By Richard A. Knaak
THE AGE OF DRAGONS IS OVER. Uncertainty plagues Azeroth's historical guardians as they try to discover a brand new objective. This problem has hit Kalecgos, youngest of the previous Dragon points, specially difficult. Having misplaced his nice powers, how can he-or any of his kind-still make a distinction on the earth? the reply lies within the far-off previous, whilst savage beasts known as proto-dragons governed the skies. via a mysterious artefact discovered close to the guts of Northrend, Kalecgos witnesses this violent period and the surprising background of the unique points: Alexstrasza, Ysera, Malygos, Neltharion, and Nozdormu. of their such a lot primitive kinds, the longer term protectors of Azeroth needs to stand united opposed to Galakrond, a bloodthirsty creature that threatens the life in their race. yet did those mere proto-dragons face one of these bad adversary by myself, or did an out of doors strength aid them? have been they given the power they might turn into mythical for ...or did they earn it with blood? Kalecgos's discoveries will swap every little thing he is familiar with concerning the occasions that ended in the ...DAWN OF THE points
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Extra info for Dawn of the Aspects: Part IV (World of Warcraft)
Faint transmutation; CL 5th; Craft Magic Arms and Armor, ranged weapons. expeditious retreat; Price +1 bonus metaphysical weapon, sever the tie; Price +3 bonus SCARRING STUPEFYING Strong necromancy; ML 15th; Craft Psionic Arms and Armor, On a successful hit, a scarring weapon inflicts 1 point of temporary On a successful hit, a stupefying weapon inflicts 1 point of tem- Charisma score damage. Scarring weapons always feel cold in the porary Intelligence score damage. Stupefying weapons always wielder’s hand, and are typically decorated with carvings of leering appear slightly out-of-focus, and are typically decorated with carv- faces.
In any case, the effective bonus of the item can never be greater than 1/2 the character’s level, rounded down. ANCESTRAL WEAPONS & ARMOR If used by anyone other than the original owner, an ancestral weapon, shield, or suit of armor acts as nothing more than a sim- Ancestral weapons and armor are magic items that begin their ple masterwork item. However, a direct descendant of the original existence as simple masterwork items. Through strong charisma owner can re-activate the item’s powers by empowering it with and the accomplishment of great deeds, the owner of such an item additional XP.
For example, a +2 disarming shortsword is treated as a against them. Such a weapon constantly drips a harmless but dis- +6 shortsword for the purpose of disarming an opponent. gusting protoplasm. Moderate divination; CL 8th; Craft Magic Arms and Armor, true Weapons with this enchantment are always balanced toward the hilt or haft. This ability cannot be applied to ranged weapons. Moderate transmutation; CL 11th; Craft Magic Arms and strike; Price +1 bonus Armor, grease; Price +2 bonus PLANT-DESTROYING Created to battle the servants of the plant orisha, a plant- ELEMENTAL-DESTROYING destroying weapon is capable of damaging the structural weak Crafted for battling the servants of the elemental orisha, an ele- points in a plant, allowing the wielder to score critical hits against mental-destroying weapon is capable of damaging the points of them.