Dwarven Eye of Power (3.5e Equipment)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

The Dwarven Eye of Power: The Dwarven Eye of Power is an ornately decorated shaft of steel and leather with a spiked ball and chain attached to one end of it. Attuned to negative, positive, and elemental energy, this +3 morningstar charges its head with magical power at its end. Once per round, as a free action, the wielder can choose to create, dismiss or change the energy on the morningstar’s head, known as the “eye”. The eye’s energy remains until dismissed by the wielder or until the wielder loses contact with the weapon. Each form of the eye’s energy produces a different effect.

Negative energy: The eye is shrouded in smoky darkness and deals +1d6 points of negative energy damage to the creature it hits. Undead are unaffected by this energy.

Positive energy: The eye is surrounded with white light and deals +1d6 points of positive energy damage to the creature it hits. Living creatures are unaffected by this energy.

Fire: The eye is lit by red flame and deals +1d6 points of fire damage in the manner of a flaming weapon.

Cold: The eye is encased in freezing mist and deals +1d6 points of cold damage in the manner of a frost weapon.

Forged ages ago, the famed Dwarven Eye of Power is the rallying point and ancestral weapon of Clan Halthor. It was last seen in the possession of High Lord Bergaen, Overlord of Clan Halthor, until his death at the Battle of Strathgaard. Bergaen died childless, breaking the line of succession, which is further complicated by the maneuverings of distant relatives and pretender warlords. Lord Galantine, Bergaen’s second cousin, is currently scouring the land for the Eye in order to support his claim upon Clan Halthor’s High Seat.

The weapon sheds no light except when the fire ability is active, and then only equal to a candle. Anyone who handles the weapon immediately knows its powers and how to activate them, and knows it was forged by dwarven hands.

Caster Level: 15th, Prerequisites: Craft Magic Arms and Armor, chill metal, cause light wounds, cure light wounds, flame blade; Market Price: 72,308 gp; Cost to Create: 36,308 gp + 2,880 XP. 1,600 XP.



Back to Main PageDungeons and DragonsEquipmentMagical Weapons.

Padlock.png This page is protected from editing because it is distributed under the OGL. Please discuss possible problems or changes on the talk page.

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors