Usable by fighters. A javelin must be thrown in order to be effective, although it will count as a +0 magical melee weapon in an emergency. By default, a javelin does D6/D6 damage, has a range of 3"/6", and can only be used by human or elven fighters. A javelin may be specified as being smaller, doing D4/D4, and usable by dwarves and hobbits as well. A javelin can be reused.
See the appropriate section.
Level 2. This javelin never has a bonus to damage. However, it is +25% to hit against the best cold-radiating target in its line of flight. Note that even cold-blooded creatures are not normally colder than their environment, so this weapon's bonus is generally only useful against cold-based creatures. It has no bonus against warm-blooded creatures like mammals and birds, and is -25% to hit against fire-based creatures.
Level 2. This javelin never has a bonus to damage. However, it is +25% to hit against the best heat-radiating target in its line of flight. While "best" usually refers to the closest warm-blooded creature, exceptional heat sources may draw the javelin, so it might pass by an ogre in order to hit a balrog. It has no bonus against cold-blooded creatures such as reptiles and insects. It is -25% to hit against cold-based creatures.
Level 3. Each time this javelin is thrown, it becomes a 6D6 Lightning Bolt. The javelin reforms at the end point of the bolt. This item has a burnout chance, suggested at 10-20%.
Level 1. When thrown, this javelin moves 9" towards the nearest source of natural daylight, provided such a source exists within 48". It falls to the ground at the end of each round. In combat, it is a +0 weapon.
Last Modified on September 10,1995.
ammulder@princeton.edu