Sognirstane
This ancient dwarven weapon is a bit underwelming as writen:
Sognirstane allows you to roll 2 Combat Dice in attack.
You may also throw Sognirstane. If you throw the hammer
at a monster and it dies, the hammer ends up in the square the monster died. It cannot be used again until you
Spend an attack turn on that square picking up the hammer.
If the monster attacked is not killed, Sognirstane returns to your hand automatically and may be used next turn.
Elemental magic spells have no effect on a Hero who possesses Sognirstane (good or bad)
Is only a hand axe that you wont lose and you can use it sometimes consecutive turns. But it is just 2 dices, heroes will probably use a sword or a crossbow to attack. Is OK for starting heroes but as soon as they can buy or find some gear its clearly a secondary weapon as best. And the anti magic thing is a big drawback and more now because it sais Elemental magic, no Dread Magic so you can't be healed or boosted by your firends magic but you can eat all spells from Zargons minions.
I was thinking on tweaking it:
-If you roll two skulls in a attack roll they count as three.
- Every time you are affected by spell (good or bad) roll two Combat dices. If you roll two white shields the spell is wasted and has no effect.
Sognirstane allows you to roll 2 Combat Dice in attack.
You may also throw Sognirstane. If you throw the hammer
at a monster and it dies, the hammer ends up in the square the monster died. It cannot be used again until you
Spend an attack turn on that square picking up the hammer.
If the monster attacked is not killed, Sognirstane returns to your hand automatically and may be used next turn.
Elemental magic spells have no effect on a Hero who possesses Sognirstane (good or bad)
Is only a hand axe that you wont lose and you can use it sometimes consecutive turns. But it is just 2 dices, heroes will probably use a sword or a crossbow to attack. Is OK for starting heroes but as soon as they can buy or find some gear its clearly a secondary weapon as best. And the anti magic thing is a big drawback and more now because it sais Elemental magic, no Dread Magic so you can't be healed or boosted by your firends magic but you can eat all spells from Zargons minions.
I was thinking on tweaking it:
-If you roll two skulls in a attack roll they count as three.
- Every time you are affected by spell (good or bad) roll two Combat dices. If you roll two white shields the spell is wasted and has no effect.