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Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

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<strong>The</strong> Red Wizards are renowned as Faerûn’s most<br />

skillful and prolific crafters of magic items, but<br />

they are not the only spellcasters of the <strong>East</strong> who<br />

create magic items. In Rashemen, the mysterious Old<br />

Ones—the male wizards of the land—specialize in the art of<br />

item creation, working assiduously to provide the folk of their<br />

harsh land with weapons to resist the perils of the north and<br />

the threat of Thay. Along the Golden Way, strange enchantments<br />

from distant Kara-Tur have found their way to<br />

the bazaars and crowded shops of <strong>The</strong>sk, while in the depths<br />

of the Yuirwood, sorcerers under the patronage of the Simbul<br />

and bards from the hidden realm of Sildëyuir also craft items<br />

for a variety of purposes.<br />

Magic Items<br />

In addition to the magic items presented in the DUNGEON<br />

MASTER’s Guide and any other items in an ongoing FORGOT-<br />

TEN REALMS campaign, the following magic items can be<br />

found in the <strong>Unapproachable</strong> <strong>East</strong> or in the hands of people<br />

or creatures from those regions.<br />

Weapons<br />

Steeped in powerful magic and the wreckage of ancient empires,<br />

the <strong>East</strong> is the birthplace of many innovative incantations.<br />

Mag c tems<br />

54<br />

MAGIC WEAPON SPECIAL ABILITIES<br />

A magic weapon with a special ability must have at least a +1<br />

enhancement bonus.<br />

Berserker: A berserker weapon is valuable to barbarians<br />

and other creatures that can enter a rage. When the wielder<br />

is raging, the weapon’s enhancement bonus increases by +2.<br />

<strong>The</strong> vremyonni of Rashemen craft many axes and swords<br />

with this ability.<br />

Caster Level: 7th; Prerequisites: Craft Magic Arms and<br />

Armor, divine power or rage; Market Price: +1 bonus.<br />

Diseased: Sometimes found in the hands of Talontar blightlords<br />

or minions of the most sinister Red Wizards, this foul<br />

weapon immediately infects the creature struck with disease—<br />

no incubation time is required. Any living creature struck<br />

must succeed at a Fortitude save (DC 12) or contract filth<br />

fever. This deals 1d3 points of temporary Dexterity damage<br />

and 1d3 points of temporary Constitution damage, and the<br />

subject continues to suffer from the effects of the disease until<br />

he recovers on his own or is cured through magical means.<br />

Multiple infections against the same target have no additional<br />

effect—the subject either has filth fever or he doesn’t.<br />

Caster Level: 7th; Prerequisites: Craft Magic Arms and<br />

Armor, contagion; Market Price: +1 bonus.<br />

Dismisser: Created long ago by the warlords of Raumathar<br />

to deal with the infernal legions of Narfell, a dismisser weapon<br />

has a chance to blast an extraplanar creature back to its plane<br />

of origin with every hit. Any creature subject to a dismissal<br />

spell (including called or summoned creatures, celestial or<br />

fiendish creatures, outsiders, and some elementals) struck in<br />

combat by this weapon must succeed at a Will save (DC 17)<br />

or be dismissed as by the spell. <strong>The</strong> subject adds a modifier to<br />

its saving throw equal to its Hit Dice – 9. For example, a 6<br />

HD succubus would save at a –3 penalty, while a 13 HD pit<br />

fiend saves at a +4 bonus.<br />

Caster Level: 9th; Prerequisites: Craft Magic Arms and<br />

Armor, dismissal; Market Price: +3 bonus.<br />

Valorous: A valorous weapon allows its wielder to make<br />

powerful charge attacks. When used in a charge, the valorous

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