Sunday, July 25, 2021

OSR: d12 Magic Spears

This post is inspired by this post by Cacklecharm.  It contains d10 other magic spears. 

from here, Xiangling from Genshin Impact

Salt-Tooth:
Damage: 1d6+Atk modifier

Salt-Tooth is a spear made of a branch from a mangrove tree, sanded to the smoothness of a child's bald head.  It is warm to the touch and smells faintly of rot and tropical fruits.  The tip is leaf-shaped and the edges of the blade are lined with rust.  The spear was created by a swamp dwelling Druid whose lover was slain by a man armored in steel mail, with a length of shining metal in his fist.  The Druid was powerless against such metals, his stone blades proving utterly useless.  So he beseeched the green spirits of the Swamp, bidding them to help.  He promised them anything, and moved by his hatred, those wild nature spirits gave him instructions.  

Killing a dozen men armed and shielded by iron, he gathered these works of civilization and brought them to the center of the swamp.  There the spirits kindled a wild blaze for him and as the metal melted, they danced around the blaze and drank the molten metal like wine.  When they were finished, the chief of the spirits spat out a single piece of metal that had cooled between his teeth and told the Druid to mount it on a piece of wood.  That piece of metal was the head of the spear that would one day become known as Salt-Tooth. 

Salt-Tooth's ability is that it destroys armor and shields.  When a piece of armor comes in contact with Salt-Tooth or Salt-Tooth's wielder (as long as he is holding the spear), that piece of armor loses 1 point of AR.  If this reduces the piece of armor to 0 AR, it crumbles and falls apart. 

Magical armor is not destroyed, but is instead covered in a fine layer of rust that prevents it from being used as armor or it's magical abilities from used.  Magical armor must be purified with lightning or by immersion for at least 1 day in a fast-flowing river.  A Water Elemental's magic or a Dragon's fire could also work in a pinch.

The one problem of Salt-Tooth is that it affects the user as well, as the magic of the spear flows through him (or her) as well.  Any piece of armor the user of Salt-Tooth tries to wear is rendered useless in minutes. 

Salt-Tooth is a precious heirloom of the Druids, and is still in the possession of a swamp dwelling Circle of them, though it likely isn't the circle the forger of the spear was from, despite what they might claim. 

Rosethorn:

Damage: 1d6+Atk

Rosethorn is a spear made of snow-white birch with living green vines curling up and down the handle.  The blade is a long piece of finely worked bronze.  Blooming near the base of the blade is a living, dark red rose.  It is a Handsome Man design, obviously, the work of a master craftsman, though few outside those lands would recognize the latter fact.  The creator is a Handsome Man war-artisan known for incorporating living plants into his weapons, after altering the plants to feed on the blood and mana of the slain.  His name is Binilli Crayasi [Bin-ill-Eh Cra-Ah-See].  His weapons are famous in those lands and very valuable to the right buyer.  

Rosethorn's ability is that 1/Day, you can animate 1 plant for ten minutes.  That plant becomes your ally for the duration or until it dies.  The plant will obey your orders and attack on your turn.  The plant's damage and HD depends on it's size (Referee's Discretion applies).

Plant Table:
Grass/Flowers- 1 HD, 1d6 damage
Shrubs/Bushes/Hedges- 2 HD, 1d6+2 damage
Small Trees- 3 HD, 1d8 damage
Large Trees- 1d6+2 HD, 1d10 damage

A group of bandits currently terrorizing travelers along a stretch of Imperial road near the Northern border of the Empire found the weapon on the body of a dead Handsome Men, the last survivor of a shattered raiding party who managed to crawl away before expiring.  Since that day, they've been using the spear to commit larger jobs and have been far more successful.  However, as they become more brazen, they've been getting more sloppy.  They are unaware of this fact, but there is currently a bounty on their leader's head, as she was the only one who could be positively identified.

Boarsbane:
Damage: 1d8+Atk+STR modifier

Boarsbane is a boar spear, shorter and wide-bladed, with a shaft of sturdy ash.  Below the blade, two long tusks stud the shaft of the spear.  The spear constantly stinks of blood and unsettles people not used to violence when they see it. 

Boarsbane was created when a Hoba named Paul Lightwhisker's family was abused by a pair of Imperial Roadkeepers, who are ordinarily tasked with protecting travelers, collecting tolls and preventing banditry.  But in some places, they are little more than legitimized bandits, as Lightwhisker soon learned.  The Roadkeepers took the lion's share of his family's produce as "tolls" for using His Imperium's roads and when his father complained about this, they beat him bloody.  They then threatened him and his family, insisting that they must hand over half of their next harvest to them, or they wouldn't get to use the road at all.

But Lightwhisker's father wasn't a weak man.  He refused to obey, even traveling to the nearest city to speak with the City's Prelate.  Unfortunately, the Prelate was unable to help, but promised to send a request to the Province's governor.  But when he returned home, the Roadkeepers heard of this and fearing the hangman's noose, they went to the Governor and accused Lightwhisker's father of being a servant of Chaos.  They said he was indoctrinating his children to hate the Emperor and the Gods of Heaven, and to only serve the Red Princes of Chaos.  The Governor granted their request for a writ to arrest this man and bring him in for a trial.  The Roadkeepers then used this writ to go to Lightwhisker's house and kill his father, then rape his mother and two sisters, before killing them as well.  They would have killed him as well, but Lightwhisker escaped.

They sought him out though, seeking to kill him, as he was a witness to their crimes.  So Paul Lightwhisker went into town and told everyone that he was looking for them, and he would be waiting under the dead elm tree on the hill overlooking town at sunset.  When the Roadkeepers returned to town, they heard this from the locals and went to that location.  They suspected a trap, but they were still not prepared.  When they arrived, Paul was hiding nearby.  He threw a stone at oen's back, luring him into the brush.  This caused the first Roadkeeper to stumble into a tripwire and fall, entangled in rope.  Paul then threw a bundle of straw wrapped in a cloak onto him and yelled, "Let go of me!"  When the second came, he thrust his spear downward into what he thought was Paul, but instead was merely straw.  Thus, the blade went straight through the bundle and impaled his friend.  When the second Roadkeeper realized what he had done, he threw up and went into a panic.  He turned to run for help, only to find himself impaled on Paul's spear. 

After that, Paul Lightwhisker chopped off their heads and left them impaled on the fence overlooking the village green, after carving the words "Thief" and "Murderer" into each of their faces.  Despite the fact that the two were known to be abusive, he was still branded an outlaw by Imperial officials.  Since that day, he has been known as Paul Redfoot, a servant of Chaos to some and a man seeking true justice by others.  And though he later lost his spear in battle, by the time he did, the spear had already gained a bit of his cleverness. 
    
Boarsbane's abilities are as follows:

1/Day, it can produce a pheromone cloud that attracts boars, pigs and pig-like creatures, including Pigmen.  It attracts all such creatures within 100'.  Intelligent creatures get a save to resist.

1/Day, it can produce a pheromone that causes all boars, pigs and pig-like creatures, including Pigmen, within 30' of a point that the wielder designates to fly into a murderous rage.  For the Orzane, consider it as if it automatically triggered their Battle Rage.  When in such a rage, such creatures will attack the first perceived threat or enemy they can see.  Their rage is so intense that they will not be able to recognize their companions, so if there are no other targets around, they might end up attacking each other. 

Boarsbane is currently being used by a serial killer who has been using it to lure Orzanian travelers and caravans off safe routes into areas frequented by monsters, then preying on the survivors of the inevitable monster attacks.  He has also developed a taste for hogflesh, of the four-legged and talking kind. 

Gravedigger's Guard: 
Damage: 1d6+Atk

Gravedigger's Guard is a spear with a shaft of dark wood and a pair of petrified feathers mounted below blade, which is barbed and cruel looking.

This spear once belonged to the first custodian of what would become Nu-Zir, City of the Dead.  At the time, it was just another spear.  But one day, when the custodian was accompanying his staff through the crypt-lined streets, inspecting their sacred charges, a raven flew down and landed on the spear and told them, "Death awaits."  The custodian, trusting the word of the Raven, sent his young aide to lead the non-warriors ahead, while he asked for volunteers to go forward with him.  A few stepped forward and he led them deeper into the boneyard, where they were attacked by a mob of zombies that had been lying in wait.  The custodian and his brave men were surrounded and though they fought bravely, they were vastly outnumbered.  By the time reinforcements arrived, all that was left of them were their weapons, left impaled in the ground.  But by sacrificing himself so that others might live, the custodian's spear was imbued with the strength of the slain. 

Gravedigger's Guard's abilities are as follows:

If any Undead should come within 100' of the spear, the stone feathers below the blade glow a sickly green.  The light's brightness depends on the number of Undead or their strength.  A Lich or an army of zombies will trigger the same brightness, roughly.

1/Day, Gravedigger's Guard can conjure a Unkindness of Ravens, who will stand guard over the wielder of the spear, keeping watch and alerting him of any who would approach him.  They will automatically attack any Undead who come within 100' of the wielder, unless ordered to do otherwise.  When these ravens are slain, they disintegrate into shadows and vanish.

Gravedigger's Guard was once passed down by the custodians of Nu-Zir, but after the last custodian broke his neck in a shameful accident, the spear went missing.  It is currently in the hands of an Adventurer named Bogran Skullgrinder of Temris, an Orzane who hates necromancers more than anything in the world.

Pallbearer's Point:
Damage: 1d6+Atk

Pallbearer's Point is a spear with a blade of heavy black iron and a shaft of solid, sturdy oak.  The wood is wrapped in red cord and a pair of white tassels hang down from below the wide, square blade.

Pallbearer's Point once belonged to a Dwarf clansman who was entrusted with the duty of guarding the bodies of his brothers during the winter, standing guard over their corpses to prevent Ghouls and other creatures from despoiling their bodies.  He faithfully did his duty and this offended a Ghoul who disliked such loyalty and wanted to demonstrate the falseness of such sentiments, along with eating the corpses of the Dwarf.  So he disguised himself as a friend of the Dwarf and hired a prostitute to "reward", ie to distract the Dwarf and lure him away.  As Dwarves are all sterile men, many of them have no experience or even feelings of the matter unless awakened.  So when the prostitute described what she wished to do with him, the Dwarf's resolve crumbled like a dog presented with a plate of bacon grease.  But as he was enjoying her, he realized the strangeness of the circumstances and told her to wait for just a moment.  When she attempted to stop him, he broke her nose and ran, snatching up his spear. 

When he returned he found the Ghoul and his necrotizing companions feasting on the bodies of his slain brethren.  Filled with rage at himself and his own weakness, he charged in and attacked them.  The Ghouls were unprepared and he cut down half of them in a single furious assault, breaking their resolve.  Their leader saw that the Dwarf had been wounded as well, and was bleeding out.  So he simply waited for the Dwarf to fall over and die.  But the Dwarf didn't- he remained standing.  Eventually, the Undead realized that he must actually have died on his feet, braced on the spear so that it kept his body upright.  But when one of the Undead attempted to push him over, the Undead brushed the Dwarf's spear.  At this, a burst of holy light erupted from the spear and the Undead was instantly destroyed.  At the sight of this, the rest fled.  The Dwarf's brothers found him that morning, unarmored and naked but for his loin-cloth, dead from a dozen horrible wounds, yet still standing.

Pallbearer's Point's abilities are as follows:

3/Day, should the wielder wish it, upon striking an Undead with the spear, he can force that Undead to save.  On a failed save, the Undead is instantly destroyed.  Note that this ability only works on Embodied Undead such as skeletons, zombies, Wights, Ghouls and etc, not on Immaterial Undead such as Ghosts, Spectres, Wraiths, etc.

1/Day, the wielder can draw a line or circle in the dirt.  No Undead may pass beyond this line for the duration.  Living creatures are unaffected, as are projectiles.  The barrier last until the next sunrise, after which it dissolves and becomes nothing more than a line in the dirt.

Pallbearer's Point is a semi-famous weapon in the South, with at least a dozen Dwarf clans claiming to be the clan whom the original owner belonged to.  The truth is disputed and some allege that the story is nothing more than a piece of fiction.  Regardless, the spear is currently in the hands of an elite Dwarf warrior by the name of Crint Ten Shields of the Harvix Clan.  He is the bodyguard to that clan's lone princess, protecting her until she is old and developed enough to succeed their aging Queen.

from here, artist unknown

Bloodhunter:
Damage: 1d6+Atk+X

Bloodhunter is a spear made of smooth, transparent red crystal.  It glitters brightly in the sun and is always cold to the touch.  It can absorb the blood of those it injures, which automatically makes the spear grow in size, as well as making the designs and ornamentation of the spear grow more elaborate.  From simple studs grow blossoms of razor crystal and curling vines that are cold as iron left in the snow. 

Bloodhunter's ability works like this:

Should Bloodhunter be used to successfully attack and injure a creature that has blood, the spear gets a +1 bonus to damage.  Only add this damage bonus after an attack is confirmed to hit, not as part of the Attack roll.

However, whenever the creature using Bloodhunter makes an attack and fails to hit against a creature with armor or a shield, there is an X-in-10 percent chance that Bloodhunter shatters into shards of crystal.

On a natural 1, the spear shatters automatically.

Bloodhunter, if destroyed, will leave behind a sphere of crystal that resembles an acorn carved of the same transparent red crystal.  If left in a pot of blood, wine and oil for 1 month, the spear will reform with non damage bonus. 

Bloodhunter is currently being used a mercenary who is fighting in one of the many skirmishes between the Dwarf clans and the Empire in the South.  He is not a bad man, but his company has switched sides multiple times and isn't well trusted.   

Infriga:
Damage: 1d6+Atk + 1d4 ice damage on a successful hit

A spear with a wooden shaft that is encrusted with rime and has grown white and stiff, with a tip of ice carved into a delicate looking arrowhead shape, Infriga is a beautiful and exotic weapon.  The tip is perpetually cold and smokes in hot environments, cooling the air around it.

Infriga is a Quarrian weapon, the tip made of lunar ice carved by a aging smith.  When his son was conscripted, he prayed that the Gods grant his son some way to protect his son.  And the smith's distant Gods heard him and sent a messenger, bearing the ice which had frozen in the Darkness between the Stars, wrapped in cloth made of moonlight.  The smith carved the ice into a spearhead and mounted it on the pole, then wrapped the moonlight around the wood, which hardened the wood and made it indestructible.  This act destroyed the smith's hands, freezing then burning them.  So when he presented his son with the spear, his son wept at his father's wounds.  The son swore to use the spear with pride.  His name was Amanaxes Gollow, Prophet of the Moons and Unifier of the Quarrian people. 

Infriga's ability is as follows:

1/Day, if stuck into a container of water, Infriga charges that water with energy, allowing the wielder to hurl the water as a projectile.  Upon impact, the water instantly freezes itself and anything it splashes.  Depending on the size of the container of water, this affects the damage.

The wielder can also use this ice to create an object made of ice.  The amount of water around Infriga's tip affects the size of the object that can be created.

Container Size Table:   

Canteen.  Can create hand-sized object or does 1d6 damage.        
Bucket.  Can create bucket-sized object and does 1d8 damage.
Bathtub.  Can create bath-sized object and does 2d6, save for half, damage.
River or Lake.  Can create an object up to the size of a carriage and does 3d6, save for half, damage.

Infriga is still viewed as precious relic by the Church of the Moons, who occasionally lend it to champions working on behalf of their people or their Gods.  The rest of the time it rests in the Cathedral of Lunador, their God of War, where it is venerated by many.

Basilisk's Barb:
Damage: 1d8+Atk+STR

A heavy spear with a wide, wedge shaped blade of heavy bronze with an ornately detailed closed eye beneath the blade.  The blade is roughly the same shape as a Basilisk's fang and there is a scrap of skin hanging on the opposite side of the blade that the sculpted eye is.  It could be mistaken by Basilisk skin for someone who is unfamiliar with the beast, but any trained adventurer would be able to tell that it's actually just skin from a Giant Snake.  The skin is a relatively new addition, much newer than anything else on the spear.

Basilisk's Barb's true origin is lost in the haze of rumor and folklore, but one story tells of a well-liked man and pillar of the community who was also a degenerate.  He would kidnap and assault women, keeping them as his play-things, then feeding them to the Basilisk that he kept in his basement when he tired of them.  This continued for years until the man captured a pair of twin girls.  He tortured them for a bit, then attempted to feed them to the Basilisk.  But as he was moving them downstairs, one got free and scratched out one of his eyes.  This pain distracted him enough that he forgot to restrain her.  So when the Basilisk failed to eat her, as it was full after eating her sister, she was able to escape and alert the neighbors to what was happening.  The murderer realized what had happened and fled, but the townspeople were still able to exact some measure of revenge, by filling the basement with oil and burning the horrible beast alive.

Supposedly, the spear was then crafted using one of the Basilisk's eyes, but no one knows what happened to the other, or who made it. 

Basilisk's Barb's ability is as follows:

As a free action, the wielder can command the eye to open.  If he takes an action to focus the eye on a creature, that creature takes 1d6 DEX damage.  Should this damage reduce a creature to 0 DEX, that creature is petrified.  Note that unless the wielder uses his action to focus the eye it will roll around and look at everything but what he wants it to look at.  He can close the eye as an action.  Additionally, line of sight is required for the eye to work- even a cloud of smoke in between you and your intended target will block the eye's petrifying effect.  DEX damage done by this eye is undone, with the affected creature recovering 1 point of DEX per 10 minutes after it stops being exposed.    

Basilisk's Barb is currently in the hands of one Yotham, Son of Yarthi, a man who looks every inch a proud and courageous adventurer.  In actuality, he is a spoiled rich boy who is pretending to be one to sleep with loose women and impress strangers.  He has only been in a couple fights before in his life and his best friend is his bodyguard.  He's secretly quite pathetic.

In some of the communities near the Quarrian border, where the trees grow till they touch the clouds and Elephants roam freely through the deep darkness beneath the canopy, there are stories of Ice Eyes, an immortal killer with a snake's eyes.  Those eyes supposedly freeze those who look into them, preventing them from running away, turning blood to slush and flesh stiff as cold stone.  Ice Eyes is used by boys to frighten girls into cuddling with them and by parents to frighten children into doing their chores, but there's no truth to the stories.  At least, probably not. 

Rotgut:
Damage: 1d6+Atk

A spear with a shaft that is just slightly covered and a long, narrow tip with hooks extending from the bottom of either side of the blade.  A good weapon for disarming people or hooking other people's weapons.  It smells faintly of cloves and licorice.

Rotgut was created by an anarchic Culinary Wizard by the name of Simon Seven-Layers, who created the drunken lasagna, a meal that is only enhanced the drunker you are.  But when people insisted on eating his food while sober, he got creative.  Dosing people's drink, mixing rum into the candle wax so that inhaling the fumes would intoxicate you, hiring tiny folk to injecting people under the nails with slivers of frozen liquor, all of these were tactics of his to ensure that all those who ordered his food were the appropriate level of intoxicated.  So it was only a matter of time before he ran afoul of the authorities.  The incident in question involved a dinner where the Governor got drunk and slept with the son of a visiting dignitary, instead of his male paramour, provoking an international incident.  For this, Seven-Layers was hunted down and hung by the neck.  But after his body was turned over to his students for burial, they found a very strange recipe tucked into his clothes, written in an unfamiliar hand writing.  They made the recipe on a whim and instead of the cake that the recipe proported to create, the spear Rotgut spilled from the oven instead.

Rotgut's abilities are as follows:

As an action, the user can open a slit in the spearhead and pour from it a shot's worth of high quality liquor.  This cannot produce an infinite amount of liquor, but it can produce enough to get at least 30 people stone drunk. 

1/Day, as an action, the wielder can produce a cloud of alcohol-laced fog that covers up to 50' square feet of floor.  Anyone in an area that is covered by the fog gains 1 point of drunkenness per minute breathing in the cloud.  The fog cloud lasts for 1d10 minutes indoors, 1d6 minutes outdoors or in strong winds, 1d4 rounds.

Rotgut is currently in the hands of the Chef-Terrorist Fiery Grigor, a Crocoling master of cuisine seeking to devour two of every creature under the earth, including sentient species.  He was last seen bundled in furs deep in the South, but that was years ago.  He could be anywhere by now.

Andronicus:
Damage: 1d8+Atk+STR

A spear with a ruddy-red shaft that gradually deepens to a red-violet color near the tip.  The tip is huge to the point of near-impracticability and always shines like it is freshly polished, no matter how dirty it should be.  It has several gold rings incorporated as part of the design, and they flash with jewels.

Andronicus is an Ego Weapon.  To wield it you must be one of the following:
- A man with a STR and CON of 13(+1) or more
- A woman with a STR and CON of 15(+1) or more
- A person with at least three (female) wives, concubines or paramours

If you do not fit any of the above categories, Adronicus is too heavy for you to lift.  If you attempt to lift it in some other way, such as trickery or sorcery, Andronicus accidentally falls as slices you open, seriously injuring you.

Andronicus is a weapon that once belonged to a Djinn, one of the Genies.  After losing a great amount of wealth in a bet, he created this spear to enable him to quickly regain it.  When he was finished with it, he threw it to Earth, where it landed and proceeded to cause endless amounts of grief for those who gained it.  For while the power of Adronicus is not great, it is an extremely disruptive ability that disrupts communities, rips apart families and generally tends to corrupt those who obtain it.

Adronicus's ability works as follows:

1/Day, if you injure a creature with Adronicus, you can force a creature to save.  On a failed save, that creature will be overcome with a desire to serve you (as Charm).  Depending on who you are, "serve" will take on different meanings based on how that creature would interpret such a desire and how you present yourself.  For example, the grizzled bandit captain will interpret that in a far different way than the harem dancer.

This effect is a Charm effect, but it persists until you die, give over Andronicus willingly to another person or mistreat a creature badly enough.

Andronicus is currently in the hands of an Ogre, who is using it to assemble a "family" that will love and take care of him.  All of the others in his family are actually charmed into carrying out their roles for him, but they will fight to the death to defend him.  Their actual kin would like them back, preferrably undamaged.

Cloud Carver:

Damage: 1d10+Atk

A spear with a shaft of finest cedar and a head of creamy metal that resembles white gold, Cloud Carver is clearly a weapon from another, higher world than ours.  The blade is adorned with cloud-like designs and a ribbon of palest blue surrounds the head and flaps in the breeze whenever there is one.  The weapon is never dirty and when wielded by an appropriate user, seems to weigh no more than a length of balsa wood.  As such, Cloud Carver is immediately recognizable as the prized weapon of Jak Nuvia, Skyclimber, Hoghunter, Bane of Giants, Ocean-Tamer, Wrestler of the East Wind and Father of Horses.

There are more stories about Jak than could be recounted in a single lifetime, most of which are common knowledge.  All you need to know is that almost anyone who saw this weapon would think, "Doesn't this look vaguely familiar?"  They might immediately recognize it as Jak's weapon, but since some cultures describe him differently, with a different personality, weaponry, abilities or even as another race, not all would identify it as his.  The Orzane always describe and depict him carrying an Axe, which to them is a weapon of the Soldiering and Landed class, while in other lands axes are tools used primarily by peasants, so they depict Jak as carrying a sword.  Nonetheless, even if someone did not know the slightest thing about Jak, they would still recognize Cloud Carver as a mighty weapon.

Cloud Carver is an Ego Weapon.  To wield it you must have the following qualities:
- Have a DEX and COG of at least 16(+2) and have at least 5 HD/Class levels
- Have slain a great flying monster (such as a Roc, Griffon, Chimera, Dragon, etc)

If you do not fit any of the above categories, Cloud Carver sizzles with energy and radiates hostility when you pick it up.  If you refuse to heed this first warning, you are struck by lightning the next time you try to use Cloud Carver (4d6 lightning, save for half).

Cloud Carver's abilities work as follows:

1/Day, the wielder can alter the weather in a local area (within 10 miles) to whatever he wishes, as long as the weather is seasonally appropriate.  That means no snow in high summer or warm rain in autumn.  Additionally, all changes take 1d4 hours to manifest as clouds rush to be in the proper position.

1/Day, the wielder can create glowing wings of light that appear on the back of the wielder or the wielder's mount.  These wings grant the ability to fly and levitate for 10 minutes, after which they disappear.  The wielder can feel when they are about to run out and will be urged by the weapon to land before it happens. 

Cloud Carver is currently in a hidden cavern concealed in the Garden Peaks, a mountain chain that is far less pleasant than it sounds.  There it is guarded by a Sphinx, who awaits a champion virtuous enough to claim it.

from here, presumably by OP

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