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This exquisite piece is Elai's signet ring, identifying him as being heir of House Al'Maraska of the Shadovar. Numerous gems are set into it, and detailed inscriptions run around the outside. The centrepiece is a large, jet black and perfectly polished piece of obsidian. Such an item is doubtless of immense value, and although Elai wouldn't give it up, if sold it would fetch a price even kings would struggle to pay.
While such rings are often left unenchanted, Elai has had this one ensorcelled to provide protection from missile attacks.
Protection from Normal Missiles while equipped, as per the spell.
This is a large book, bound with some exotic leather-like substance. A dark oval gem crowns the cover, which is adorned with gold symbols. Elai explains they are arcane symbols marking it as his own property, and paying homage to Shar, the source of arcane power for Shadow Weave users.
The faint scent of dark magic surrounds the book, and the writings inside mark it as a mage's spellbook, though they are different from anything you have seen before. Elai is reluctant to let you touch it for too long, and will not permit other mages to try and take notes from it - the mysteries of the Shadow Weave, he explains, are not to be taken lightly. It is not an item he intends to part with again.
Obviously magical, Nasard enlisted the help of fiends to enchant this ring with several protective measures. Although he is arrogant, Nasard is not foolhardy.
Grants immunity to poison while equipped.
Vocalise while equipped.
The shadow glaive is a long, dark weapon composed partially of real matter and partially of material from the Plane of Shadow. When grasped it allows Elai to draw power from that plane to which protects him from harmful magic. The magical and slightly insubstantial nature of the blade allows it to harm those creatures who are normally immune to lesser-enchanted weapons, though stops the wielder's strength from adding to the potency of the blows.
Thac0 Bonus: +2
Damage: 1D10 + 2, +1D3 cold
Treated as a +4 weapon for purposes of determining what it can hit.
No strength bonus on damage rolls.
+1 bonus to saves vs. death.
+1 bonus to saves vs. spells.
Damage type: slashing
Speed Factor: 5
Proficiency Type: Halberd
One of Elai's quests will result in the Shadow Glaive receiving a slight upgrade.
This type of robe is often given to Shadovar monks scouting in the service of their lords. Monks in the City of Shade are typically devoted to Shar and possess magic items to aid a stealthy approach.
It is enchanted so to increase the wearer's skill and decrease the noise he or she makes when moving.
Bless while equipped
+20% bonus to Move Silently skill while equipped
This flail radiates dark magic.
Until it is identified, however, the nature of the enchantments will remain a mystery.~
SAY DESC ~Since the original departure of Shade for the Plane of Shadow, many of the deities that were worshipped in the past have perished and others have risen to take their places. Shar, the original goddess of evil, darkness and secrets, is one of those who has persisted and now is about the ony deity worshipped by the Shadovar. This flail was created by her servants for use by her priesthood.
When used in combat it chills and silences those it strikes, allowing them to feel Shar's chastisement.
Thac0 bonus: +2
Damage: 1D6 + 3, +1D3 Cold Damage
Target must save vs. spells with a -2 penalty or be Silenced for 30 seconds.
Damage type: crushing
Speed Factor: 6
Proficiency Type: Flail/Morningstar
The Netherese civilisation were possibly the greatest arcane spellcasters to rule over Faerun, and they left behind many a powerful item.
When Netheril fell not all of its secrets were lost as some outposts, such as the city of Shade, lived on. Now known as the Shadovar, Mages in Shade continued to craft powerful magic items, and this is no exception. It harnesses magical energy to greatly enhance a caster's prowess, as well as afford some measure of protection.
Wearer may cast Wondrous Recall once per day.
Armor Class: 5
Saving Throws: +2 bonus
Only usable by:
Mage (single, dual, & multi-class)
Scant few years past, Farahd Ouf'Rahim was a warrior of one of the nomadic Bedine tribes living in the Anauroch desert. In one of the Shadovar's earlier forays to the Prime, it so happened that their scouts appeared in the vicinity of the tribe's camp, and in the dead of night they raided and kidnapped several of the Bedine for interrogation. Among these was Farahd's wife- not about to let her go, he stealthily tracked the dark warriors back to the portal they had come from and followed them through, and his skill with blades combined with the surprise of his lone assault meant he successfully recovered many of the abductees.
Unfortunately, he took a deep cut from a Shadovar assassin's blade laced with poison and passed away soon after. His old scimitar was imbued with his soul, so that the heroic warrior could be allowed to live on in a fashion.
That, however, was not the end of Farahd's tale. The Shadovar's need for secrecy was utmost, and within a matter of weeks they struck again, killing every last member of the tribe. Recognising the significance of the weapon, Nabezzar, the wizard slayer leader of the original expedition, took it as his own. Arcanists in Shade tried unsuccessfully to condemn Farahd's soul to eternal torture by adding a demon's essence to the blade, so in the end they settled for a permanent Feeblemind spell upon it. While still conscious within the weapon, Farahd is completely incapable of communication... Such is the vengeance of the Shadovar.
Thac0 Bonus: +1
Damage: 1D8 +1
Damage type: Slashing
Speed Factor: 4
Proficiency Type: Scimitar/Wakizashi/Ninja-To
Requires: 10 Strength
Not Usable By:
And finally, the most deadly of them all...
Even fiends have to eat. While generally looked down on as savage and evil creatures, some of the more enlightened ones amongst them have learned the secret art of dental hygiene. Though few people would want to use something that's been inside a Balor's mouth in combat, this makes quite a passable, if eerie, weapon.
Thac0 Bonus: +1
Damage: 1D4 + 1
Wielder can cast Horror once per day.
Damage type: piercing
Speed Factor: 1
Proficiency Type: Dagger
Requires: 3 Strength
Not Usable By: