Excerpts Archive | 9/2/2008
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Excerpts: Holy Symbols
Adventurer's Vault

In today’s Adventurer's Vault preview, we offer examples of new holy symbols and new wands.



Channeled through this holy symbol, my faith is a weapon to fear.

Holy symbols come in a variety of shapes and designs, and champions of the gods use them as implements in battle. In the hand of clerics and paladins, they are as much weapons as swords are to fighters.



Sometimes a holy symbol is keyed to a specific deity and can be used only by worshipers of that deity. If the gods in your game world are different from the ones featured in the Player’s Handbook, feel free to tweak the names and prerequisites of these holy symbols to serve the needs of your home campaign.

Black Feather of the Raven Queen
Level 8+
This onyx feather transforms the life force of a slain enemy into cold energy that can be unleashed upon another adversary.
Lvl 8 +2 3,400 gp
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Holy Symbol)
Prerequisite: To use this symbol, you must worship the Raven Queen.
Enhancement: Attack rolls and damage rolls
Critical: +1d6 cold damage per plus
Power (Daily Cold): Free Action. Use this power when you reduce a target to 0 hit points or fewer with an attack using this holy symbol. One creature within 5 squares of the target takes cold damage equal to your Charisma modifier and is immobilized (save ends).


Sun Disk of Pelor
Level 8+
This holy symbol flashes with light as your faith unleashes radiant energy that sears your enemies.
Lvl 8 +2 3,400 gp
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Holy Symbol)
Prerequisite: To use this symbol, you must worship Pelor.
Enhancement: Attack rolls and damage rolls
Critical: +1d10 radiant damage per plus
Power (At-Will Radiant): Free Action. All damage dealt by powers using this holy symbol is radiant damage. Another free action returns the damage to normal.


Symbol of Divine Reach
Level 3+
This symbol lets you extend the reach of your retribution against enemies of your deity.
Lvl 3 +1 680 gp
Lvl 8 +2 3,400 gp
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Holy Symbol)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus, or +1d10 damage per plus with ranged and area attacks.
Property: When using this holy symbol to deliver a ranged or area prayer, add the symbol’s enhancement bonus to the range. For example, a +3 symbol of divine reach would increase “area burst 5 within 10 squares” to “area burst 5 within 13 squares.”

Wands

Master’s Wand of Magic Missile
Level 3+
Your magic missiles impact a foe with the force of a bull rush.
Lvl 3 +1 680 gp
Lvl 8 +2 3,400 gp
Lvl 13 +3 17,000 gp
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls
Critical: +1d8 damage per plus
Property: Any target you hit with the magic missile power is pushed 1 square.
Power (Encounter Arcane, Force, Implement): Standard Action. As the wizard’s magic missile power (PH 159).


Assured Wand of Howl of Doom
Level 14+
When using the howl of doom power, your knowledge reaches beyond probability and you can manipulate a small fraction of luck and destiny.
Lvl 14 +3 21,000 gp
Lvl 19 +4 105,000 gp
Lvl 24 +5 525,000 gp
Lvl 29 +6 2,625,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: The first time in an encounter you attack with howl of doom with this implement and your natural roll is equal to or lower than the enhancement bonus of this wand, you can reroll the attack.
Power (Daily Arcane, Fear, Implement, Thunder): Standard Action. As the warlock’s howl of doom power (PH 135).

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