Now onto the Other weaponry.
Spears
Spears of might.
This set of 7 magical spears were one wielded by the mightiest clan of barbarians to travel the hordelands. when wielded in battle it was said all under the banner fought as one and with such ferocity that many thought them more potent than they would normally have been.
Each spear acts as a +2 regular spear, but their true power is in that once a week, the spear(s) can be used to grant Heroism (as if the potion was drunk) to a certain # of people per level(s) of the wielders of the spear(s). The more spears there, the more people that can be 'blessed' in that manner. Also, the further the range that this effect can go out to.
If only one spear is used/present, the wielder can affect 2 people (warriors or priests of war gods, along with multi-classed warriors) per three levels (or fraction thereof) of the wielder (so an 8th level barbarian can give heroism to 6 people). This effect is usable on those within 50 feet.
If three spears are present and used together, the # of those who can be affected increases to 4 people per Combined 5 levels or fraction thereof of the wielders, and acts with in 200 feet. Example, Hjruuf, Zebanzan and his brother Hothgar, all 8th level barbarians, have a combined level pool of 24. They can thus make 20 people affected by Heroism.
If all seven spears are wielded and present at the same battle on the same side, the power grows much more, making the effect akin to a Super heroism potion rather than just a regular heroism potion. It also increases the # of those who can be affected to 3 PER combined level of the spear owners. A true horde of barbarians can thus be affected!.. This power can be pushed out to those within 500 feet of the wielders..
NOTE: If a spear wielder falls in combat (or his spear gets destroyed) while the power is in effect, all those thus affected not only LOSE the bonus levels gained from the Heroism/Super heroism affect, but also lose an equal number of levels "Temporarily", though this cannot drop someone below 0 level (d6+1hp). When this loss happens, it also forces an immediate Morale roll with Double the penalty for losing a leader. This loss lasts for 5d4 rounds, similar to how long the effect of drinking a potion of Heroism lingers for..
The last place any spear in the set was known of, was in the northern wastes of icewind dale.
2000xp each spear, 20k for the whole set. 4000gp each spear, 50k the whole set..
Spear of the Champion.
This spear, wielded by the resident champion of the Hfrodg barbarian tribe (realms, in/near the area the Uthorg were in streams of silver) is a mighty sized 2 handed spear (2d6/2d8 damage). It only grants +1 to hit, but where its great power comes into play is when wielded in a 'one on one challenge' such as when tribes face off against one another for certain slights or issues to be resolved, the wielder can invoke the magic of hte item, drawing towards him all the plusses to damage from all his fellow tribesmen. In this respects it is like a mass champion's strength spell going off, but it draws only the damage bonus.
AT MOST though it can only take up to double the spear's BASE damage (so +12 for man or smaller size foes, or +16 for large foes).
If the Spear wielder DIES while these points are still 'sucked away' from someone, then similar to the Champion's Strength spell, those who have had their strength tapped, LOSE those pluses themselves, and this loss stays in effect for 1 month per point of Bonus damage the person gave up.
The Spear wielder can tap upto 1 comrade per 2 experience levels (or HD) he has.
3,000gp, 8,000xp
Axes -
Battleaxe of Dringler
These magical battle axes are crafted by the priesthood of Clangeddin Silverbeard for Dwarven champions of him, and are often granted to newly minted warrior-priests of his faith, once they are finished with their training. Though it only gives a +1 bonus in combat, towards to hit and damage rolls, it strikes as if it was +3 enchantment for purposes of what it can hit.
800Gp and 2.500 xp
Battle axe, Flame Reaver
This magical battle axe is just an axe version of the Flametongue sword, granting +1 normally, +2 vs cold using, +3 vs avians and normally immune to fire creatures, and +4 vs undead.
XP 3,200. GP 1,800
Battle axe, Giant slayer, +2.
This magical battle axe is very similar to the Giant slaying sword, but only deals double damage to giant kin and true giants. Trolls, ettins, ogres and similar L or H size creatures don't count.
XP 4,000. GP 2,000
Two handed battle axe, giant killer.
Similar to its normal giant slaying brother, this magical axe is a bane to giant kin and giant kind, BUT does give x3 damage to true giants and double damage to all others. IT Does affect trolls and ogres, unlike the giant slayer axe. It has a +2 enchantment otherwise.
4,500 gp, 2,250 xp
Axe of Xedorr
This garish looking battle axe is favored among the tribes of the northern steppes in the horde land area. When wielded by any fighter type character (warriors, paladins, rangers, barbarians, multi-classes of the prior listed and clerics of a war god), it allows the wielder to use the 'granted power of insisting a berserker rage' into 1 ally per hd of the axe's level. This can be done up to twice a day. But only grants +1 to the wielders thac0.
1400gp, 3000xp
Maces, War-hammers and morning stars
Warhammer of Vunuk
This magical war hammer, is crafted by priests of Moradin the Soul forge, expressly for his Champions. As such, the normal requirement of his priests and champions that they must have had a hand in crafting is waived. Similar to the Axe of Dringler, these weapons are often gifted to newly graduating Champions, as they start their forays into the world of adventuring, and as such if the Champion finds a better magical warhammer, he's obligated to return this one to the church.
They act as a +2 war hammer for all aspects, but have the added power that twice a day (24hr period), they can heal their owner for 3d4 hit points of damage.
XP 2,000, gp 1,000
Morningstar's of Shocking
This magical morningstar is often wielded by high shamans of the Bugbear god Hruggek.
When wielded in combat and the holder strikes a target with a Natural die roll of 18 or higher (which still has to be a successful hit), it causes 2d8 additional points of Electrical damage, as if the target was the victim of a shocking grasp like effect.
In all other respects, it is just a normal +2 morningstar.
Although rarely if ever intelligent, they ARE often aligned to Chaotic evil, like the shamans who wield them. And as such deal damage to other alignments. CN can pick It up just as CE can without worrying. However, CG, LG and NG who do so, suffer 14 points of damage. LE, TN and NE suffer only 7 points.
XP 3,600. GP 1,800.
Nee'Gsas Mace of Reaving
This mighty two handed footman's mace radiates strong magical enchantments, but resists all forms of identifying it's true alignment, other than use of a True Seeing spell or Gem of Sight.
If Wielded by anyone of any of the 3 Non Evil/good Neutral alignments, it strikes as a +2 mace.
If wielded by anyone of Lawful or Neutral Evil alignment, it strikes as if it was a +3 mace and does not impose non-weapon proficiency penalties on those who normally could not wield a mace.
It's true power comes into play if wielded by someone Chaotic Evil.
First, it strikes as a +6 weapon.
Secondly, if the wielder wishes, and Sacrifices a Hit point (that only heals by natural means, not magical), this bonus goes to +12 for 2 rounds.
Thirdly, if the wielder wishes, in a similar vein as the Holy Avenger, it can dispel opponent's magic, but ONLY if the wielder gives up his or her attack(s) for the round. If they have already acted, they cannot activate this power.
And lastly, if the user wishes to make the HP sacrifice permanent, it allows the wielder to strike as if he was an undead, causing ANY living soul to lose one life level per hit. This lasts for 2d4 rounds. It can be done only once a week though.
Similarly to other aligned items, it causes damage to those of the wrong alignment. Those of Chaotic good, take 10 points of damage from merely touching it. Those of Neutral good take 20 points. And Lawful good are struck for 40 points..
5,000gp, 12000xp