PDA

View Full Version : The Seven Perfect Weapons [Artifacts, comments encouraged!]



Morph Bark
2013-01-07, 09:47 AM
These artifacts are for the Ymaggion (http://www.giantitp.com/forums/showthread.php?t=251075) campaign setting and are opposed to the Six Weapons of Destruction (http://www.giantitp.com/forums/showthread.php?p=14486987#post14486987). Vague, fluffy descriptions are prettymuch all that is up for now, aside from the Oculus.



The Seven Perfect Weapons

The Seven Perfect Weapons were created in the Isle. When Kuro made the Sword of Destruction and then split it into six parts, creating the Six Weapons of Destruction, the denizens of the Isle created Lumiya as a counter against the Sword of Destruction, and the others of the Seven Perfect Weapons to counter the Six Weapons of Destruction.


Using the Knowledge (forbidden lore) (http://www.giantitp.com/forums/showthread.php?p=13670382) skill, someone can know bits of tales and the powers of these artifacts. (In other settings this can be replaced with arcana, history or the planes.)


{table=head]Knowledge check DC | Knowledge gained

30 | The names of the Seven Perfect Weapons.

35 | The italicized fluff text of each below, plus the fact that they were made to counterbalance the Six Weapons of Destruction at the Isle.

40 | The powers and general history of all the Seven Perfect Weapons, except for the Ciphers beyond the first for Lumiya.

45 | The character knows everything about the Seven Perfect Weapons and likely has connections to previous wielders or their creators.[/table]


Lumiya
The Weapon of Souls. A thing of terrible power, it has no physical form and requires a wielder to be its host to grant it one. It possesses countless abilities that turn its wielder from the lowliest of creatures into something rivalling the power of the gods.

Powers
Lumiya's power is locked behind seven Ciphers, which each must be unlocked before their power can be accessed. They can typically only be unlocked in specific life-or-death situations. If no Ciphers have been unlocked yet by a host, they only receive fast healing 1 from Lumiya. If a host unlocks the higher Ciphers, they still recieve the bonuses and abilities of the previous ones, overlapping. Only true death can remove Lumiya from its host, causing it to return to the Isle and wait there to be implanted into a new host.

First Cipher
The wielder recieves the following bonuses:
+4 enhancement bonus to Strength and Dexterity.
+10 ft enhancement bonus to base land speed.
All jumps count as running jumps.
+2 natural armor bonus.
Proficiency with all simple and martial weapons.
+4 bonus to Concentration checks to cast in melee.
Low-light vision and darkvision out to 60 ft.
Immunity to fatigue and exhaustion.
The wielder becomes able to cast spells like a 1st-level sorcerer.
If the wielder is a martial adept, they gain one extra maneuver known.

Second Cipher
The wielder recieves the following bonuses:
+6 enhancement bonus to Strength and Dexterity.
+20 ft enhancement bonus to base land speed.
+3 natural armor bonus.
Proficiency with all exotic weapons.
Critical Analysis: Allows the wielder to analyze his opponents for weak spots, increasing the threat range of all their weapons by 1.
The wielder becomes able to cast spells like a 3rd-level sorcerer.
If the wielder is a martial adept, they gain one extra maneuver readied.

Third Cipher
The wielder recieves the following bonuses:
+8 enhancement bonus to Strength and Dexterity.
+30 ft enhancement bonus to base land speed.
+4 natural armor bonus.
Automatically succeed all Concentration checks to cast in melee.
The wielder becomes able to cast spells like a 5th-level sorcerer with access to all spells (non sor/wiz spells count as one level higher).
If the wielder is a martial adept, they gain one extra stance known.

Fourth Cipher
The wielder recieves the following bonuses:
+10 enhancement bonus to Strength and Dexterity.
+40 ft enhancement bonus to base land speed.
+5 natural armor bonus.
The wielder becomes able to cast spells like a 7th-level sorcerer with access to all spells (non sor/wiz spells count as one level higher).
If the wielder is a martial adept, they gain access to two more disciplines.

Fifth Cipher
The wielder recieves the following bonuses:
+12 enhancement bonus to Strength and Dexterity.
+50 ft enhancement bonus to base land speed.
+6 natural armor bonus.
Critical Analysis: Allows the wielder to analyze his opponents for weak spots, increasing the threat range of all their weapons by 2.
The wielder becomes able to cast spells like a 9th-level sorcerer with access to all spells (non sor/wiz spells count as one level higher).
If the wielder is a martial adept, they gain access to all disciplines.

Sixth Cipher
The wielder recieves the following bonuses:
+14 enhancement bonus to Strength and Dexterity.
+60 ft enhancement bonus to base land speed.
+7 natural armor bonus.
The wielder becomes able to cast spells like an 11th-level sorcerer with access to all spells (non sor/wiz spells count as one level higher).
Fast healing 5.

Seventh Cipher
The wielder recieves the following bonuses:
+16 enhancement bonus to Strength and Dexterity.
+70 ft enhancement bonus to base land speed.
+8 natural armor bonus.
The wielder becomes able to cast spells like a 13th-level sorcerer with access to all spells (non sor/wiz spells count as one level higher).
Manifests wings of light, allowing flight at twice base land speed at perfect maneuverability. Like all wings, these also grant a +10 bonus to Jump checks.
Manifests armor of light around the wielder, making the area around them shine as if a daylight spell were centered on the user, and granting them a +15 armor bonus.



Kasra
Kasra is a dark copy of Lumiya, made by Ziatoch for his most trusted commander, the Dark Lord Daemonus. It was rended from his soul and claimed by Kalmar Uverth, until his final defeat at the hands of the wielder of Lumiya.

Powers
Kasra requires its wielder to be Evil at the time of implantation. The wielder receives the following bonuses, without needing to unlock any Ciphers:
+12 enhancement bonus to Strength and Dexterity.
+50 ft enhancement bonus to base land speed.
+6 natural armor bonus.
Low-light vision and darkvision out to 60 ft.
Immunity to fatigue and exhaustion.
Proficiency with all weapons.
Critical Force: Allows the wielder to analyze his opponents for weak spots, increasing the critical multiplier of all their weapons by 2.
If the wielder is a martial adept, they gain access to two more disciplines.
The wielder becomes able to cast spells like a 13th-level duskblade and gains the Arcane Channeling class feature for single and full attacks.


The Lance of Hades
The Spear of Destiny. Despite its origins as a weapon allegedly created by Elgehim itself, the Lance of Hades is a cursed weapon. It is sentient, with a will of its own. The Lance has an insatiable appetite for blood, especially that of deities. This bloodlust can bleed over into the wielder, turning them into a savage berserker. The Lance of Hades will pierce any defense, whether physical, psychic, or magical, even if the barrier was created by a deity.

The Lance of Hades, also known as the Spear of Destiny, the Lance of Ziatoch or the Lance of Longinus, is one of the Seven Perfect Weapons, created at the Isle. This weapon is the counterpart to the Sickle of Death. It was placed on Earth, where it became a key element in the battle between Hades and I-Asu, in which Hades slew I-Asu with the spear and let it feast on the blood of the young deity as he cursed it and its abomination of father. Afterwards, he took the Lance with him to Hell and eventually ended up using it to slay his own father, driving it through his chest and sending him down through the last layers of the Abyssal Maw and into the Void beyond, destroying his truename and turning his husk of a soul into a vestige of its former self.

Soon after, the Lance was recovered from the planar depths by an agent of the Isle and brought back to it. However, shortly after its arrival the Isle was attacked by Ziatoch, and in the commotion, the weapon was cursed by the Destroyer of Worlds. The weapon was lost, and found by a sacred brotherhood of monks who, under the guidance of an Artisan who recognized the dark weapon, sealed it within a large statue of a Roman soldier holding a spear, and guarded it for many long years. However, when Ziatoch arrived on Earth, He quickly detected the weapon and sent his most powerful general, Daemonus, to retrieve the weapon. Daemonus destroyed the entire brotherhood and uncovered the weapon, and quickly returned it to Ziatoch, much to Donovan’s chagrin. The Lance became Ziatoch’s personal weapon during the Third End of the World.

Powers
The Lance of Hades is a +5 ghost touch keen spear with a range increment of 240 ft. All attacks with it are resolved as touch attacks. Force effects it strikes are instantly dispelled. Against deities, its critical multiplier is increased by its target's Divine Rank. Targets with a Divine Rank that are immune to critical hits become vulnerable to critical hits from the Lance of Hades, but its critical multiplier is lowered by 2.

Furthermore, due to the whisperings of the Lance, the user is effectively protected by a constant mind blank spell while wielding it. While in the presence of deities or their divine servants, the wielder of the Lance must make a Will save (DC 28) every encounter or be forced by the Lance's ego to attack one of them until it has feasted on its blood.



The Sealed Lance
After the events of the Third End of the World, the corrupted Lance of Hades had its power and curse sealed and taken from the world. While most of its power is unusable now, the weapon is still quite potent. As a result, this weapon was given to Gahm Iyamamon for use in preventing a possible Fourth End of the World. Presumably, it is still in his possession.

Powers
The Lance of Hades is a +3 ghost touch keen spear with a range increment of 240 ft. All attacks with it are resolved as touch attacks. Force effects it strikes are instantly dispelled.

Furthermore, due to its sealing, the wielder is protected from the curse of the Lance, but also from any other curses that could affect them. They are immune to bestow curse, greater bestow curse and compulsions.


The Chronoscepter
The Staff of Dimensional Carnage. The Chronoscepter has the unique ability to create a micro-tear in the fabric of space and time. Because of such unstable disruptions in the continuum, matter and anti-matter are sucked in together from other dimensions and time periods, causing annihilation on a massive scale. Anyone close to the explosion created by this is almost assuredly killed, and anyone who is struck directly by the beam that creates the micro-tear is killed, as the tear is created within their body, thus causing the annihilation from within.

The Chronoscepter has the appearance of a seven-foot-long metallic staff. Its shaft is steel-gray in color, and at its top is a large, slender blue crystal, rounded at the end. Surrounding this are three blade-like attachments in a triangular formation, each curving forward like a claw. The Chronoscepter extends to its full length when being charged to fire and it folds in on itself when stored, decreasing its length by two feet.

The Chronoscepter, also known as the Staff of Dimensional Carnage, is one of the Seven Perfect Weapons, created at the Isle. This weapon is the counterpart to the Sword of Time. The weapon was placed on Earth, where it was found by a great warrior who used it to stop many evils as he protected his family and his people. However, during a time of peace during his elder years, he grew worried at the unstoppable might and the destruction the Chronoscepter could cause, and to prevent evil from taking hold of this weapon, he dismantled it into eight pieces, and scattered them across the world. These pieces would travel the miles and the years, waiting for the time where it would be rebuilt and used once more. Eventually, one of these pieces found itself in the collection of the Dark Goddess of the ice dragons, Sheena, during the events of the Third End of the World. However, she did not recognize the true worth of this item, and during an assault from her most fearsome enemy, the Dragon Tribes led by Bahamut, the piece was taken from Sheena’s treasury and given to Bahamut.

Powers
The wielder of the Chronoscepter is granted the ability to always act as if having rolled a 12 on all their Concentration checks. If they can cast spells, they may add the celerity line of spells to their list of spells known, as well as haste, slow and timestop. If they are prepared casters, they may cast these spells spontaneously instead. The staff also has three charges that the wielder may use to cast any of these spells as a spell-like ability, as long as their character level is at least equal to double the spell's level. If the owner is a martial adept, they gain access to the Diamond Mind discipline after one week and may automatically add one maneuver of that discipline to their maneuvers known, as if they had taken the Martial Study feat.

Furthermore, the wielder may make use of the Chronoscepter's most dangerous ability: its power to fire an azure beam of energy that, upon impact with a creature or an object, creates an extremely unstable micro-tear in the fabric of the space and time. This requires a 1-round action to use and has a range of Medium (100 ft + 10/level of the wielder). The wielder makes a ranged touch attack against their target, and if it hits, the target is instantly slain (or destroyed, in case of an object; Fort DC 33 negates). Even if they make the save, the target takes 40d6 points of damage, half of which is fire damage. All creatures within 30 ft must make Fort saves (DC 23) or be stunned. All creatures within 60 ft take 20d6 points of damage, half of which is fire damage. Half this damage can be avoided by succeeding on a Ref save (DC 23), but creatures within 30 ft do not get this save. This power cannot be used again immediately afterwards.


Shadowsbane
The Sword of Perfect Light. This weapon cannot be wielded by a being of darkness, and a dark being who touches the weapon will be seared to the bone. Its blade seems to eat at the shadows, and can light the way for a person, both literally and philosophically. It allows the wielder absolute control over light magic. The wielder of Shadowsbane can create a calm in a person, enveloping them with a gentle warmth and fill them with serenity. It is the sister sword of Kinslayer, and strange things can happen if it is used against its "sister."

Shadowsbane has the appearance of an elegant longsword of medieval design. Its blade is made of a translucent ivory-colored crystal, with silver-colored runes running down its length. It has a crossguard made of a white-gold metal, shaped in the design of outstretched angel wings. The hilt is wrapped in white leather, and the pommel at the end is a yellow diamond. Its blade seems to eat at the darkness, preventing shadows from getting too close.

Shadowsbane, also known as the Sword of Perfect Light, is one of the Seven Perfect Weapons, created at the Isle. This weapon is the counterpart to the Bow of Emotions. This weapon was hidden on Earth, kept in a shrine dedicated to the light. This weapon was found out by great warriors who valued the light. Shadowsbane became lost over the years, only to be found once more during the final battles against the Seven Beasts of the Dark Apocalypse, Azaleas, and Ziatoch. It was guarded by an undead warrior, who would judge those worthy of wielding it. This undead guardian was eventually bested in combat, and Shadowsbane was used during the final days of the Third End of the World.

Powers
Shadowsbane is a +5 longsword that constantly sheds light like a torch, creating an area of bright illumination 20 ft around it and shadowy illumination 20 ft beyond that. It automatically Heightens any spells with the [Light] descriptor cast by its wielder to 9th level, as well as increasing any damage dice of spells with the [Light] descriptor by one size. Furthermore, as a standard action, the wielder can make Shadowsbane shine brighter to mimic a daylight spell as a supernatural effect equivalent to a 9th-level spell that has the same effects as real daylight. This shine only remains for 2 rounds afterwards.

The sword brings about a serene calm in its wielder, causing them to be unaffected by emotions and making them immune to fear and charm effects, as well as any spells or effects that would inflict emotions upon them. The wielder can also use this effect on others within 60 ft as a standard action (Will DC 23 negates) and the effect lasts for as long as they concentrate on the effect and for 5 rounds afterwards.

This sword acts as a guide. Should the wielder have a goal, Shadowsbane will attempt to guide them along their path. It will also lead them to spiritual enlightenment, allowing them to see through illusions and unlock their full potential, granting them a +4 bonus on saves against Illusion spells and effects and a +4 bonus on Sense Motive checks.


Kinslayer
The Sword of Perfect Darkness. This weapon cannot be wielded by a being of light, and a light being who touches the weapon will be poisoned to the soul. Its blade seems to stay the light, and its darkness will fuel one's ambition and desire. It allows the wielder absolute control over dark magic. The wielder of Kinslayer can create a blinding rage and hatred in a person, fueling their anger to immense heights. It is the sister sword of Shadowsbane, and strange things can happen if it is used against its "sister."

Kinslayer has the appearance of an flame-bladed longsword of medieval design. Its blade is made of a dead black metal, with gold-colored runes running down its length. It has a crossguard made of a dark gray metal, shaped in the design of outstretched demon wings. The hilt is wrapped in black leather, and the pommel at the end is a purple diamond. Its blade seems to stay the light, preventing it from being completely illuminated.

Kinslayer, also known as the Sword of Perfect Darkness, is one of the Seven Perfect Weapons, created at the Isle. This weapon is the counterpart to the Staff of Fear. This weapon was hidden on Earth, kept in a shrine dedicated to the dark. This weapon was found out by great warriors who valued the darkness. Kinslayer became lost over the years, only to be found once more during the final battles against the Seven Beasts of the Dark Apocalypse, Azaleas, and Ziatoch. It was guarded by a great and terrible beast hiding in the mountains, which was slain by Kalmar Uverth and Blazen, but the weapon was taken by one of Ziatoch’s minions, the dark warrior Ratayu Keran. Its dark power served him until his death, and afterwards it became the personal weapon of Kalmar Uverth.

Powers
Kinslayer is a +5 longsword that stays the light, granting its wielder concealment. It automatically Heightens any spells with the [Darkness] descriptor cast by its wielder to 9th level and causes enemies within the area of such spells at the time of their casting to take 2d6 points of negative energy damage.

While wielding Kinslayer, the wielder cannot be set on fire, as the sword's power automatically snuffs any flame or light that comes within 5 ft of it while unsheathed. In fact, if the wielder attempts to light a fire or any other kind of light source, the sword will attempt to turn against them, causing a contest of personality (Will DC 28 to win). If the wielder loses, the sword forces them to strike themselves with it.

The wielder of this weapon becomes immune to fear, as Kinslayer draws about the latent ambition and desires of the wielder, driving them to succeed and accomplish without any distractions. The wielder also grants a +4 bonus to Will saves against fear to any allies within 10 ft. The wielder can also use rage (http://www.d20srd.org/srd/spells/rage.htm) (Will DC 17 negates) as a spell-like ability at will to bring about rage in his targets and awaken their inner darkness to fury.

This sword acts as a guide. Should the wielder be lost in their goal, Kinslayer will attempt to show them their ambitions and desires, thus setting them on their path. It will also show them their inner turmoils, offering them the chance to overcome their fears to attain ultimate power.


The Hallow Arm
The Hand of Chaos. This weapon grants the power to turn its wielder into a veritable army with power over the elements, drawn from the very forces that created the world at the beginning of time.

The Hallow Arm looks like a large, silver gauntlet, thick in size and great in length. The gauntlet extends up to the elbow, and the fingers are shaped like claws. On the back of the hand, a large, oval emerald is place, and runes are engraved along its sides. However, the Hallow Arm will change its appearance in subtle ways to suit that of the wielder, becoming sleek or thick, shiny or dull, sharp or smooth.

The Hallow Arm, also known as the Hand of Chaos, is one of the Seven Perfect Weapons, created at the Isle. This weapon is the counterpart to the Axe of Ailments. This weapon was hidden on Earth, where is came into the possession of a powerful being who would be later locked away in Tartarus. When the first Mirror-Me, the being known as Meta, unleashed the prisoners of Tartarus, an unknown force placed the Hallow Arm in her possession.

Powers
The Hallow Arm grants its wearer immunity to disease, poison, energy drain, ability drain and ability damage. They can summon elementals that look roughly like themselves in appearance, as if they had received the Primal Vicar template, as a standard action once per round. They may normally summon only one of each kind at any one time. However, they can try to exceed this limit by forcing a battle of wills with the artifact (1-round action to make a Diplomacy check DC 70 or Intimidate check DC 50, followed by a Will save, DC 44). Success means they are allowed to exceed the normal limits for one day, after which this ability stops functioning for a year and a day. Failure means the wielder cannot retry for one week.

The Primal Vicars summoned with this ability do not have hit points as normal. Instead, the wielder's hit points increase by 4 per HD of all Primal Vicars summoned and the Primal Vicars share the same hit point pool as the wielder of the Hallow Arm. If they would take damage, the total is instead subtracted from the wielder of the Hallow Arm for every Primal Vicar that suffers damage.


The Oculus
The Eye of the Universe. It has the unique ability to absorb magical energy used against it, no matter how strong, and reflect it back at a hundredfold in power.

The Oculus looks like a round disk, with three triangles with symbols etched into their centers, set into a pattern of a larger triangle, which in turn is surrounded by a wavy pattern that goes along the edge of the Oculus. Each triangle has a different symbol inside of it, and the center has the symbol of a glaring eye.

Powers
This weapon can be attached to the front of a shield. If an enemy misses with a spell or spell-like ability aimed at the wielder of the Oculus, she can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to an Intensified version of the spell or ability.

If a melee attack fails to hit the wielder, the attacker is subject to a gaze attack from the Oculus. The attacker must make a Will save (DC 23) or be staggered for one round. Any attacker can only be subject to this once per round.

Furthermore, the shield bonus of the shield the Oculus is attached to is doubled and the wielder also gain Shield Ward as a bonus feat.

Lord_Gareth
2013-01-07, 09:50 AM
The Lance of Longinus
The Spear of Destiny. Despite its origins as a weapon allegedly created by Elgehim itself, the Lance of Longinus is a cursed weapon. It is sentient, with a will of its own. The Lance has an insatiable appetite for blood, especially that of deities. This bloodlust can bleed over into the wielder, turning them into a savage berserker. The Lance of Longinus will pierce any defense, whether physical, psychic, or magical, even if the barrier was created by a deity.

....Really? Seriously, you went there? I mean, BoVD and BoED were bad enough with the shockingly lazy pillaging of one-and-only-one specific religion, but c'mon Morph, I know you've got a better name in you than that.

Morph Bark
2013-01-07, 10:34 AM
Most of these were originally made by someone else (the Hallow Arm and a different version of the Lance being mine) for the world of Ymaggion, but not in D&D format, which is what I'm doing now.

Other than the name, there isn't really anything specifically that-religious about it, is there? (Taking into account what is and isn't a deity.)

The name could perhaps just as easily be changed to the Lance of Hades or Ziatoch (or Gahm), its more prominent wielders in its in-universe history. Longinus is just so recognizable. (And actually, in-verse, Longinus is the name of a statue that held it rather than a soldier who wielded it.)

Lord_Gareth
2013-01-07, 10:44 AM
Most of these were originally made by someone else (the Hallow Arm and a different version of the Lance being mine) for the world of Ymaggion, but not in D&D format, which is what I'm doing now.

Other than the name, there isn't really anything specifically that-religious about it, is there? (Taking into account what is and isn't a deity.)

The name could perhaps just as easily be changed to the Lance of Hades or Ziatoch (or Gahm), its more prominent wielders in its in-universe history. Longinus is just so recognizable. (And actually, in-verse, Longinus is the name of a statue that held it rather than a soldier who wielded it.)

It's considered one of the most major occult relics of the real world. They founded an entire vampire religion around the Lance in Vampire: the Reckoning, and archaeologists throw away their careers and their LIVES seeking it. Yes, it's sort of a big deal and it's only that big a deal to ONE religion.

Morph Bark
2013-01-07, 11:08 AM
Huh, was not aware of that. And I've seen a good few documentaries on it.

Hmmm... well, considering its origins and first wielder, Lance of Hades is more fitting. Also, to add, I was thinking of including weapons from other mythologies as well, though they weren't quite on the same level (except for a handful of Celtic ones, maybe).

And before you ask, while he may be called Hades, the royal family of Hell in my setting has many members named after gods of death, evil, punishment and so on, while still taking parts of their original forms and having allusions to other things common in myth. For instance, Hades used the Lance to slay the eldest son of an enemy god, Elgehim, causing Elgehim to no longer attempt to have any children, then later on Hades used it to kill his own father in an attempt to take the throne of Hell, causing said father to fall through the last layer of the Abyssal Maw into the Void and become a vestige.

And that's just the first of its two-three major wielders. Long story short, out of the Seven here, it's probably the one with the most in-verse background material.

Morph Bark
2013-01-08, 06:32 AM
Updated the Lance with lore and powers.

Proud Tortoise
2013-01-08, 09:21 AM
The Chronoscepter
The Staff of Dimensional Carnage. The Chronoscepter has the unique ability to create a micro-tear in the fabric of space in time. Because of such unstable disruptions in the continuum, energy is sucked in and matter and anti-matter is created, causing annihilation on a massive scale. Anyone close to the explosion created by this is almost assuredly killed, and anyone who is struck directly by the beam that creates the micro-tear is killed, as the tear is created within their body, thus causing the annihilation from within.


...Energy is sucked in creating matter and antimatter? Do you know what happens when matter meets antimatter? They are each converted into their component energy. The reason they create massive devastation is described by the equation E=mc^2. But essentially what this does is draws in energy to create matter and antimatter and then instantly convert it back to energy. You see that the energy could simply be sucked in and released with the same effect.
And although it's a cool name it would probably be better suited to an artifact that has powers related to time, no? Not really important though.

Morph Bark
2013-01-08, 09:46 AM
Some of the descriptions are five years old and are in sore need of updating (as with "space in time" there, that's obviously wrong too). I now know that when matter and antimatter meet they are annihilated and a lot of energy is released (hence that formula). Suggestions for how to best update the wording to be more correct are welcome.

I do have some time power ideas for it, but the one described in the fluff text is it's biggest thing and main offense.

Proud Tortoise
2013-01-08, 09:59 AM
It sort of depends on the prehistory of the specific universe, but if the universe at one time contained a lot of antimatter, it could open a rift in time and draw antimatter through to create an explosion. Or something along those lines.

Speaking of chronoscepters, fun fact: When the titan Cronos is depicted as controlling time, that's because he's being confused with Chronus, the personification of time. They were two different beings. This really has nothing to do with the actual artifact though, does it.

Morph Bark
2013-01-08, 11:11 AM
Yeah, I always thought that was weird. They're clearly two different entities, although I do think that because of this confusion is how the whole idea of "Father Time" got started. (Since Cronus is the father of Jupiter/Zeus, and Classical mythology inspired a lot of the stuff in Medieval and later tales. That and his mother being Gaia, "Mother Nature", basically.)

At any rate, the rest of the Chronoscepter has been put up now. Originally I had the micro-tear ray be an assured instant kill, but decided to give the victim a small chance of survival.

Morph Bark
2013-01-08, 05:41 PM
Updated with Shadowsbane, Kinslayer and the Hallow Arm.

Morph Bark
2013-01-09, 07:12 AM
Aaand finalized them all and including something on Knowledge checks to get some info about them as PCs. Done!