Weapons of Destruction


Arrow of Plentiful Game XP 50ea

When shot into a terrain type, it will always hit and slay a game beast of no more than 3 hit dice.


Bow of Langerlan XP 1250

This bow can be found in all sizes, it is named after the first warrior to benefit from it’s magic. It effectively doubles the bow’s range (including point blank). In addition, all non-magic arrows fired from it are enchanted to +1 (this enchantment only lasts until the arrows strikes a target). Note, this enchantment is effective upon master-crafted arrows, thus a +1 master-crafted arrow would be +2 for to-hit and damage purposes, although only +1 magic for striking those creatures only hit by magic weapons.


Daggers of the Elements XP 350ea

Each of these daggers is tuned to one of the Four primary elemental planes. They only confer their benefits when wielded (possession is not enough for this to occur). When all 4 daggers are in the possession of the same individual they confer an additional +1 TH and damage. Whilst each dagger is of only +1 enchantment, they can attack creatures of their respective plane no matter what the required plus to-hit.

Type Description Benefit
Fire A small red-bladed dagger. It has a hilt set with fire rubies and is slightly warm to the touch When wielded the user is completely immune to normal and magical fire and could quite safely travel in the Elemental Plane of Fire.
Earth A large heavy dagger with a thick steel blade. The hilt appears carved from a single piece of granite. When wielded the user is completely immune to natural and magical elemental effects associated with the earth. It also allows freedom of movement in the Elemental Plane of Earth.
Water A slim bladed dagger with a hilt encrusted with sapphires. It is always slightly cold to the touch. This dagger confers protection against the elemental forces of water, both natural and magical when it is wielded.
Air A cold, triangular bladed dagger. It's hilt is bound in the feathers of some large bird. This dagger not only provides protection from the elemental nature of air when wielded, but it also confers Feather Fall upon the user (if required).

Dagger, Glass XP 250

This exceedingly sharp dagger does 1d6/1d8 damage at +3TH and +5Dam. However, it is extremely fragile and requires a saving throw versus crushing blow whenever a to hit roll of less than 8 is rolled.


Dagger +2, Throwing XP 750

This dagger can be thrown up to 180 feet with the same attack roll and damage bonuses as if it were swung by the character. The dagger does not return when thrown.


Danzig’s Spear XP 250

This simple looking spear has 3 feathers tied to its head. On command each feather bestows the ability to fly at 30’ a round for 1 turn. This ability can be used once per day. On command the spear will produce a diffuse yellow light.


Hammer of Knerlizon XP 2000

The hammer has been lost to the Knerlizon church for 83 years. It was recovered in battle by a group of Azazon worshipping dwarves who immediately passed it to their temple as booty. After a year of ritual the hammer was transformed into an item able to be used by any priest. The symbol of Knerlizon is now hidden beneath the dwarven symbol of Azazon (a hammer being cleaved by a bolt of lightning).

In combat the hammer functions as if of +3 enchantment. When wielded by a priest of any alignment, except CE, the hammer’s other functions become apparent. When used against creatures of CE alignment or undead, the hammer has a +5 bonus and inflicts double normal damage, at the same time an audible chant is heard and the hammer glows blue. When wielded by a priest of Knerlizon, the holy symbol becomes apparent, through the symbol of Azazon, and the chanting functions as the 2nd level priest spell Chant. In addition the priest gains an additional 2 points of AC and the blue glow inflicts 1 point of damage per round to all undead within a 20’ radius.


Hammer of the Pixies XP 550

This small hammer resembles one that might be used to break toffee. The name is not entirely correct as it was originally created for a Brownie Prince. The Prince had a wizard create a weapon that even ogres would feel the bite of. It can be wielded normally or thrown at a –2 to hit. Against small or medium creatures it does 3D6 damage, against large, it does 3D8.


Mace of Flesh Disruption XP 750

This is a +4 horseman's mace with a rather vicious-looking black iron head. It was constructed for a priest of Iskelizon so that he could enjoy his victims suffering in combat. On a natural to-hit roll of 18,19 or 20 the mace shatters all the bones in a limb (as in a Sword of Severing). Also, on command, the mace can deliver up to 2 Heals a day on touch. This beneficent power can be turned to ill by causing the Heal to be a Harm. This requires a to-hit roll and the victim gets a saving throw versus death magic.


Lance of Smiting Foes XP 1650

This is a heavy lance +5. It does double damage when used mounted. If used in a charge, the lance does an additional 2 points of damage per 1" of movement rate. These abilities only affect huge or greater sized creatures, otherwise it functions as a +3 heavy lance. It is indestructible.


Maul of the Mountains XP 1000

In the hands of Giants, Giantkin or those with giant strength this functions as a +3 weapon. It is remarkably balanced and has a speed factor of 3. In mountainous regions, striking the maul upon the ground causes all caves in a 500yd radius to be revealed, usually with a clatter of rocks. It cannot be physically wielded by anyone of less than 20 strength or of less than 8’ in height.


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