par Griselric

Description : Golden right Gauntlet that can assume any one-hand melee weapon instantaneously. The weapon such created has a +2 magical bonus to the hit and damage die roll. It is considered an artefact.

Special Power : Once a day, the user can call on the special power of the weapon for the duration of one fight. At that time the weapon links to an elemental plane (para and quasi- included) and is able to free a part of that energy on any hit. Furthermore the wielder can hit any creature regardless of magical bonus to hit : a creature hit only by +5 magical weapons can be hit that way.

Air Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Air affected creatures : Vacuum Quasi-Elementals). For example, a sword would inflict 2D8 plus any magical and strength bonuses.

 Always gain initiative !

 Whirlwind attack : #AT/Rd x2 (2/1 => 4/1), 1 time per turn.

Earth Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Creatures staying on the ground if attacker too stays on the ground).

 ST vs Crushing Blow per non hit blow for any protective devices (Shield, Armor or Weapon 1/Rd) THAC6 minimum required.

 Immovability, no telekinesis can affect the wielder.

Fire Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Fire affected creatures : Ice, Water and Ash creatures).

 Ignite all possibly affected dresses on any hit ! (ST)

 Resist Cold as the spell.

Water Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Water affected creatures : Fire and Salt Creatures).

 Damps opponent => Opponent -2TH (ST)

 Evades attacks easily : AC is increased by 2

 Resist Fire as spell.

Ice Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Ice affected creatures : Fire Creatures).

 Slows opponent with numbness ½ on a hit (not cumulative) (ST)

 Resist Fire and Warmth

Ooze Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus Ooze affected creatures).

 Opponent is affected by a Fumble on a hit due to the ooze pouring (ST)

 Hinders opponent attacks => -2 TH (ST)

Magma Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus magma affected creatures : water, ice and ash creatures).

 Heat Metal on a hit : Greatest effect immediately (ST)

 Resist Cold.

Smoke Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus smoke affected creatures).

 Coughing => -2 TH (ST)

 Partial Blindness and Irritation => -2TH (ST)

Lightning Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus lightning affected creatures : wearing Metallic Armor).

 Flashes on a hit => ST or opponent loses initiative due to partial blindness and deafness

Radiance Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus radiance affected creatures : darkness and shadow).

 Blinds opponent on a hit (ST)

 Continual Light 3m radius

Mineral Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus mineral affected creatures).

 Bleeding of any hit (loss of 1HP/Hit/Rd)

Steam Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus steam affected creatures).

 Opponent oversweats -2TH and die rolls of "1" or "2" are considered fumbles

Vacuum Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus vacuum affected creatures : Aerial creatures).

 Drains breathing air from opponent : -1TH cumulative per round

Dust Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus dust affected creatures : Earth creatures).

 Rusts and corrodes any one protective device per round (Shield, Armor or Weapon) : ST vs "Acid"

Salt Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus salt affected creatures : Water creatures).

 Opponents becomes more and more dry => -1 TH cumulative per round

Ash Elemental Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus (4 times versus ash affected creatures : Fire creatures).

 Opponents becomes more and more cold => -1 TH cumulative per round

Planar Weapon :
 D/A = 2 x normal amount of weapon regardless of any bonus.

 No other capabilities.

Side effects : When calling on the special power, all the wielder can do is Attack. No fleeing and magic use is permissible. Only one solution remains : the enemy is defeated (killed, disarmed, unconscious or surrender) or else the weapon's wielder is down.

Elemental creatures will always attack on sight any individual using the special power.

If ever the wielder dies during a fight using the special power, there are no means that allow him to return to life. The kingdoms of Death welcome one more spirit for ever...


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