Instrument of Murder: Difference between revisions

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** ''Pipes of Haunting'' are reed-pipes that can cause fear in weak-willed (low-Wisdom) foes; unfortunately, it can also affect the user's allies.
** The ''horn of Valhalla'' summons a group of spiritual warriors from Valhalla itself to fight on your side. There are four varieties - in ascending potency, Silver, Brass, Bronze, and Iron - and the number of warriors summoned and their level of skill depending on the potency of the horn.
** And then we have artifacts, which take the concept up to 11:
** [[Demon Lords and Archdevils| The arch devil Geryon had an iron horn]] that was more a symbol of his authority than a weapon, but it could summon [[Minotaur| a mob of fiendish minotaurs]] to aid him.
** The ''Horn of Change'' was an artifact powered by raw chaos; legend states that the first mortals who possess it did so I winning it from the god of luck during a craps game. Using it can produce a wide variety of magical effects; a player who tries to do so has to roll on a table to determine what type of magic it produces, and then roll a second time on a table for that type. [[Random Number God| The effect could be beneficial or detrimental.]]
** And of course, ''Heward's Mystical Organ'', one of the most powerful magical items known to exist, but also one of the most unstable. Depending on the song played on the organ and the talent of the user, it could theoretically do anything, acting as a [[World-Healing Wave]], a [[Lost Superweapon| magical weapon of mass-destruction]], or anything in between. And it is said only Heward himself could use it without fail; should even one note be played wrong, it might not have the desired result.
 
== [[Video Games]] ==