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<blockquote data-quote="ElectricDragon" data-source="post: 7526772" data-attributes="member: 10778"><p><span style="font-size: 22px"><strong>V. Soul Weapon Ritual</strong></span></p><p>An integral part of becoming a soulless knight is creating a soul weapon in which the character stores his essence. As a rule, the only way to get rid of a soulless knight for sure is to destroy its soul weapon. Unless its soul weapon is destroyed, a soulless knight reappears at full hp and powers within 10 feet of the soul weapon, 1d10 days after its apparent death.</p><p></p><p>Each soulless knight must make its own soul weapon, which can be any sort of melee weapon that the soulless knight is proficient in both making and wielding. The character must make a masterwork weapon of the best possible materials. The character must recite the ritual on <em>Hallow's Eve</em>, kill the proper sacrifices, and use his own blood to cool the weapon and infuse it with his essence (all his blood, all his essence). The soul weapon requires a character level of at least 13th, costs 125,000 gp and 5,000 XP to create and has a caster level equal to the base creature's character level at the time of creation.</p><p></p><p><strong><span style="font-size: 18px">Soul Weapon Recipe</span></strong></p><p>The making of a soul weapon has three main parts: 1. Making the Cooling Liquid, 2. Making the Base Soul Weapon and Armor, and 3. Performing the Ritual</p><p></p><p><strong>Cooling Liquid Recipe</strong></p><p><em>The trunk of a disenchanter and the fat of a disenchanter’s hump,</em></p><p><em>The head and 2 pints of blood from a type of goblin called a “nilbog” </em></p><p><em>2 gils of giant squid ink (mixed with the nilbog blood to prevent coagulation),</em></p><p><em>The large central eye of a beholder,</em></p><p><strong>Mix with </strong></p><p><em>3 ounces of elemental water </em></p><p><em>and</em></p><p><em>10 gallons of aqua regia</em> [Craft (alchemy) DC 15/pint: Market Price: 1,000 gp/pint]</p><p><em>in a large cauldron.</em></p><p><em>Heat on a darkwood fire to a simmer. Allow to simmer for 12 hours until all pieces are fully dissolved.</em></p><p><em>Add more elemental water as needed</em> (it is safe to have several gallons available).</p><p><em>Remove from heat and pour into a tub; but keep it close to the forge. Dip Hag Eye into Tub.</em></p><p><em></em></p><p><em>Note:</em> The time for this next part of the ritual is not stated: the weapon and suit of armor take their normal construction time.</p><p></p><p><strong><span style="font-size: 18px">Crafting the Base Soul Weapon</span></strong></p><p><strong>Heat forge to max.</strong></p><p>The ritual master must craft weapon from the best materials available (adamantine) and cool in the mixture.<em> The ritual master must cut his left wrist to add his blood to the cooling liquid; binding his wrist afterward so that he may finish the ritual. </em></p><p></p><p>Wooden parts that must be affixed to the weapon must be made of darkwood.</p><p>Leather parts that must be incorporated into the weapon must be made of dragon hide.</p><p>The weapon gains a further natural +1 enhancement bonus to attacks (above the masterwork bonus for a total of non-magical +2) but has no apparent magical properties. This natural enhancement bonus does not stack with magical enhancement bonuses as usual.</p><p></p><p><strong><span style="font-size: 18px">Crafting the Armor</span></strong></p><p><strong>Heat forge to max.</strong></p><p>The ritual master must craft armor from the best materials available (adamantine) and cool it in the mixture.<em> The ritual master must cut his right wrist to add his blood to the cooling liquid; binding his wrist afterward so that he may finish the ritual.</em></p><p></p><p>Leather parts that must be incorporated into the armor must be made of dragon hide.</p><p>The armor gains a natural +1 enhancement bonus to AC but has no apparent magical properties.</p><p>The armor can be enchanted if wanted and able.</p><p></p><p>Commonly, the ritual master decorates the armor and weapon with intricate designs, engravings, and inset gems and jewels (raising its worth by as much as x10), increasing the time to finish the weapon and armor (which can also be magical) by as much as a year for the decorations alone.</p><p></p><p>Once these are prepared, the formal ritual can begin; awaiting only the holiday of the <em>Hollow Night</em>.</p><p></p><p></p><p><strong>REQUIREMENTS OF THE FORMAL RITUAL</strong></p><p><em>13 bound servants</em></p><p><em>A pentagram inscribed onto a solid surface large enough to encompass all 13 servants.</em></p><p><em>A chorus of 5 sycophants, followers, or fanatics surrounding the pentagram, one outside each point.</em></p><p><em>Both armor and weapon must be masterwork quality and must be styled to visibly show that they are above average in abilities. </em></p><p><em>5 iron braziers fueled with 1 ounce of sulfur and 1 ounce of brimstone (each), one brazier placed inside the pentagram at each point.</em></p><p><em>The tub of cooling liquid used in the crafting of the weapon and armor.</em></p><p><em>1 Hag Eye</em> (only used as a catalyst, dipped into the cooling liquid and unharmed, can one be rented?)</p><p></p><p><strong><span style="font-size: 18px">The Ritual:</span></strong></p><p>The ritual master must wear the personally-crafted armor and wield the personally-crafted weapon. The 13 servants of the ritual master must be sacrificed with the weapon just forged (cooling the weapon again after each kill because of the immense negative energies released with each death, the ritual master must open one of the previous cuts to his wrists to again add his blood to the cooling liquid each time) while the chorus chants the ritual words of supplication to Nethrancor, promising to spread evil and undeath in exchange for power; chanted in ancient Draconic. These negative energies suffuse the pentagram bouncing between each living and dead servant, the armor, and the weapon.</p><p></p><p>At the conclusion of the ritual, the pentagram focuses the power of undeath into an almost physical force that shoots a black ray out of the tub of liquid into the ritual master. This black energy resonates through both weapon and armor, killing the ritual master and transforming him into the ultimate betrayer of life, the soulless knight, forevermore bound to both armor and weapon.</p><p>The chorus is also transformed by the excess negative energy of the ritual master’s transformation into ritual zombies under the soulless knight’s control, to form its vanguard. The sacrificed servants are completely consumed by the immense negative energy present inside the pentagram.</p><p></p><p>Soul weapons can be nearly any kind of melee weapon, but most are swords or axes. A soul weapon gains +75 hp and +10 hardness above its normal hp and hardness after the ritual. Its break DC also increases by +10. It takes only half damage from fire and lightning, and quarter damage from cold. Material properties could possibly affect damage resistance of the weapon. Though enchanted anvils, altars, and tools could add their own properties if the DM approves; soul weapons are inherently magical and other magics can not normally enchant the weapon to add to or modify its abilities.</p><p></p><p><strong><span style="font-size: 18px">Soul weapons have 3 distinct properties no matter their form. </span></strong></p><p><strong>A. All soul weapons are:</strong> +3 magic weapons, +5 vs. magic-using or enchanted creatures</p><p></p><p><strong>B. Undead Squire (Sp):</strong> 1/day (at night only) as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to activate <em>power word undeath</em> with his character level used as his caster level exactly like the spell.</p><p></p><p><strong>C. Soul Draining (Su):</strong> At will, swift action, <strong>R</strong> 30 feet, one creature; <strong>Save:</strong> Fort neg. When the soulless knight has its soul weapon in hand, it can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the <em>Soul Draining</em> ability again or use its <em>Undead Squire</em> ability, but the weapon still functions as a +3 magic weapon, +5 vs. magic-using or enchanted creatures.</p><p></p><p>Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight or the target creature dies or a new day dawns, whichever occurs first. The save DC for this ability is 5 + 1/2 the soulless knight's level + the soulless knight's Charisma modifier. Successful saves negate the effect. If the target creature failed the save and subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn or the death of either the soulless knight or the victim or complete destruction of the soul weapon.]</p><p></p><p>Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a <em>true resurrection</em> or equivalent magic (<em>wish</em>, <em>miracle</em>, the <em>reality revision</em> psionic power, or deific power) to bring such a creature back from this grave.</p><p></p><p><strong>Healing and Extra Damage (Su):</strong></p><p>Unlike vampires, soulless knights do not crave blood, there is no thirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from <em>soul draining</em>. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack. The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered].</p><p></p><p>Any creature wielding the weapon, other than the soulless knight by whom the weapon was created, cannot activate the <em>Soul Draining</em> ability or the <em>Undead Squire</em> ability.</p><p></p><p></p><p>Prospective soulless knights must discover the ritual for making a soul weapon for themselves or trade to Nethrancor for the ritual, wherein the <em>Hollow Night</em> ritual is also required unless there is a local <em>Hollow Night</em> holiday, ongoing. Performing the ritual also creates the soulless knight.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7526772, member: 10778"] [SIZE=6][B]V. Soul Weapon Ritual[/B][/SIZE] An integral part of becoming a soulless knight is creating a soul weapon in which the character stores his essence. As a rule, the only way to get rid of a soulless knight for sure is to destroy its soul weapon. Unless its soul weapon is destroyed, a soulless knight reappears at full hp and powers within 10 feet of the soul weapon, 1d10 days after its apparent death. Each soulless knight must make its own soul weapon, which can be any sort of melee weapon that the soulless knight is proficient in both making and wielding. The character must make a masterwork weapon of the best possible materials. The character must recite the ritual on [I]Hallow's Eve[/I], kill the proper sacrifices, and use his own blood to cool the weapon and infuse it with his essence (all his blood, all his essence). The soul weapon requires a character level of at least 13th, costs 125,000 gp and 5,000 XP to create and has a caster level equal to the base creature's character level at the time of creation. [B][SIZE=5]Soul Weapon Recipe[/SIZE][/B] The making of a soul weapon has three main parts: 1. Making the Cooling Liquid, 2. Making the Base Soul Weapon and Armor, and 3. Performing the Ritual [B]Cooling Liquid Recipe[/B] [I]The trunk of a disenchanter and the fat of a disenchanter’s hump, The head and 2 pints of blood from a type of goblin called a “nilbog” 2 gils of giant squid ink (mixed with the nilbog blood to prevent coagulation), The large central eye of a beholder,[/I] [B]Mix with [/B] [I]3 ounces of elemental water and 10 gallons of aqua regia[/I] [Craft (alchemy) DC 15/pint: Market Price: 1,000 gp/pint] [I]in a large cauldron. Heat on a darkwood fire to a simmer. Allow to simmer for 12 hours until all pieces are fully dissolved. Add more elemental water as needed[/I] (it is safe to have several gallons available). [I]Remove from heat and pour into a tub; but keep it close to the forge. Dip Hag Eye into Tub. Note:[/I] The time for this next part of the ritual is not stated: the weapon and suit of armor take their normal construction time. [B][SIZE=5]Crafting the Base Soul Weapon[/SIZE] Heat forge to max.[/B] The ritual master must craft weapon from the best materials available (adamantine) and cool in the mixture.[I] The ritual master must cut his left wrist to add his blood to the cooling liquid; binding his wrist afterward so that he may finish the ritual. [/I] Wooden parts that must be affixed to the weapon must be made of darkwood. Leather parts that must be incorporated into the weapon must be made of dragon hide. The weapon gains a further natural +1 enhancement bonus to attacks (above the masterwork bonus for a total of non-magical +2) but has no apparent magical properties. This natural enhancement bonus does not stack with magical enhancement bonuses as usual. [B][SIZE=5]Crafting the Armor[/SIZE] Heat forge to max.[/B] The ritual master must craft armor from the best materials available (adamantine) and cool it in the mixture.[I] The ritual master must cut his right wrist to add his blood to the cooling liquid; binding his wrist afterward so that he may finish the ritual.[/I] Leather parts that must be incorporated into the armor must be made of dragon hide. The armor gains a natural +1 enhancement bonus to AC but has no apparent magical properties. The armor can be enchanted if wanted and able. Commonly, the ritual master decorates the armor and weapon with intricate designs, engravings, and inset gems and jewels (raising its worth by as much as x10), increasing the time to finish the weapon and armor (which can also be magical) by as much as a year for the decorations alone. Once these are prepared, the formal ritual can begin; awaiting only the holiday of the [I]Hollow Night[/I]. [B]REQUIREMENTS OF THE FORMAL RITUAL[/B] [I]13 bound servants A pentagram inscribed onto a solid surface large enough to encompass all 13 servants. A chorus of 5 sycophants, followers, or fanatics surrounding the pentagram, one outside each point. Both armor and weapon must be masterwork quality and must be styled to visibly show that they are above average in abilities. 5 iron braziers fueled with 1 ounce of sulfur and 1 ounce of brimstone (each), one brazier placed inside the pentagram at each point. The tub of cooling liquid used in the crafting of the weapon and armor. 1 Hag Eye[/I] (only used as a catalyst, dipped into the cooling liquid and unharmed, can one be rented?) [B][SIZE=5]The Ritual:[/SIZE][/B] The ritual master must wear the personally-crafted armor and wield the personally-crafted weapon. The 13 servants of the ritual master must be sacrificed with the weapon just forged (cooling the weapon again after each kill because of the immense negative energies released with each death, the ritual master must open one of the previous cuts to his wrists to again add his blood to the cooling liquid each time) while the chorus chants the ritual words of supplication to Nethrancor, promising to spread evil and undeath in exchange for power; chanted in ancient Draconic. These negative energies suffuse the pentagram bouncing between each living and dead servant, the armor, and the weapon. At the conclusion of the ritual, the pentagram focuses the power of undeath into an almost physical force that shoots a black ray out of the tub of liquid into the ritual master. This black energy resonates through both weapon and armor, killing the ritual master and transforming him into the ultimate betrayer of life, the soulless knight, forevermore bound to both armor and weapon. The chorus is also transformed by the excess negative energy of the ritual master’s transformation into ritual zombies under the soulless knight’s control, to form its vanguard. The sacrificed servants are completely consumed by the immense negative energy present inside the pentagram. Soul weapons can be nearly any kind of melee weapon, but most are swords or axes. A soul weapon gains +75 hp and +10 hardness above its normal hp and hardness after the ritual. Its break DC also increases by +10. It takes only half damage from fire and lightning, and quarter damage from cold. Material properties could possibly affect damage resistance of the weapon. Though enchanted anvils, altars, and tools could add their own properties if the DM approves; soul weapons are inherently magical and other magics can not normally enchant the weapon to add to or modify its abilities. [B][SIZE=5]Soul weapons have 3 distinct properties no matter their form. [/SIZE] A. All soul weapons are:[/B] +3 magic weapons, +5 vs. magic-using or enchanted creatures [B]B. Undead Squire (Sp):[/B] 1/day (at night only) as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to activate [I]power word undeath[/I] with his character level used as his caster level exactly like the spell. [B]C. Soul Draining (Su):[/B] At will, swift action, [B]R[/B] 30 feet, one creature; [B]Save:[/B] Fort neg. When the soulless knight has its soul weapon in hand, it can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the [I]Soul Draining[/I] ability again or use its [I]Undead Squire[/I] ability, but the weapon still functions as a +3 magic weapon, +5 vs. magic-using or enchanted creatures. Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight or the target creature dies or a new day dawns, whichever occurs first. The save DC for this ability is 5 + 1/2 the soulless knight's level + the soulless knight's Charisma modifier. Successful saves negate the effect. If the target creature failed the save and subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn or the death of either the soulless knight or the victim or complete destruction of the soul weapon.] Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a [I]true resurrection[/I] or equivalent magic ([I]wish[/I], [I]miracle[/I], the [I]reality revision[/I] psionic power, or deific power) to bring such a creature back from this grave. [B]Healing and Extra Damage (Su):[/B] Unlike vampires, soulless knights do not crave blood, there is no thirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from [I]soul draining[/I]. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack. The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered]. Any creature wielding the weapon, other than the soulless knight by whom the weapon was created, cannot activate the [I]Soul Draining[/I] ability or the [I]Undead Squire[/I] ability. Prospective soulless knights must discover the ritual for making a soul weapon for themselves or trade to Nethrancor for the ritual, wherein the [I]Hollow Night[/I] ritual is also required unless there is a local [I]Hollow Night[/I] holiday, ongoing. Performing the ritual also creates the soulless knight. [/QUOTE]
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