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  1. The mace of disruption disrupts the negative energy that powers all undead. The Rod of Smiting was more about striking power and affected constructs as well as everything else. At the time constructs were notoriously difficult because of Magic Resistance rules back in the early ad&d days.

  2. An easy guide to the Rare Weapon, its price, and its magic aura when seen through the Detect Magic spell.

  3. Estimated Value (Sane Cost Guide): 8,000 gp DMG Value: 501 gp - 5,000 gp When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage.

  4. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

  5. Weapon (mace), rare (requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed.

  6. Weapon, Rare (requires attunement; cost 5,000 gp) Fiends and undead take an extra 2d6 radiant damage when hit with this weapon. When this weapon reduces a fiend or undead to 25 or fewer hit points, the creature makes a DC 15 Wisdom saving throw or it is destroyed.

  7. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Source: DMG'14, page 179. Reprinted as Mace of Disruption in DMG'24. Available in the SRD.

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