Full Item Description
A nastily spiked iron mace, crafted from dozens of iron spikes magically welded together.
After Kazarad the Lich completed the deadly Iron Spike Golem, there still remained a formidable pile of rusted spikes available. His apprentice, the Sorcerghul Aflink, took up the challenge to make use of the debris. Seeking to impress Kazarad, and thus earn transmutation to Lich status, he had also carefully watched how Kazarad crafted the golem..
It should be noted that sadly, Aflink’s attempt failed. Kazarad had taken off points for lack of originality..
This enchanted weapon has numerous properties above and beyond it’s employment as a nasty melee weapon.
It can change forms into two forms above that of a spiked mace - an oversized spiked gauntlet-type weapon, and a long spear-like form.
When used against metal constructs, including Iron Spike Golems it inflicts greatly increased damage.
The bearer is able to control iron spikes via a specialized telekinetic effect, allowing several attack forms. In general, the damage from an individual spike is equal to an arrow.
Propel Spikes - Directs 1d6 spikes towards a specific target.
Spikeburst - Causes a pile of spikes or similar iron scrap to burst in all directions, subjecting all within 10’ to 1d6 spike attacks. Each additional 10’ of distance applies a -1 to d6 roll for number of attacks.
Pin - A carefully directed spike will pierce either a hand or foot, pinning it to the floor or adjacent wall (if no such surface is present, the spike simply acts as a Propelled spike). Pulling free will cause signficant injury unless done very carefully.
Form Golem - Raises a pile of iron spikes or similar scrap into a short-lived Iron Spike Golem. Optionally this effect could completely deplete the Star of it’s power.
It needs to be noted that none of these powers will work without an available source of iron spikes. GM’s are free to limit how frequently these powers can be used.