Khilat Moonblade - Amorim

From House of Khilat

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's 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.

Interactions

Appearance

Rune

Feature

Rite