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T O P I C    R E V I E W
Fellfire Posted - 23 Oct 2016 : 06:33:02
How would you convert this weapon to 3.x?


from the Complete Book of Necromancers pp. 103

Shadowblade: This weapon is a prison or receptacle for an undead shadow, and it derives certain powers from its unholy occupant. It functions as a blade +1 (either a dagger or a type of sword), and in addition to inflicting normal weapon damage, it also drains 1d4 points of Strength from a victim with each successful hit. Anyone drained of all Strength by the weapon becomes a shadow under the command of the wielder. A shadowblade cannot be "turned" or controlled by a priest, though any shadows created by the weapon have no such immunity. A shadowblade distinctly radiates evil and necromancy, both of which can be detected with elementary divinations. Only evil characters may employ this weapon. Good or neutral characters wielding the blade may be drained of 1-4 Strength points by its shadowy inhabitant unless they make a saving throw vs. death magic for each round they use the weapon. (XP 2,000.)

Since the weapon is said to be a "receptacle or prison" would that mean the shadow could be called forth or dismissed into the blade? What would be the effective range of such a dismissal? How would you handle the shadow's ability to create spawn? Or simply rule that they cannot much like the shadowdancer's companion shadow?
8   L A T E S T    R E P L I E S    (Newest First)
TBeholder Posted - 26 Oct 2016 : 03:18:44
I'd just recreate it as an equivalent to touch attack of shadow (monster) in every way, with noted limitations.
Wrigley Posted - 25 Oct 2016 : 10:40:59
I would definitely describe it as +3 or more equivalent magic item (for cost and making purposes). Ability damage is strong but ok for magic item I think.
For shadow inside I would say it is bound by creation of this item and cannot be dissmised or changed. Might be a good idea to limit the controling part as it is getting really strong with it. So I would say that there are two versions.
First have only Shadow inside, is +3 equivalent weapon and only creates normal Shadows after killing whithout ability to control them.
The second have Greater Shadow inside and also allows for limited control of created Shadows (as wizard have over undead he created) any over this amount is also free to do as they wish.

As the weapon have a evil aura it might help with interaction with undead in general...
Fellfire Posted - 25 Oct 2016 : 03:00:53
Wounding. There are others that are not quite pertinent to the discussion at hand. A good, but incomplete resource.
Fellfire Posted - 24 Oct 2016 : 23:18:34
Unapproachable East, pp.55

Spectral Dagger: Fashioned from a bone of a creature that died violently, this appears to be just a dagger hilt made of bone. When a creature grasps the hilt, a dagger "blade" of light appears. (Treat the weapon as a dagger for proficiency, feats, and so on.) The blade winks out when the hilt leaves the wielder's hand. The spectral dagger has no attack bonus and deals no damage, but any target struck is affected by a chill touch spell (DC 11). Striking with the spectral dagger is considered a touch attack. Creatures with multiple attacks may use the spectral dagger in a full attack action to strike more than once per round just as if they wielded a normal dagger.
Caster Level: 5th
Prerequisites: Craft Magic Arms and Armor, chill touch
Market Price: 20,000 gp.
Fellfire Posted - 24 Oct 2016 : 22:53:36
quote:
Originally posted by Arivia

I checked a couple places and the only weapon property that deals ability damage, not even drain, in 3e is the marrowcrushing property (BoVD 112), which is a +3 bonus. Changing it to drain, increasing the enemy drain, and allowing you to make spawn would probably put it into the realm of a minor artifact or epic weapon.



Enfeebling
(Book of Exalted Deeds, pp. 113)

Price: +1 bonus
Property: Weapon
Caster Level: 5th
Aura: Faint; Necromancy
Activation: —

On a critical hit, this weapon deals 1d6+2 points of temporary Strength damage in addition to its regular damage. Spell resistance applies. Bows, crossbows, and slings so crafted confer the enfeebling power upon their ammunition.

Prerequisites: Craft Magic Arms and Armor, ray of enfeeblement

Broken?
Fellfire Posted - 24 Oct 2016 : 05:04:18
While the idea of the shadow-slave creating its own minions does open up all kinds of hooks, I do not think that was intended. I do not feel that the wielder of such a weapon should be able to command a veritable army of undead.

If we increase the enhancement to +3 and change it from ability drain to ability damage and make it so the shadow-slave is unable to create spawn does that make it more playable without sending it into the realms of an artifact level item?
Arivia Posted - 23 Oct 2016 : 22:41:12
I checked a couple places and the only weapon property that deals ability damage, not even drain, in 3e is the marrowcrushing property (BoVD 112), which is a +3 bonus. Changing it to drain, increasing the enemy drain, and allowing you to make spawn would probably put it into the realm of a minor artifact or epic weapon.
Markustay Posted - 23 Oct 2016 : 21:14:10
I'd let it create spawn - that makes it more fun.

I'd limit it though - maybe one per two levels of the character (so equivalent to Max spell lev.) I'd also make it so that you have to concentrate to direct them, like a spell (negating the ability to use spells while directing your 'slave shadows'), and also give some sort of % chance that you'll lose them when you are sleeping, or otherwise unconscious.

As for the main shadow within the blade, I don't think you should be able to free it, at least not easily. I see it more as a permanent magic item with the creature bound into it, rather than something along the lines of a genie's lamp. Dismissing it would be like trying to 'banish' the spirit of a Lich from its phylactory, IMO.

Cool item, though.

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