longer exist. The scrolls are an opportunity to introduce exotic new spells into a campaign.
[I wish there was more, I have been interested in them personally as well]

Quote:
Originally posted by Mack_Attack:
Also if you have anything on Celestial fury. Would be great I rember reading a little bit about it but would like to see more.

Very cool thread like to read stuff like this.

P.S How are the teeth feeling.
Teeth are ok, still feeling...fuzzy in the head, but otherwise ok.

Celestial Fury First appearance Dragon Magazine 181

GP Value: 30,000 XP Value: 3,000

Many years ago, fierce tempests and fire ignited by lightning ravished the province administered by daimyo Hoshi Katahiroi. The daimyo's advisors all respected shukenjas (Kara-Tur priests), soon divined that Nature was not to blame, but a powerful dragon of an unknown order. Some of the wise men suggested that the creature was an abomination; others believed it was born of Primal Chaos before Kara-Tur was formed. All the advisors agreed to name it Celestial Fury.

Yet daimyo Hoshi did not want to categorize the scourge of his province; he wanted to destroy it. He comissioned the famed Chiggatta (a reclusive artisan, master of mystic arts), to construct a weapon that might sunder the dragon's spirit as well as cleave its scaled body. Chigatta's labors resulted in the finest katana imaginable, dubbed Celestial Fury after the beast it was fashioned to destroy, and enchanted with the power of flight.

With this weapon, Hoshi sought his province's bane among the storm clouds. Shouts and roars resounded through the heavens for days, and forked fire lit up the nights. At long last, Hoshi destroyed the dragon's body and trapped it's spirit within his sword, merging the Celestial Furies and imposing order over chaos. To finalize his victory, Hoshi had Chigatta fashion a scabbard from the dragon's hide and embed its magic pearl in the hilt.

Yet the dragon had its revenge. Hoshi was skilled in battle but weak of will. Celestial Fury's spirit took control of Hoshi, forcing him to slay Chigatta and then slay himself. The katana subsequently disappeared (most likely, Hoshi's grieving family discarded the traitorous weapon) and has perhaps changed many hands in the years since.

Celestial Fury is a katana of excellent construction-a flexible but unbreakable blade of razor sharpness, a hilt covered with comfortable leather, and a huge pearl fixed at its end. The magical characters for celestial fury are inscribed on the blade, which glows pale violet and crackles with electricity when drawn (five foot radius illumination). The sword is sheathed in a scabbard of dragon hide, the slate-grey scales of which constantly flash with streaks of silver, blue, and violet.

Only Chaotic-good, chaotic-neutral, or chaotic-evil individuals may safely handle Celestial Fury; others receive an electrical shock for 9 points of damageeach round they touch it. On compatibly aligned characters, Celestial Fury bestows complete immunity to all forms of lightning-mundane and magical- and protects the user and all possessions from wetness due to fog or rainfall (even during a hurricane) but not immersion.

Each time Celestial Fury is drawn, thunder and lightning explode from teh scabbard, causing everyone within 10 feet to save vs. wands twice- once to prevent blindness for 1d4 rounds, the second time, deafness lasting 2d6 rounds. The weilder is immune to these effects, and characters who take suitable precations (those who do not look at the wielder or stop their ears with cotton) save at +5. Celestial Fury is a +3 magical weapon with the following additional powers:
Storm Gathering: Once drawn, Celestial Fury and its wielder are constantly surrounded by foul weather for a two mile radius, despite the environment's natural tendency. This power is has an effect similar to the 6th lvl shukenja spell control weather except that the weather only gets worse-precipitation moves toward cloudiness, winds become stronger, temperature is unaffected. This effect cannot be dispelled, though an anti-magic shell wil stop it.
Booming Thunder: Each and every successful strike on an opponent causes a deafening boom. While of lesser intensity than the sound resulting from Celestial Fury being drawn, the thunder is sufficiently violent to stun an opponent for one round unless he saves vs. spell.
Shocking Blow: Three times each day, the wielder may designate a given strike as a shocking blow before the attack die is rolled. A successful hit causes an additional 20 points of electrical damage. If the blow misses and the opponent wears metalic armor, a second attack roll against AC:10 is made; a hit signifies the opponent takes 10 points of damage from arcing electricity. Opponents in non-metallic armor must be struck for this power to work. Once called, the blow counts as one usage of shocking blow, whether or not it succeeds.
Lightning Strike: Once a day Celestial Fury may release a lightning bolt at a target within 240 yards, causing 10d6 points of damage.
Flight: This power operates for four hours per day, at movement rate 18, and manueverability class "B".
Celestial Fury is an sentient weapon (intelligence 12, ego 9) of Chaotic Neutral alignment. It communicates its desires through semi-empathy. Its thoughts revolve around causing foul weather and mindless exhibitions of power. It also seeks veangeance against the descendents of Daimyo Hoshi and Chigatta.
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 09-01-2002, 11:20 AM   #7
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Blackrazor: first appearance – white plume mountain

GP value: 200,000 XP Value: 20,000

Blackrazor, a chaotic neutral sword +3, has an intelligence of 17 and an ego of 16. its special purpose is to steal life essences. It is a black sword that shines like a piece of the night sky filled with stars, and it is sheathed in a black scabbard decorated with pieces of cut obsidian. On a killing stroke Blackrazor temporarily adds the number of levels of the dead foe to its bearer’s levels (in terms of fighting ability). The bearer also temporarily gains the full hit points of the victim. All subsequent damage to the swords wielder is removed from the added hit points first. The extra levels and hit points last a number of turns equal to the number oif levels received. The essences of all entites killed by Blackrazor are sucked out and devoured; those killed by the black sword cannot be raised.
For every three days the sword remains unfed its ego increases by one point, until it can compel its bearer to kill a human or humanoid being. Upon feeding its ego returns to 16.
The DM will note that Blackrazor is a negative energy entity that exists by absorbing positive life energy levels from those it kills. However, if it even strikes a creature of negative energy such as an undead (except for ghouls and ghasts) it will work in reverse, transferring one level and corresponding hit points from the wielder to the creature attacked. It will do this each time it strikes. Under these conditions, the wielder can actually die and have his or her essence sucked out by the sword. If the wielder survives, he will need a restoration spell or twice the usual number of levels received from positive kills to replace the lost levels. Those killed for replacement must be of the same race as the sword wielder. Blackrazor very well keep this little drawback a secret until the first time the sword bites into a wight or vampire. The DM must remember that Blackrazor exists solely to feel power and life-forces coursing through itself, and sometimes it may not be too picky about where the energy comes from.

In addition to the powers above, the sword has the following powers:
Speech and telepathy (common and whatever tongues the wielder knows, which it learns through telepathy)
Detects living creatures, 60’ radius
Haste spell (bearer only 10 round duration), once per day
Up to 100% magic resistance to charm and fear (exact % depends on the level of the opponent casting the spell; -5% per level the caster is higher than the sword wielder)
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 09-01-2002, 11:25 AM   #8
Morgeruat
Jack Burton
 

Join Date: October 16, 2001
Location: PA
Age: 43
Posts: 5,421
Crysomer: first appearance Doc’s Island

GP value: 20,000 XP value: 4,000

When used by a lawful good non-paladin, Crysomer will not reveal its true identity, but seems, by all tests, to be an unintelligent +2 long sword. If touched by a creature not of lawful alignment, or one not good it waits until it is used in combat, at which time it shocks the user for 3d8 points of electrical damage (no saving throw, no resistances apply unless it is of a divine origin). When wielded by a paladin, the sword bestows 50% magic resistance in a five foot radius(automatic unless commanded otherwise), on command it can dispel magic in a 5-foot radius, as if a wizard of the paladins level, it also does +10 damage against chaotic evil opponents (instead of +5, automatically)
Its other abilities and properties include an alignment of lawful good, (as a holy avenger) an intelligence of 17, and an ego of 38. It can detect evil within a 20 foot range on command, detect shifting rooms and walls with a 10-foot range on command, detect magic with a 10 foot range, and detect invisibility with a 20 foot range, read languages on command or voluntarily, has telepathy with user, regenerates 1 hp per turn (automatic), and can teleport with user once per day (DM rolls normally, as the 5th lvl wizard spell, but Crysomer adjusts the roll by 5%, and the initiative modifier for activation is +1-a maximum weight of 600lbs can be carried).

This sword can speak Common, Dwarf, Halfling, Fire Giant, Gold Dragon, and High Elf.

Crysomer’s special purpose is to defeat chaos. When used against a chaotic opponent, a successful attack forces the victim to save vs. spells (including wisdom adjustment) or be paralyzed for 1d4 rounds.

As soon as a paladin touches Crysomer, it informs the paladin of its name and abilities, in the order listed above, at the rate of one bit of information per round. This may be pertinent if the paladin needs to use certain abilities of the sword quickly (for example to teleport out from a lurker, or trapper). Remember that a characters ToPS(Total Personality Strength) is equal to intelligence +charisma +level. Note the ToPS for Crysomer is 55; it usually controls all but the most powerful paladins. However, its behavior and preferences are for the ideals of paladins. It is extremely lawful and good, and tolerates no nonsense from chaotics. If Crysomer assumes control, it relies on the user for wisdom and counts on its own intelligence. Where applicable, the user thereafter introduces him/herself by both names. In other words if a paladin named Athelsta was using Crysomer, she would introduce herself as “we are Athelsta Crysomer, paladin.”

Though often misinterpreted as the use of the royal or edictorial “we,” it is literally an introduction to the two life-forces merged into one being. Needless to say, Crysomer does not allow any other magical sword to be used by its paladin, regardless of the results of the comparison between personality strengths. It does not object to the use of other magical items, or weapons.

Crysomer uses the regeneration and teleport abilities as commanded or needed, but does not use the latter voluntarily unless the situation is desperate. It demands that it be decorated once per month. If not appeased, it withholds abilities until satisfied (unless the wielder promises to “feed” it as soon as possible). It only accepts emeralds, rubies, or diamonds as decorations, and a minimum of 5,000gp value per month. The gems currently on its hilt total 50,000gp in value.

Crysomer was forged in the distant past, and, as one of the great legendary swords, it leads young paladins on the road to fame and fortune. Once it has a paladin under its control, it does not needlessly endanger the character. However it does occasionally wear out the users if they are not up to the epic tasks it sets before them
__________________
"Any attempt to cheat, especially with my wife, who is a dirty, dirty, tramp, and I am just gonna snap." Knibb High Principal - Billy Madison
Morgeruat is offline   Reply With Quote
Old 09-01-2002, 11:28 AM   #9
Indemaijinj
Symbol of Cyric
 

Join Date: June 15, 2002
Location: Denmark
Age: 43
Posts: 1,163
This could be a cool mod, Make Celestial Fury and a talking sword.
__________________
The Bleak Caballero<br /><br />Proud and original member (and secret admirer) of the Pro-Mazzy movement.
Indemaijinj is offline   Reply With Quote
Old 09-01-2002, 11:55 AM   #10
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
Crysomer?

Imagery of a weeping sword comes to mind, a more emotional sword than the psychotic Lilarcor if you will.

Is that really how they spelt it, or is it a typo of Carsomyr?
Dundee Slaytern is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Custom made items Target Neverwinter Nights 1 & 2 Also SoU & HotU Forum 3 05-18-2004 08:53 AM
Made Up Kits and Possible Items Jerr Conner Baldurs Gate II: Shadows of Amn & Throne of Bhaal 16 03-29-2004 07:13 PM
Non-magic party made it to Nessie Loudhy Miscellaneous Games (RPG or not) 19 10-16-2003 08:15 AM
Some changes made -- and new items added! Ziroc General Conversation Archives (11/2000 - 01/2005) 25 05-02-2002 11:52 AM
Some items I made Gimmick Baldurs Gate II Archives 0 05-12-2001 01:03 PM


All times are GMT -4. The time now is 05:23 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved