Teuvel'Khilat / Wounding: Difference between revisions

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Dates: -8,406 to - DR (years)
Dates: -8,406 to - DR (years)


=Powers=
= Powers =
==  Wounding ==
==  Wounding ==
Damage inflicted by the sword cannot be healed by regeneration. Each round thereafter, one additional hit point of damage is accrued for each wound inflicted by the sword; 1 additional point of damage per hit. A critical hit causes 3 points of damaged per round. The magic of the blade keeps wounds open and bleeding for 1 turn after the last successful hit, after which the loss of the extra points automatically stop. Applying bandages to the wounds will immediately stop the ongoing loss.
Wounds inflicted by the sword do not easily close or heal, completely negating supernatural or magical healing.  


Only rest and time will allow inflicted wounds to heal, never by potion, spell, or other magical means short of a ''wish''.
<blockquote >
=== Damage ===
Each round after a successful attack, one additional hit point of damage is accrued for each wound inflicted by the sword; 1 additional point of damage per hit. A critical hit causes 3 points of damaged per round. The magic of the blade keeps wounds open and bleeding for 1 turn after the last successful hit, after which the loss of the extra points automatically stop. Applying bandages to the wounds will immediately stop the ongoing loss.


=== Energy Drain ===
Damage inflicted by the sword cannot be healed by ''regeneration''Only rest and time will allow inflicted wounds to heal, never by potion, spell, or other magical means short of a ''wish''.
The sword can drain a level (1 hit die for monsters without levels) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20Animals and non-intelligent creatures are immune, but objects or creatures with spirits or souls are subject to this life loss.  


After the initial level drain, the sword forms a spiritual connection to the opponent which manifests as a glowing cord of energy between the sword and the opponent. When the life force of the opponent doesn't actually reside in the body, such as with liches, then the cord connects through the host then on to the real location of the soul, even across planar boundaries, if required. The color of the cord is determined by the character and alignment of the opponent. Each subsequent hit automatically draws another level into the blade. If the opponent has suffered a recent alignment change due to curse or magic, but the underlying nature remains good, then these life force drains can remove layers of evil until the good is exposed.  
=== Life Stealing ===
The sword can drain a level (1 hit die for monsters without levels) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. For multi classed opponents, only one class is affected, always the highest class, and the most specialized between classes of equal level. Animals and non-intelligent creatures are immune, but objects or creatures with spirits or souls are subject to this life loss. The power can be activated by touching an immobile opponent continuously for one round.  


Up to nine opponents can be spiritually bound to the blade at any given time. The connection fades 1 turn after the last successful attack against that opponent. Attacks against new opponents resulting in energy drain and bonding that exceed the 9 bond limit will automatically replace the oldest previously established bond.  
Levels drained from an opponent are transferred to the wielder, including hit points and class skills. Skills already possessed by the wielder, including spell casting and class based proficiencies, are increased by one level, while skills not previously known by the wielder a treated as if the wielder was first level of the drained class.


Opponents can break the spiritual bond to the sword by traveling to a different plane of existence. Certain spells may also be used to sever the cord that binds the opponent to the blade, but cutting the connection has a 50% chance of causing the soul of the opponent to be permanently absorbed into the sword.
Levels drained are cumulative, but begin fading after 7 rounds from the last level drained, decreasing one level per round.
</blockquote >
== Moonbow ==
When the sword has been [[Teuvel'Khilat / Defender |morphed]] into the form of a short bow or a long bow, Sehanine’s blessing and [[Draconic Moonfire]] allows the bow to be used as a ''Moonbow'' once per day. When the bowstring is drawn back a shimmering, silver arrow magically appears in the proper position. Up to two shafts from the bow can be fired per round at any target within range. Each shaft trails a stream of ''motes of moonlight'' following the path of flight, then fades into the luminous cloud when complete.  


Levels drained that do not result in the stealing of the opponents life force are added to the pool of levels held within the gem from Halel's Ring.
* Against a living creature, a moonshaft acts as a bolt of energy from the Positive Material Plane, inflicting 7d4 points of damage.  


=== Life Stealing ===
* Against undead creatures who draw their power from the Negative Material Plane and rare natives of that Inner Plane, a moonshaft inflicts 14d4 points of damage and bathes the target in silvery ''faerie fire'' for 1d4+1 rounds.  
When all levels or hit dice have been drained or the opponent has been slain after having at least one level drained, the sword has the power to draw the life force from the opponent. The sword will never steal the life force of a good creature, unless the action is necessary for the greater good that can only be accomplished by controlling the knowledge or power of the victim. The wielder may choose not to steal the life force of neutral opponents, but evil opponents are always subject to this permanent death. The victim is entitled to a saving throw vs. spell to avoid having his soul being trapped and consumed by the blade.


The real name, true nature, knowledge and abilities of creatures whose life forces are stolen instantly become available for easy access for 1 turn. Contact with the trapped life force requires full concentration, excluding any other strenuous activity. If multiple life forces are trapped within a short period, the highest level or hit die is dominant, but the others can easily be contacted by name.  
* Against undead creatures who draw their power from the Positive Material Plane (such as mummies) and rare natives of that Inner Plane, a moonshaft cures 7d4 points of damage per level, but otherwise has no effect.


Once a new life force is trapped within the gem, it will automatically occupy any open slots.  If all slots are already filled, the wielder has 1 turn to decide if the life should be converted to the pool of life levels or replace the weakest creature (lowest remaining levels) currently trapped within the gem. The wielder becomes aware of the name of the creature that will be replaced, but if the wielder is not already familiar with the creature in question, there may not be time to investigate the nature, knowledge or capabilities of the creature that will be lost. The levels of the creature replaced are added to the pool.
* If shot into a region of magical ''darkness'', the darkness is dispelled on contact, leaving the trail of ''motes of moonlight''.


== Interactions ==
== Interactions ==
<blockquote>
=== Teuvel'Khilat ===
* [[Teuvel'Khilat / Shadow| Shadow]] - On Life Stealing, streams of shed shadow wisps will surround and wrap the opponent as the life level is drained.
=== Teuvel'Kiira'Khilat ===
=== Avarphyn'Teuvel'Khilat ===
</blockquote>


= Appearance =
= Appearance =
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== Feature ==
== Feature ==


= Rite =
== Rite ==

Latest revision as of 03:26, 26 January 2026

Dates: -8,406 to - DR (years)

Powers

Wounding

Wounds inflicted by the sword do not easily close or heal, completely negating supernatural or magical healing.

Damage

Each round after a successful attack, one additional hit point of damage is accrued for each wound inflicted by the sword; 1 additional point of damage per hit. A critical hit causes 3 points of damaged per round. The magic of the blade keeps wounds open and bleeding for 1 turn after the last successful hit, after which the loss of the extra points automatically stop. Applying bandages to the wounds will immediately stop the ongoing loss.

Damage inflicted by the sword cannot be healed by regeneration. Only rest and time will allow inflicted wounds to heal, never by potion, spell, or other magical means short of a wish.

Life Stealing

The sword can drain a level (1 hit die for monsters without levels) and accompanying hit points and abilities when it strikes any opponent on a natural roll of 20. For multi classed opponents, only one class is affected, always the highest class, and the most specialized between classes of equal level. Animals and non-intelligent creatures are immune, but objects or creatures with spirits or souls are subject to this life loss. The power can be activated by touching an immobile opponent continuously for one round.

Levels drained from an opponent are transferred to the wielder, including hit points and class skills. Skills already possessed by the wielder, including spell casting and class based proficiencies, are increased by one level, while skills not previously known by the wielder a treated as if the wielder was first level of the drained class.

Levels drained are cumulative, but begin fading after 7 rounds from the last level drained, decreasing one level per round.

Moonbow

When the sword has been morphed into the form of a short bow or a long bow, Sehanine’s blessing and Draconic Moonfire allows the bow to be used as a Moonbow once per day. When the bowstring is drawn back a shimmering, silver arrow magically appears in the proper position. Up to two shafts from the bow can be fired per round at any target within range. Each shaft trails a stream of motes of moonlight following the path of flight, then fades into the luminous cloud when complete.

  • Against a living creature, a moonshaft acts as a bolt of energy from the Positive Material Plane, inflicting 7d4 points of damage.
  • Against undead creatures who draw their power from the Negative Material Plane and rare natives of that Inner Plane, a moonshaft inflicts 14d4 points of damage and bathes the target in silvery faerie fire for 1d4+1 rounds.
  • Against undead creatures who draw their power from the Positive Material Plane (such as mummies) and rare natives of that Inner Plane, a moonshaft cures 7d4 points of damage per level, but otherwise has no effect.
  • If shot into a region of magical darkness, the darkness is dispelled on contact, leaving the trail of motes of moonlight.

Interactions

Teuvel'Khilat

  • Shadow - On Life Stealing, streams of shed shadow wisps will surround and wrap the opponent as the life level is drained.

Teuvel'Kiira'Khilat

Avarphyn'Teuvel'Khilat

Appearance

Rune

Feature

Rite