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Immortal's Handbook continuation thread
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<blockquote data-quote="Anabstercorian" data-source="post: 698492" data-attributes="member: 2550"><p><strong>More weapon abilities!</strong></p><p></p><p><strong>Maiming</strong></p><p>All damage done by a Maiming weapon (not counting bonus damage from enchantments such as Flaming, but counting bonus damage from abilities such as Sneak Attack) is <u>permanent</u>. It can only be healed by a Heal spell or equivalent magic, and even such potent healing spells will only restore one hit point per caster level. Chronomantic spells that pull a target forward in time from before the wounds were inflicted will restore this damage entirely.</p><p></p><p><strong>Foreverblade</strong></p><p>On a critical hit, a weapon with this enchantment spawns a spectral copy of itself that follows the target and unerringly strikes him, once per round, for normal, non-critical damage, as though wielded by the person who inflicted the critical hit, until the spectral copy is dispelled or disjoined (effective caster level something something) or until the target dies.</p><p>A lesser version of this effect, Twinblade, spawns a spectral copy that strikes once, the following round, and then vanishes.</p><p></p><p><strong>Heartraper</strong></p><p>A Heartraping weapon causes bonus damage dice from sneak attack to deal maximum damage.</p><p></p><p><strong>Solar</strong></p><p>A Solar weapon glows brightly, continually shedding light as a Daylight spell. It can critically hit undead, and when it does it forces them to make a Fortitude save (DC 64) or be Helpless with writhing agony for 3d6 rounds.</p><p></p><p><strong>Dark Matter</strong></p><p>A Dark Matter weapon sucks in light, continually shedding blackness as a Deeper Darkness spell. It can critically hit any creature with a Constitution score, and upon a critical hit, the target must make a Fortitude save (DC 64) or receive 2d6 negative levels, fortitude save to remove DC 32.</p><p></p><p><strong>Snail-Spawning</strong></p><p>This weapon, when used by a wielder with both Great Cleave and Whirlwind Attack, may spawn an infinite number of snails per round. These snails are magically attracted to the blade, giving no chance of missing. In this way a wielder of a snail-spawning weapon can unleash an infinite number of attacks per round, and thus instantly annihilate the entire multiverse if he's willing to roll that many dice.</p><p></p><p><strong>Oneiromantic</strong></p><p>Anyone struck by this weapon instantly falls asleep for one round. No saving throw.</p></blockquote><p></p>
[QUOTE="Anabstercorian, post: 698492, member: 2550"] [b]More weapon abilities![/b] [b]Maiming[/b] All damage done by a Maiming weapon (not counting bonus damage from enchantments such as Flaming, but counting bonus damage from abilities such as Sneak Attack) is [u]permanent[/u]. It can only be healed by a Heal spell or equivalent magic, and even such potent healing spells will only restore one hit point per caster level. Chronomantic spells that pull a target forward in time from before the wounds were inflicted will restore this damage entirely. [b]Foreverblade[/b] On a critical hit, a weapon with this enchantment spawns a spectral copy of itself that follows the target and unerringly strikes him, once per round, for normal, non-critical damage, as though wielded by the person who inflicted the critical hit, until the spectral copy is dispelled or disjoined (effective caster level something something) or until the target dies. A lesser version of this effect, Twinblade, spawns a spectral copy that strikes once, the following round, and then vanishes. [b]Heartraper[/b] A Heartraping weapon causes bonus damage dice from sneak attack to deal maximum damage. [b]Solar[/b] A Solar weapon glows brightly, continually shedding light as a Daylight spell. It can critically hit undead, and when it does it forces them to make a Fortitude save (DC 64) or be Helpless with writhing agony for 3d6 rounds. [b]Dark Matter[/b] A Dark Matter weapon sucks in light, continually shedding blackness as a Deeper Darkness spell. It can critically hit any creature with a Constitution score, and upon a critical hit, the target must make a Fortitude save (DC 64) or receive 2d6 negative levels, fortitude save to remove DC 32. [b]Snail-Spawning[/b] This weapon, when used by a wielder with both Great Cleave and Whirlwind Attack, may spawn an infinite number of snails per round. These snails are magically attracted to the blade, giving no chance of missing. In this way a wielder of a snail-spawning weapon can unleash an infinite number of attacks per round, and thus instantly annihilate the entire multiverse if he's willing to roll that many dice. [b]Oneiromantic[/b] Anyone struck by this weapon instantly falls asleep for one round. No saving throw. [/QUOTE]
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