Tome of Kolos' Most Powerful Weapons

Tome of Kolos' Most Powerful Weapons
Uploaded 1/15/99

The Tome of Weapons consists of 40 pages describing and illustrating all of the most powerful weapons of Kolos. A brief description for each follows:

Mace of Kindness

This mace, of unknown origin, is the balancing power to the Morning Star of Beholderkind, and represents goodness in the world. While not particularly destructive, this weapon is extremely powerful when used against evil creatures. A critical hit with this mace inflicts normal damage, but if the receiver of the damage is evil, he must make a system shock roll. If this roll is passed, combat continues as normal. If it fails, however, his alignment changes to be one step closer to good. For example, if he was Chaotic Evil, he is now Chaotic Neutral. If the creature is undead, however, this does not apply (there must be a chance to save the creature's soul). Undead take double normal damage from the weapon. If the wielder of this weapon is slain by an evil creature, the weapon teleports to a random location.

Sword of the Paladin

Of lawful good alignment, this longsword has the Paladin-like ability to heal the wielder once per day, to a maximum of 20 points of damage, and allows the wielder to turn undead as if he were a 10th level Paladin (8th level priest). It confers disease immunity to the wielder, and a bonus of +2 to all saving throws, similar to the abilities of a Paladin. Normally, it is a +3 weapon to hit and damage, but when used against evil creatures, it is a +5 weapon.

Rangerblade

This neutral good longsword confers to the wielder a ranger's tracking ability. Also, when held outward and a command word is spoken, the sword can "find the path" as per the spell. Normally +2 to hit and damage, it is +4 versus underground-dwelling creatures.

Strongedge

A chaotic good blade, this two-handed sword can do one of the two following functions once per day: Ray of Enfeeblement on a specified target, as per the spell; Strength on the wielder, as per the spell. One of the chronicles kept in the vast libraries of Chirrol tells of how a past user of this sword could cleave full-grown trees with one sweep. It is a +3 weapon, but reaches it's full potential of +5 when used against giants and giant-kin.

The Enforcer

Once considered a blade of kings, this shortsword has the power to sever an opponent's head (on a critical hit versus a chaotic creature). The blade itself is lawful neutral. It can detect magic and lies in a path 60 feet long and 10 feet wide. On creatures whose heads cannot be severed, the blade somehow impales itself in that creature's skull inflicting five times it's normal damage. It is a +2 weapon that, when used against undead, becomes a +4 weapon. Additionally, it may be commanded to bring forth a flame as a flame tongue. Such a weapon is very powerful indeed, and has not been seen for the past 800 years.

Darktooth, Dagger of Darkness

A true-neutral aligned dagger able to return to the wielder when thrown, this magical weapon gives only a +1 bonus to hit and damage in hand-to-hand combat. When thrown, however, this bonus is +4. On a successful throw, the target, if still living, is enclosed in magical darkness that extends one foot out from his body. Additionally when this weapon is thrown at a target that is already enclosed in ANY magical darkness, it always strikes its target, but after impact, disappears into the darkness that surrounds the target. It reappears four to twenty-three minutes (1d20+3 rounds) later.

Defender

This weapon has a reputation for being somewhat unpredictable. It is a shortsword that seems to be aligned with chaos and neutrality. It acts like a normal +4 defender sword, except that the bonus to hit and to armor class is determined randomly. In game terms, 1d4 is rolled with the attack roll and they are added together. The remainder of the +4 bonus is applied to the armor class of the wielder for that round.

Sword of the Anti-Paladin

Like the Sword of the Paladin above, this sword has the power to heal the wielder once per day. It is a +3 weapon that, when used against good aligned creatures, is a +5 weapon. Additionally, this bastard sword confers upon the wielder the power to command undead at 10th level. The blade itself is lawful evil.

Priestbane

This neutral evil shortsword was and is a very great threat to priest, monks, druids and clerics everywhere. The libraries at Chirrol recount many times when a band of clerics have tried to destroy this blade, but to no avail. On a critical hit against a priest, monk, druid or cleric, any holy object carried by the priest, to include components for clerical spells are instantly destroyed, inflicting an additional 3d6 points of damage. The weapon is normally a +2 sword, but it is +3 against men and women of the cloth.

Elfslayer

Any who would wield this chaotic evil scimitar can detect elves and half-elves within one mile, and the sword compels the wielder to seek out and slay any detected. It is +2 to hit and damage, and slays elves (no save) and half-elves (save vs. death magic). The blade is ineffective against Drow elves, the race believed to have created it.

Morning Star of Beholderkind

This wicked weapon consists of a spiked ball of mithril attached to a handle of grey oak with a chain, also forged of mithril. Each of the spikes on the ball of this lawful evil weapon correspond to each of the small eyes of a beholder. The handle is adorned with three diamonds of 5000 gp value, and a ruby at the tip of the handle, which can replicate the anti-magic ray of the beholder's main eye. The wielder can command the weapon to use it's anti-magic ray. On a successful melee attack from the weapon, the DM randomly determines which of the beholder's small-eye functions is activated. It immediately affects it's target appropriately. It is +3 to hit and damage, and no functions are usable against a beholder. Also, beholders cannot harm the wielder. This weapon is also believed to have been forged at the hand of a drow.
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