Enchanted Weapons (Dagger):

 

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Clusters to sort out from the old school gaming system (many of these weapons are already installed into the current system):

 

 

Anti-Spell:

Damages actual physical spell substance, cutting it and dissolving its magic, rendering it destroyed.

 

Darkened:

x2 damage to good and holy creatures.

 

Piercing:

+5-D6 to strike. With this dagger, you must roll the 5-D6 at the beginning of each battle. +40 above defenders roll = maximum-strike (if other than an Anti-Assassin, Assassin, or thief uses this blade it will refuse to cause a maximum-strike).

 

Scalping Needler:

Thin, lightweight dagger that causes 1-D6 additional damage per 7 levels of the wielder. The enchantment housed within this nasty little pig-sticker will double the D6 rolled if a target is struck in the head. It seems the “Scalping Needler” has a real thirst for heads.

 

Widow’s Cauldron:

Poisons on a +50 over defensive roll. Releases poison onto opponent that will seep into most all clothing and armors, poisoning for 3-D10 turns and causing the following adjustments during the duration of the poison: -40 to strike, -20 defense, ½ move (rounded down).