Lance of the Wolfen-Khan: Difference between revisions

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A forgotten relic, a lance forged from star-iron using the secrets of the [[Naga]] to create a god-killing weapon of immense power. It was used by the last [[Wolfen-Khan]] to kill the demi-god [[Hadrian]], known as the Ubrekt, and by doing so, assumed his thirst for violence and conquest. It was later split into seven pieces by the Circle of Druids, allowing them to break the Wolfen-Khan's power and end her indiscriminate war-making against the [[Ubrekti Empire]].
A forgotten relic, a lance forged from star-iron using the secrets of the [[Naga]] to create a god-killing weapon of immense power. It was used by the last [[Wolfen-Khan]] to kill the demi-god [[Hadrian]], known as the Ubrekt, and by doing so, assumed his thirst for violence and conquest. It was later split into seven pieces by the Circle of Druids, allowing them to break the Wolfen-Khan's power and end her indiscriminate war-making against the [[Ubrekti Empire]].
One of the pieces is the burden of [[Bobwhite Rindherder]], whose assumption of it has given him the title of Herald of the Lance of the Wolfen-Khan. It takes the form of a preternaturally sharp [[Good Luck|wand]].
Another has become the burden of [[Beldon Rindherder]] after Bobwhite relinquished his (under duress). It takes the form of an 18-inch wand that can cast ''bless'', with five charges, gaining 1d4+1 charges at sunrise.


''Identify'' reveals the following properties:
''Identify'' reveals the following properties:


==Individual powers==
==Individual powers==
Counting from the pointy end. Every piece can upcast up to three charges/turn. The individual powers are available as part of the combined items, with the new charge/turn and total charges limits.
Counting starts from the pointy end. Individually, every piece acts like a wand with a particular spell. The individual powers are available as part of the combined items, with the new charge/turn and total charges limits.


===First Piece (also known as the wand ''[[Good Luck]]'')===
===First Piece (''[[Good Luck]]'')===
* ''cure light wounds'', every extra charge adds another 1d8.
* ''cure light wounds'', every extra charge adds another 1d8.
* Five charges, 1d4+1 charges/day, up to three charges in a casting.
* Last known location was in the [[Cragbon]] after being stolen by [[Gerom|Gerom's]] Gang. It has since become untrackable by the [[Halfling Boys|Halfling Boys']] [[Herald of the Lance of the Wolfen-Khan|Herald]].


===Second Piece (Blessed Day)===
===Second Piece (''[[Blessed Day]]'')===
* ''bless'', every extra charge adds another target
* ''bless'', every extra charge adds another target.
* Five charges, 1d4+1 charges/day, up to three charges in a casting.
* Currently in possession of the Halfling Boys' Herald.


==Aggregate powers==
===Third Piece===
* ''mass healing word'' (three charges), every extra charge adds 1d4
* Six charges, 1d4+1 charges/day up to three charges in a casting
* Was in the possession of an Ubrekti fraternal organization, now in possession of the Halfling Boys, currently combined with ''Blessed Day'' and in the Herald's possession (max 14 charges, max 4 charges/day, gain 2d4 charges/day ''fly'', ''mass healing word'', ''bless'', ability modifier +3)


<blockquote>
===Other Pieces===
Wands may be merged with one another to create an ever bigger item. Once merged, the magic doesn't exist to break them apart again.
The properties of the remaining pieces are, so far, unknown. Their rough locations are as follows:


The new item combines the charges and abilities of component wands.
*One piece was somewhere in the Chrysanthemum Bay area, but appears to have recently moved to the south.
*One piece is in the Valley of the Hedron (Hebron?)
*One piece is in the Wydmoor Dutchy
*One piece is in Monstertown


Additionally, the power of the wands is multiplicitive.
==Aggregate powers==
 
A wand can use up to 3 charges per turn, each charge increasing the effective level of the spell it casts. This limit increases as parts are combined, as well as the number of charges that can be held in total by the item.
 
 
 
*Two parts:
**Fly (+3 Charges)
**4 Charge/Turn
 
 
*Three parts:
**Advantage on Saves vs Spell. (+3 Charges)
**5 Charge/Turn
**Counts as +1 Short-Spear (1d4 P)
**''Minor Benefit'': Gain Eldrich Blast cantrip
 
 
*Four parts:
**Wind Wall (+3 Charges)
**6 Charge/Turn           
**Charge rate becomes 1d6/part
**''Minor Benefit'': Immune to Charm and Fear
 
 
*Five parts:
**Polymorph (+4 Charges)
**7 Charge/Turn
**Counts as +2 Spear (1d6+2 P)
**''Major Benefit'': Heal 1d6/round if >=1 HP
 
 
*Six parts:
**Greater Restoration (+5 Charges)
**8 Charge/Turn
**''Major Benefit'': Summon Whirlwind (see pdf)


Wands may be merged with one another to create an ever bigger item. Once merged, the magic doesn't exist to break them apart again.


*Seven parts:
The new item combines the charges and abilities of component wands. The ultimate power of this artifact is unknown until the parts are collected.
**True Seeing (+6 Charges)
**9 Charge/Turn
**Charge rate becomes 1d10/part
**Counts as +3 Lance


===Known Aggregated Powers ===
*One Part (Base) : 3 charges per turn; Attribute Modifier is +2
*Two Parts: [add 3 Charges to total] Fly (+3 Charges to Wand); Max 4 Charge/Turn; Attribute Modifier becomes +3; Regain 2d4+1 Charges per day.


Spells are cast with the wand's caster attribute.
It is also cursed, or so the Druids claim. The nature of the curse is unknown, but it allegedly becomes stronger as parts are combined. The truth and nature of this cannot be discovered without at least a ''legend lore'' spell. ''Identify'' flags the curse's existence, but not its properties.


It is cursed. The nature of the curse is unknown, but it becomes stronger as parts are combined.
Being attuned to a piece of the wand appears to allow some ability to detect the other pieces, though slight difference in this ability were reported between users of Good Luck and Blessed Day.
</blockquote>
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