Khilat Moonblade - Amorim: Difference between revisions

From House of Khilat
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# [http://www.lomion.de/cmm/elf.php Gold Elf] 8 Level Mage (421 DR)
# [http://www.lomion.de/cmm/elf.php Gold Elf] 8 Level Mage (421 DR)
# [http://www.lomion.de/cmm/nagadark.php Dark Naga] 6 HD (683 DR)
# [http://www.lomion.de/cmm/nagadark.php Dark Naga] 6 HD (683 DR)
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# [http://www.lomion.de/cmm/slaad.php Grey Slaad] 1HD (341 DR)
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Revision as of 03:28, 28 March 2015

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

Powers

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.

Only rest and time will allow inflicted wounds to heal, never by potion, spell, or other magical means short of a wish.

Energy Drain

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.

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. 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.

Up to nine opponents can be spiritually bound to the blade at any given tme. 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.

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.

Soul Stealing

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 soul 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 souls 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.

Trapped Souls

Souls trapped in the gem of Halel have a lingering existence that lasts 100 years per level or hit die. The gem slowly consumes the souls trapped within, both to seal the trap and to power any abilities that the trapped souls are commanded to perform. Every hundred years a creature has been trapped results in the loss of one level or hit die which has been permanently consumed by the gem. Up to nine souls can be trapped in the gem.

Only one creature in the gem can be contacted at a time. The easiest to contact is the creature who is currently the most dominant personality, typically the one with the most levels or hit dice, but certain locations or circumstances can cause another to become dominant. The most dominant personality can occasionally exert enough will to express an emotion or insight in an attempt to gain the wielder's attention, but it is easily ignored and has no force or power. Either the wielder or the sword itself can easily quell such calls for attention if they are bothersome, distracting or harmful. It takes one round to bring the full power and personality of the dominant creature forth for conversation or to perform magic. Other personalities trapped in the gem can be called forth by name, but contacting them takes effort such that the difference of levels or hit dice between the current dominant personality and the one to be contacted determines the number of rounds required to bring the lesser personality forward. Thus, if the dominant creature still has 12 hit dice versus the desired creature that ha only 5 levels, then contacting the second creature will require 7 rounds before that creatures powers or knowledge can be accessed.

Creatures contacted are bound to serve the wielder and must do as they are commanded. They must divulge any information they know, if it is asked of them. Depending on their personality, they attempt to hide information by not volunteering it when asked about other topics, but when asked directly about specific topics, they must answer truthfully with out misdirection. Their innate powers and any magic spells the trapped creatures had at the time they were slain can be used at will by the wielder. Such powers can only be used as often as the creature could use them when alive, but memorized spells are never lost, but are cast by the consumption of the creatures soul into magical energy.

The following creatures are currently trapped in the gem:

  1. Ogre Mage 5 HD (1276 DR)
  2. Ghast 2 HD (1154 DR)
  3. Gold Elf 8 Level Mage (421 DR)
  4. Dark Naga 6 HD (683 DR)
  5. Grey Slaad 1HD (341 DR)

Creatures trapped inside the sword can only be restored by wish spells or similarly powerful magic cast by at least a lesser deity or a circle of mages who's combined levels exceed 50. Once the gem has reduced the trapped creature to zero levels or hit dice the soul is consumed and can never be restored.

Interactions

Appearance

Rune

Feature

Rite