Teuvel'Khilat / Wounding: Difference between revisions

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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.
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.
=== Life 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 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.
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.


== Interactions ==
== Interactions ==

Revision as of 23:41, 11 March 2018

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. Animals 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.

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.

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 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.

Interactions

Appearance

Rune

Feature

Rite