Holy Weapon Creation Rules

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Holy Weapon Creation Rules

Postby Augur » Fri Jan 18, 2019 9:44 pm

Holy Weapons

Code: Select all
[b]Name of Holy Weapon[/b]
[insert image here: 100 pixels in height, .png format, transparent background, only use the EU Image Repository to host images!]
[size=85][Simple or Greater; insert type of item here, italicized, no brackets]
Damage:
S/M.D.C.: double that of normal weapon
[u]Common Holy powers[/u]
[list][*]1. Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull.
[*]2. Made of ordinary metal but glow with a halo of energy that is white, yellow, red, or light blue; register as magic.
[*]3. Adds +5% to all prayers to one's deity.
[*]4. Its bonuses, doubled damage capacity and special powers will not work when used by creatures of magic, supernatural beings, undead or animated dead![/list]
[u]Special Abilities (if any):[/u]
[list][*]
[*]
[*]
[*][/list]
Curse: (if any)
History: [/size]


The typical holy weapon is created by a High Priest through the intervention of a powerful god. It is the deity (or several deities in a pantheon) who gives the weapon its special, magical powers. These are not rune weapons and should not be confused with the Lightbringer weapons which are often regarded as holy weapons.

All Holy weapons have the following powers
  • 1. Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull.
  • 2. Made of ordinary metal but glow with a halo of energy that is white, yellow, red, or light blue; register as magic.
  • 3. Adds +5% to all prayers to one's deity.
  • 4. Its bonuses, doubled damage capacity and special powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!

Holy Weapon Limitations & Rarity
  • Simple weapons have one or two special abilities in addition to those above; ultra rare availability
  • Greater holy weapons will have four special abilities; legendary/unique availability


Special Abilities of Holy Weapons:
  • Healing touch: Restores 2D6 S.D.C and hit points (2D6 M.D.C. in Rifts). Can be performed six times per 24 hours.
  • Negate poison: Instantly destroys/negates poisons in the system as well as restores 1D6 hit points. Can be performed six times per 24 hour period.
  • Remove curse: 1-50% chance; can only be done once per person, it cannot be tried repeatedly on the same person at different times even years apart.
  • Create Bread & Milk: Same as the 6th level wizard spell at the equivalent of being cast by a 4th level wizard. Can be performed six times per 24 hour period.
  • Purification: Same as the 7th level wizard spell at the equivalent of being cast by a 4th level wizard. Can be performed six times per 24 hour period.
  • Sense evil: The presence of evil is indicated by the weapon changing color, 20 foot radius. Usually turns red or black.
  • Magic bonus: +1 one to save vs magic (all types), +2 to save vs horror factor, and +2 to save vs poison and disease.
  • Damage bonus: The weapon inflicts 2D6 additional damage (S.D.C. in S.D.C. worlds, changes to M.D.C. on mega-damage planes of existence).
  • Monster Slayer: Inflicts normal S.D.C. damage +6 points to mortal foes, but does double damage to supernatural beings and creatures of magic. In M.D. settings, damage is M.D.
  • Turn 6D6 dead: By raising the weapon above one's head for all to see, there is a 1-80% chance that all animated dead within line of sight of the weapon will turn and leave the area for at least 2D4 hours.
  • Expel deevils, demons and entities: Ratio for success is 1-89% against lesser foes and 1-44% against greater demons/deevils. The expulsion is accomplished by raising the weapon over one's head for all to see. Many weapons can be thrown into the air, where it hangs suspended until the demons or deevils are expelled and then slowly drops back to earth. The power is basically the same as the banishment and exorcism spells combined.
  • Radius of protection: Basically the same as the protection circle: simple, wizard spell. The weapon must be raised above one's head and then struck to the ground. Duration: Five minutes per level of the weapon user. A circular area covering a six foot radius around the sword glows with magic energy and protection.

Cost: Holy weapons are not generally available on the open market and those that are have been stolen, pawned, or found. Most are originally presented to warrior priests, the leader of a church, knights, paladins, or other champions of good as a reward for fighting evil and/or defending a church or god. Holy weapons are often a treasured heirloom that is passed from generation to generation within a family or to defenders of the church or realm. Holy weapons are not as rare as rune weapons or Lightbringers, but are fairly rare and often signify one's (high) position in a church, kingdom or as a hero. Most champions of light consider it a blessing to have earned or been bequeathed such a noble weapon.

Note: A simple holy weapon will cost 500,000-4,000,000 Universal Credits. A greater holy weapon will cost 5-25 million Universal Credits.
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