Sickle of Disease
The Sickle of Disease is a wicked weapon, designed to inflict
incredible suffering on those it strikes. It is shaped like a normal sickle,
but it's blade is rusted and the handle looks like long ago warped wood. It
has a +1 to hit bonus. Any person struck with the sickle mus make a saving
throw vs. poison or be inflicted with a terrible disease. THe disease causes
the victim to lose a hit point once every hour and cannot be regained until
the disease is removed from the person. Every day the victim also loses one
point of constitution and one point of strength. Once every week they lose one
point of charisma from the sickly disfiguration that happens to them. The
disease cannot be removed through normal means, and can only be removed
magically. Those using the weapon who are not evil lose 1,000 experience
points every time it is used unless used against a chaotic evil cleric or
priest.
Scourge of Mutilation
The Scourge of Mutilation is a magical item used by a long ago
deceased religious order that is thought to be the orginal worshippers of
Loviatar. It causes damage as a normal scourge and has a +1 chance to hit.
Any victim hit with a natural 20 loses one point of charisma from the
mutilation the scourge causes. Also on a natural roll of 20, the victim must
save versus paralyzation or lose a limb as decided on ther chart below.
Table 2: Limb loss table (d6)
1.....left foot 4.....left pointer finger
2.....right thumb 5.....right foot
3.....left hand 6.....right hand
Chaos Sword
This weapon is said to be a long sword that was once dropped in the
Chaos Planes many millenia ago and became altered by the chaotic surroundings.
The Chaos sword is an old unkempt looking 2 handed bastard sword. When picked up by any lawful character, they immediately become insane for a month and drop the
sword in order to wander aimlessly. Any neutral person touching it feels a
very confused sense of power. Any chaotic person touching notices nothing new
and must learn of the sword's powers by his/her own means. He can have it's
powers identified as with any other magical item, but only another chaotic
mage may do this. The sword has a +1 to damge, but a -1 to hit due to it's
tendency to move off the course of it's swing. The sword emenates a sphere
of chaos in a 10' radius which causes any person or animal within it to act
in a chaotic fashion, dropping weapons to talk with their opponent about
politics, drinking potions that have warning labels on them, picnicking in a
dragon's lair and other similar acts. Once a day, the sword can be commanded
mentally to attack on it's own. When this is done, the user must make sure
they specify who the sword should attack, otherwise it is very likely to
attack the user, his allies, the wal, a flower or anything in the area at
random. The sword will keep attackin either for 6 rounds, until it kills
who it's attacking, or it is comanded to stop. it attacks with a THAC0 of 15
and causes an extra +3 to damage. Any person the sword hits with a natural
20, either while being wielded or on it's own, causes the victim to become
chaotic. The change occurs over the period of 3 days and is permanent.
Mace of Thought Disruption
The Mace of Thought Disruption acts as a mace +2. It is finely
crafted from a solid piece of dark metal. It has the ability to disrupt the
brain activity of any person it hits. When a person is struck by this mace,
he/she must save versus paralyzation or suffer brain disruption. Every time
a person is hit with the mace and fails the saving throw, another level of
disruption occurs. These levels are 1.)unconcious for 1d6+3 rounds
2.)unconcious for 1d6+3 rounds and forget any memorized spells above 4th level
3.)coma for 3d4 days 4.)coma for 2d4 days and permanently lose 1 point of
intelligence 5.)death. These levels of affect are cummulative over a person's
lifetime and none of the levels can be "erased" exept by careful use of a
wish spell.
Flame Sword: This looks like a normal broad sword but once it strikes it instantly bursts into flames.
Weight: 4 lbs ;Size: m ; Type: S ; Speed: 5 ; Damage: (S-M) 2D4 + 5 /( L ) 1D6 + 5
Axes of Death: This is a set of maching double-bladed battle axes. In the hands of someone who is both specialized in axes and ambidextrious these weapons can be devistating. When the magical words are spoken the axes send the weilder into a whirlwind type attack doing massive damage.If the magical words are not spoken these are plain battle axes.
Weight: 10 lbs ; Size: m ; Type: S , Speed: 7 ; Damage (S-M) 1D8 X 2 / (L) 1D8 X 1/2\
+*+Darts of Seeking - These darts are usually found in a case. The case contains six darts. The darts are about four inches long, silvery, and have golden feathers. When a player targets something, then throws the darts (or dart), the darts target the center of that object, dealing 1d4 points of damage per dart.. So, not the best use for attacking, but, it can be helpful in other situations. For instance, if the character were in a dart throwing competition. The darts (if not discovered to be magical) could very easily win the game for the owner. But, if there were something that the player needed to hit, and there was no sharpshooter around, well, that would be a fine use for these items.
Soul Reaver: This two handed Kris bladed sword was forged in the deepest part of hell.It is forged with the souls of demons, wraiths, and shadows. This mighty weapon destroys all with one swing.The hand guard is the skull of a demon with horns. the horns go in the direction of the blade. The eyes of the guard are inlaid with onyx.Unknown to anyone but the creator of the sword is that once per day the weilder can call upon a demon, wraith or shadow.Once per day of each one.
Weight: 20 lbs ; Size: L ; Type: S/P ; Speed: 11 ; Damage: (S-M): INT + WIS / (L): INT or WIS or the average of the two,which ever is higher DM's discretion
AKASHA
Akasha
Intelligence: 17
EGO: Tolerable
Alignment: Chaotic Good
Akasha or Bloodbringer is the most powerful sword of Silvain Darksword Goddess
of War and Seduction (Greater Goddess). She is the wife of Thayathas (Thayathas'
bow). Akasha may only be used in the nightime; If used in the day, it must save
vs. spell as a 6th level fighter or turn to ash. If this happens, the sword may
be restored if the ashes are collected and mixed with nine drops of Silvains
blood in its sheath. The sword talks. Its claim to fame is that it can drain
life-levels at the rate of 2 per hit if the opponent is 10th level or higher and
at the rate of 1 per hit if the opponent is lower than 10th level.
BAARANE'S SWORDS OF AGILITY
Baarane's Swords of Agility
There are three swords created by the legendary weapon forger Baarane. They
are a long sword, short sword, and bastard sword. All weapons have some
properties in common. All three are:
* +2 weapons to hit and damage (considered +4 for attacking creatures which
require a certain + to-hit)
* After the first round of combat, the wielder will ALWAYS strike first in the
round, regardless of dexterity or other modifiers.
* All radiate Continual Light in a 60' radius. Light CANNOT be controlled by the
wielder: it is ALWAYS on when the weapon is drawn.
* When wielded, the light pouring from the blade creates a "strobe" effect in
front of the wielder, adding 2 to his AC for all frontal attacks.
* Color Spray/Hypnotic Pattern (and similar spells) have no effect on the wielder
or on anyone standing behind the wielder within the radius of light emmitted by
the blade.
* Blade can cast Jump spell at will, up to 5 times/day.
* Each blade has it's own set of additional properties.
BAARANE'S SHORT SWORD: (additional properties)
* Alignment: Good
* Intelligence: 15
* EGO:8
* Can speak in any language known to the wielder, but will speak only when
questioned.
* Will try to convince the weilder to "do good", as appropriate to any
question it is asked.
* Will Cure Critical Wounds if the weilder receives a "fatal blow" (i.e. one
that could knock character unconsious/dead). The weapon has no control over
this power. This power will NOT take effect if the weilder of the weapon is
Evil.
* Can detect any of the other two Baarane's swords at a range of 1 mile. It
must be questioned about the other weapons before it can use this power. The
weapon knows the other swords' powers.
BAARANE'S BASTARD SWORD: (additional properties)
* Alignment: Neutral
* Intelligence: Not intelligent
* If used two-handed, has a 10% chance of disarming an opponent on a sucessful
"to-hit" roll. It can only disarm an opponent using a one-handed weapon.
* On a natural 20, if the opponent is wielding a non-magical weapon, it will
shatter that weapon. If the opponent is wielding a magical weapon, he must
save vs. Paralization (bonus = weapon plus) or be disarmed.
* If the wielder concentrates on this sword for more than one round, it will
point in the direction of the nearest of the other two swords. If the other
sword lies on another plane, the bastard sword will point straight up. There
is no range limit on this power.
* The Bastard sword was created for one purpose: to destroy the other two
swords. If this sword is drawn in the presence of one of the other two
blades, the wielder must make a save vs spells at -4. Failure to save causes
the wielder to enter a berserker rage, and attack whoever is holding the
other sword. If the save is made, the weilder becomes aware of the special
purpose of the weapon, but resists the rage.
* In combat with someone wielding one of the other Baarane's Swords, if a
natural 18, 19, or 20 is rolled, the other sword is destroyed. A magical
explosion occurs doing 5d4+20 points of damage to all within a 20' radius of
the combat. If this weapon manages to destroy both of the other swords, it
loses all it's special abilities, but retains those abilities common to all
three swords.
BAARANE'S LONG SWORD: (additional properties)
* Alignment: Evil
* Intelligence: 10
* EGO:4
* This weapon cannot speak, but can communicate empathically with the wielder.
* This weapon will cast Fumble on anyone of Good Alignment who attempts to
draw the weapon, or is stuck by the weapon. Normal saving throws apply.
* Can Haste the wielder for up to five rounds per week. The five rounds do not
need to be used during the same combat, or even the same day. The Haste
ability can be switched on and off. No aging occurs to the wielder.
* The Long Sword will ALWAYS lead it's master into combats, without regard for
the wielder's ability to withstand attacks.
* This weapon hates other enchanted swords. Once per day, any other magical
swords carried by the wielder of this blade must save vs. spells. Failure
causes other swords to lose one property (or plus, if the weapon has no
special properties). This will continue until the offending weapon is
drained of all magic.
The Good and Evil swords were created as an experiment by Baarane. Considering
them too powerful, he secured them in a vault, where they were later stolen by
adventurers. Outraged and angered, Baarane created the Bastard Sword in order to
exact revenge on those who had stolen from him. Expecting that an Adventurer's
natural curiosity would do his work for him, he presented the Bastard Sword to an
adventuring acquaintance as a gift. In time, he knew, someone who used the
Bastard Sword would follow it's gentle tugs and... He would have his revenge!
Baarane felt that whatever powers remained in the Bastard Sword after the
destruction of the other two would be suitable reward for the warrior strong
enough to complete the task. (I ran an entire campaign around the theft, and
eventual destruction, of these swords. They can provide a most interesting
addition to any storyline...)
BloodBlades
The origins of the Bloodblades are uncertain, as is their current number. They
are shortswords, one and all, and all bear names such as Leech, Vampire, etc. To
those that study the history of these blades, they seem to attach themselves to a
"host" for some time, and then move onward. The history of the Four Kingdoms (my
home campaign world) is checkered with their appearances and disappearances.
The Bloodblades function as +2 short swords. They have a keen intelligence (no
special powers), but an even keener hunger. They demand to be occasionally sated,
and will struggle with their masters if they are not. The problem is that blade
will not funtion until it has tasted blood (meaning the +2 does not come into
effect). This can be accomplished one of two ways; the blood can be drawn from
the wielder (causing 2 pts. of damage) or can be drawn from an opponent in normal
combat. Once that taste is given, however, the blade becomes difficult to
control. It will not be satisified until it has tasted 17-22 pts of blood
(1d6+16 - DM determines secretly); if there are no foes present, it will force
the wielder to attack friends; if there are no friends, the blade will draw from
the wielder. The wielder can attempt to control the blade by sheer force of will;
its effective ego is 42. If the character's ego is higher, he can force it back
into the sheath even before it has had its fill. Otherwise, he is at the mercy of
the blade. It will, however, leap from the sheath at the first opportunity to
slash as whomever is nearest (normally the wielder) in its never-ending search
for satisfaction. Many wielders have made special provisions to have the blades
"bonded" to their sheaths to prevent this occurance. The blade will need a
"refill" every third day or so (this is based on DM discretion, and should not be
too regular due to the capricious nature of the blades. Sometimes it may go
several days or more than a week without wanting to feed; other times it might
want to feed every day - again, DM's discretion).
In addition to its combat bonus of +2, the blades also grant the wielder +1 to
his Constitution score.
There are currently three blades known to exist in the Kingdoms; two of them
were last seen together, in the possession of the Knights of the Order of
Ibrahil, who were taking them to be destroyed at Hellforge. The Knights were
never seen again.
Cold Intellect Sword
In the beginning the sword is as follows:
+2 to hit / +2 to damage
+4 to damage against fire-electricity using creatures Damage from
such creatures will be added to the energy store. Ratio is 6 HP
for 1d6. Truncate excesses.
Wielder can use lightning bolts with a maximum of 4d6 from a energy store
of 12d6. Normal recharging (without bonuses from damage and attacks) is done
once a day.
The blade is extremely cold, and precautions should be taken while wielding
(e.g. Ring of Resist Cold in the hilt, a special enchanted scabbard, etc...).
When the wielder makes its saving throw against lightning, all energy will be
stored in the sword as a surplus. Excess energy is truncated. When he doesn't,
he takes half damage, while the rest is absorbed.
Due to the forging process, the quality of the metal is reduced to its
lowest state. However, its capacity to store energy remains. The 'spark of
life' that once created the CI is still present. When a to hit score of 20 is
rolled (modified or not) against a highly intelligent creature (e.g. a mage)
the sword will sap an intelligence point from him (permanently) and add it to
his own intelligence. Decide for yourself what the effects are on the victim:
loss of spells, etc... The sword starts from an intelligence of 5. When it has
reached an intelligence of 10 another CI will be born. Once it has
intelligence 16, draining intelligence is at a ratio of 5 drained points for
one intelligence point for the CI
Int 10-15 : +2 to hit against normal creatures
+3 to hit / +4 to damage against fire-electricity using creatures
Sword has empathy
Int 16 : True consciousness is now present.
+2 to hit normally
+4 to hit against fire-electricity using creatures
Damage absorbation ratio is 5 hp for 1d6
Sword has telepathy
Lightning bolts are the same for a 16 CI
Saving throws against fire : Success: Wielder takes no damage. Half
the damage is absorbed in the
sword
Fail: Wielder takes half damage, 1/4
absorbed in sword
Int 17 : Levitation upon wielder, when nicely asked ( once a day )
Ligthning bolts as the 17 CI
+3 on initiative ( the sword has become almost weightless )
Int 18 : Full psionic powers of an 18 CI are gained ( but only the sword can
use them, the wielder has to ask for it )
Damage absorbation is 4 hp for 1d6
Lightning bolts as the 18 CI
The sword has now full powers and will decide upon its goal in life. Note
that it has no true revenge feelings, since the living CI is another being
than the one that was killed. However, it may have bad feelings about the fact
that one of his kind was killed.
Should it decide to stay a sword, it shall always remain on Int 18, but it
can drink intellect by draining points (which is a kind of drug). Note that it
will be always hateful against intelligent creatures, since it sees them as
rivals.
Should it decide to become a sphere, it loses the draining capacity, but
can become a powerful 20 CI. When it chooses the sphere, it will ask the
wielder to leave it behind in a secluded space. When the wielder refuses, it
will use all his forces to make him do so and afterwards destroy him. Even
when the wielder agrees, the chance of being killed is high, unless the sword
is assured (by ESP for example) of the wielder's loyalty. This is because the
conversion from blade to sphere is a delicate process and the CI wishes no
intrusion.
Copycat Blade
Appearance: Sword hilt (no blade)
Magical adj: +2
- At first this sword will appear to be trash, it has no blade, but it's a
perfectly good hilt.
- If the hilt is grasped, however, and a command word said, the power of the
blade is made known.
- By touching any substance, and using the command word, a blade for the sword
comes into existence made of the same material as that touched. Therefore
holding the blade up to a fire would produce a burning blade. A stone blade
would be invulnerable to rust monsters and such, a blade of holy water (holy
ice) would do appropriate damage against demons.
- Note that the magic can copy gold, silver, platinum, diamonds, etc., but
breaking off the blade to use the raw material as currency ruins the magic of
the sword.
Coward Sword
This appear to be a magical long sword, but whenever a character tries to use
the sword against a monster whose level is greater than the plus of the sword,
the sword will scream "Oh shit!" and put itself back in its sheat. The sword will
not come out of its sheat until until the monster is no longer within striking
distance. The sword is cursed so that the character who gets it will think it is
the best sword in the world and will never get rid of it no matter how many times
it gets him beat up and/or killed. The only way to free yourself of the sword's
curse is to touch it to a Vacuous Hole or the like or to have a 20th level cleric
remove curse.
Daryo
NOTE: For use with spelljammer...
Magical adj: +1
Intelligence: 19
Ego: 6
Alignment: Neutral Good
Magical Abilities: Automatically refreshes personal air (1/hr)
Communicates by empathy
Detects spelljamming activity within 1,500 milion miles, OR
detects the largest body within 3,000 million miles
assuming at least an Earth-like body exists (2/day)
Allows for flight (at 36", 1 hr/day, class B)
Dragon Chopper
Magical adj: +2 (see below...)
Intelligence: 11
Ego: 19
Alignment: Lawful Good
Magical abilities: Detect evil dragons 100' radius (glowing)
Triple damage against evil dragons on a natural 20
Telepathic in alignment tongue
Because of the nature of the sword, it can only be possessed by a paladin,
ranger, or LG fighter.
How "Dragon Chopper" fell into the hands of Orcus: the story is similar to
that of "Fire Biter". Its possessor grew so confident he single-handedly
challenged Tiamat to a duel. Tiamat knew of this miscreant before he even entered
her plane. She had all of her consorts beside her invisible. The Paladin sensed
evil, but believed it to be Tiamat alone as well as the fact that he was in Hell.
The Paladin rushed to attack and was blasted by the breath weapons of 6 of each
type of dragon. The remains of the Paladin were never found. His sword
miraculously survived. Orcus traded 6 hearts of each type of good dragon in
exchange for this sword. He blasted the memory of this sword just as he did "Fire
Biter".
Emerald Sword
The blade of this sword +1 is made from purest emerald. When drawn, all within
30 feet of the sword must save vs. spells or become fascinated with the sword and
not take any action for that round (associates of the sword bearer save at +4,
dwarves save at -2, and gnomes and elves save at -1). The sword will inflict
double damage on creatures from any elemental or para-elemental plane, and
against such creatures it is a +2 sword.
Ethereal Blade
This silver bladed +1 sword appears simultaneously on the Prime Material Plane
and on the Ethereal Plane. While carried there is a 1 in 20 chance per hour while
sheated (per turn while drawn) of something on the Etherel Plane encountering it.
Also the blade can go ethereal 3/day (taking the wielder with it).
In the Ethereal Plane the blade is +2.
Fire Biter
Magical adj: see below...
Intelligence: 10
Ego: 18
Alignment: Chaotic Good
Magical abilities: Detect evil fire using/dwelling creature 100' radius (glowing)
Triple damage against such creatures on a natural 20
Fire resistance for weilder
Telepathic in alignment tongue
How "Fire Biter" fell into Orcus's possession: this pompous sword led its
possessor through many a mighty battle. As their victories grew so did the ego of
the sword and the fighter who possessed it. Believing their powers to be so
great, they decided they could take on the queen of the fire elementals. They
found a way to enter the elemental plane of fire. Unfortunately, the sword could
not overcome the intense flames found there, let alone the flames of the queen of
fire elementals herself. Orcus bargained it from her at the expense of 66 water
elementals and a merman prince. All memories of these events have been blasted
from the sword through Orcus's black magic.
First Justice
+2 Sword. Always strikes first in a battle, there after receiving +3 to
further initiative rolls. Damage 1d10/3d6. This weapon was custom built for a
duelist in our group who had a habit of picking fights with the wrong people. It
was great until he lost his right arm dueling someone with a sword of sharpness.
Flaming Wooden
A sword made of wood, which will burst into flames upon command. It starts as
a two-handed sword, +4 to hit and damage after the command word is spoken
(without being activated, the weapon is nothing more than an ornate club).
The flame lasts for 1 combat or 1 turn, whichever is shorter, or however the
DM wants to work it. After the first use, it burns down to a wooden long sword,
+3 to hit and damage, flames on command. In this same manner it goes from here to
a +2 short sword, a +1 dagger and than a nice little pile of ashes. It sheds
light in a 5' per plus radius, and yelds the heat of a small campfire in the
larger modes (suitable for saving someone from frostbite in a cold glacier cave
at the DM's option).
Gavin Hall Magebane
This sword ignores most magical protections. While ordinarily a +1 Sword, it
ignores the AC bonuses for: Shield spells, Rings, Cloaks, and Bracers of
Protection. It will go through, but not bring down Stoneskins and Walls of Force.
Guardian Blade
This blade does not normally glow. Its chief function is to lie upon or beside
the sleeping character and warn of approaching danger. It can detect enemies like
a wand of enemy detection within a 2" sphere. Upon detecting an enemy, the
guardian will flash a single burst of light, telepathically alert its owner, and
go out. This power can be used but once per day, and will operate continuously
for a period of up to six hours. It may be used while the character is awake and
moving but once-used it will not function again for twenty-four hours
Hell Beater
Magical adj: +3 (+5 vs. devils) (also see below)
Intelligence: 12
Ego: 20
Alignment: Lawful Good
Magical abilities: Double damage vs. devils (additional to the +5)
Destroys devils on a natural 20 if on Prime Material Plane
Detect presence of a devil (100 feet)
Telepathic in alignment tongue
(Note: can only be posessed by a paladin)
How "Hell Beater" came to be possessed by Orcus: like its two brother swords,
this conceited sword goaded its possessor until he challanged Asmodeus. Asmodeus
disarmed the Paladin and is using rings of longevity and regeneration to keep him
alive for eternal torture and torment. Asmodeus sold the sword to Orcus for the
head of a Astral Deva and another Paladin. Orcus removed the memory of this sword
as well.
*Note this condition!* Devils will recognize this sword as Asmodeus's lure and
will break from regular melee to attempt to bring the
possessor back to Hell with them. They are promised
greater status as a reward and know that Asmodeus is
sincere regarding promises of this nature.
Mage Doom
"Mage Bane", "Mage Striker", "Fighters Dream", "Tripple Forged"
Gold Piece Value: Priceless
Legend (mortal): Created by three triplets. All three were mages, one a Wild
Mage, the second an Invoker, the third a "standard" Mage. Made
to be the bane of mages, it was given to the youngest of the the
three, in order to kill their father. Of the three sisters, two
died trying to keep the sword a secret, leaving the youngest to
carry out the deed. The runes on it though, were weakening her,
much as they had her sisters, increasing her hatred for her
father. The two fought, and as she struck the killing blow, he
also lashed out, killing her in one foul swoop. Their gigantic
contest contained so much power that the very crust of the earth
was weakened and it opened up beneath them. The sword is thought
lost.
Legend (immortal): Infact created by one of Mystra's twin daughters (NB: this is
specifically for a campaign I am designing). This sword is
meant to be wielded by her champion in order to wipe all
Wizards from the realms.
Appearance: 115 cm long, blue crystal blade embedded with 4 black opals around
which runes are etched (though thet are invisible to the naked eye).
The hand guard is made of glass (glassteel) in the shape of a snake
about to strike. The hadle is made from a single (black) dragons
tooth, which magically shapes itself to fit the wielders hand. The
handle is partially hollow, the gap snuggly fitting a diamond. The
diamond is magical and has unknown powers. The pommel is made of the
same substance as the blade and is spherical (unscrews).
Combat Bonuses: +3, +5 vs Magic using creatures (eg Dragons and creatures with
innate abilities), +7 vs Human and Demi-human Mages.
Magical Abilities: When drawn from its scabbard, all the gems on the scabbard
sparkle and glitter, and the snake hisses. A "Dispel Magic"
comes into affect centred, but not affecting, the wielder.
This happens up to three times every 24 hours and is
equivalent to a mage casting it at the level of the wielder.
The one of the following effects take place (If the effect
cannot happen re-roll):
d20 Spell Effect # of uses
1-8 Gust of Wind 5/day
9-12 Monster Summoning IV 3/day
13-15 Great Shout 2/day
16-17 Animate Dead 2/day
18 Death Spell 1/day
19 Finger of Death 1/day
20 Power Word, Fire 1/week
(These all function at level of wielder or 20th, whichever is
highest)
Minor Abilities (+3, +5, +7): Detect Magic 25'
Detect Enemy 20'
Confers "one-weapon style" specialisation X2
Fly
Speech and Telepathy
Read Magic
Fear Radius (mages at -3, magic using at -1)
False Vision
Confers 10% cumulitative magic resistance
Detect scrying 100%
Major Abilities (+5, +7): Feeblemind* (20th level) 2/day
Lower Resistance* (20th level) First 2 strikes/day
Magic Negation* (see below) 1/day
Anti-Fly* (see below) 1/day
Greater Abilities (+7): Kaleidoscopic Strike* (25th) 1/day
Sword becomes +7, of wounding (see DMG for details)
* invoking these powers reduces the Charisma of the
wielder by 1 permanently.
Magic Negation: At the will of the wielder (or so he/she thinks) the next
succesful strike on the enemy, discounting ALL magical protection
brings down as many protections as the sword's +'s, further if
there are no protection spells left, the sword may be willed to
force other protections, destroying items of protection (eg
Bracers of Defense), though these items do get a saving throw.
This also causes the sword to temporarily looses the +'s it used,
this lasts for 1d3+1 rounds. Though the defenses are permanently
down.
Anti-Fly: This affects any being the wilder wishes who is nearby (within 100') or
in sight. This is VERY versatile, the wilder may want "all but those 2
and me" to be affected, this will affect any air-born being, even if
the wielder was completely unaware of them.
Mage Masher
This +2 sword may only be used by fighters (including cavaliers and paladins
but excluding rangers, barbarians, and multi-classed fighters), and in the hands
of any other class it functions as a non-magical sword. It has a +3 bonus against
magical creatures (ones with innate magical abilities) and a +4 bonus against
magic-using creatures (ones who must learn and memorize magic-user or illusionist
spells).
MetalBlade
Appearance: Stone or bone sword
Magical adj: +1 (this baby doesn't NEED magical bonuses!)
This is an enormously dangerous weapon. Always crafted from stone or bone and
tempered in the blood of lava children, the Metalblade ignores metal. Completely.
Doesn't even know it's there. Passes right through it. So those fighters striding
around in plate armor, sniggering, could be in for a shock... Ignore the AC of
metal armor, but magical bonuses may or may not have their regular effects.
OathBreaker (Chain Breaker)
This sword releases its targets from any Geases, Charms, compulsions etc
whenever it does more than minimum damage. Further, it breaks bonds and chains
as a much more powerful sword, as appropriate to its special purpose. The wielder
cannot be geased, charmed, Suggested, Feared or affected by Emotion spells. Yes,
hitting a Demon with it is very likely to free it of its bonds.
ShadowBane
A sword which give +5 to saving throws vs. illusions. In addition, any
illusory creature hit by it would be instantly dispelled. It was also +1 vs.
Shadows and shadowy creatur
Shadow Sword
Appears as a normal sword with a black blade. When someone picks it up, after
a few seconds it vanishes. They can still feel the weight (only about two pounds)
on their hand, but there's nothing there. Subsequently, any time they INTEND to
have a sword (of whatever type) in their hand, the Shadow Sword will appear (in
the axpected form). It has no combat bonuses, except when fighting creatures of
shadow, in which case it is +2, or in magical darkness (+1). Usually what happens
is someone pick it up, it vanishes. Then in their experimentation (WHAT the
HELL?) they will attempt to draw their own sword (thus desiring to have a sword
in their hand), and it will appear in the proper form. It will remain until they
put it down and someone picks it up again, or will it out of existence again.
It's a neat sword, flashy, but it doesn't usually help in combat (BTW, it
sheathes itself in the Border Ethereal).
Silver Sword
A completely normal short sword, except for two features: it's made of solid
silver, and it's indestructible. Completely and utterly indestructible, unless
you want to go to the extrems of artifact destruction methods.
It has no other bonuses
Songblade
This is a +1 sword but in the hands of a bard it can be commanded to sing.
Whenever the command word is spoken the sword will compliment any song the bard
sings for 2-8 rounds. This will give the bard a +15% to any song he sings during
the 2-8 rounds. This ability can be used 4 times/day. The sword can also cast an
Audible Glamer like a 7th level wizard twice a day.
Spellswords
It is believed that the fighter/mage elven kings of Highfolk were the first
ones to create a Spellsword. Anyone can wield them, but only spell casters may
truly benefit from their powers. This weapons usually have the form of a long or
bastard sword +3. They have two powers:
* The wielder is not required to have simple or trivial material components for
his spells. The sword can supply this magical energy instead. For example, the
wielder is no longer required to have "a bit of fur and an amber, crystal or
glass rod" to cast a lightning bolt. Instead he could (for example) hold the
sword in both hands, raise it above his head, utter some words of power, point
it to the target and make the bolt sprout from the blade itself. Rare or
expensive material components, however, are still required.
* The wielder may cast a memorized spell at the sword. Any spell will do. The
sword will then receive an extra damage bonus equal to the level of the spell.
This effect lasts for 1 round per level of the caster. It is possible to cast
several spells in sequence, but the maximum total bonus the sword can have
(including it's original +3) can not exceed the caster's level. The caster can
not boost the sword's power in this manner and then give it for someone else to
use. Doing this immediately breaks the spell(s) and the sword reverts to a +3
blade.
Stargate
When this sword is unsheathed under a starry night's sky and the command word
is spoken, all touching it will be teleported to any location they desire,
usually. Roll 5d6, and subtract the result from 16. Multiply that number by 10 to
give the distance in miles from the target and determine the direction randomly.
SureBlade
This blade never strikes a friend. On fumble results where the blade would
strike a friend or the wielder, or fly from his hand, treat as no result.
Further, the blade "knows its target", it isn't fooled by illusions,
Displacements, Blinks, etc... If the blade is actually intelligent, it will be
reluctant to fight in certain circumstances, such as fighting a charmed opponent,
or otherwise beguiled.
Sword Mundane
The Sword Mundane is a very powerful magic item. The sword has no plusses, and
if Detect Magic is cast on it, none will be detected. However, when drawn, the
sword creates a 20' sphere in which no magic functions. Natural abilities like
dragon breath and petrification abilities of medusae, for example, are another
matter however. Spells cast from outside the area of effect only function if the
spell has a physical manifestation, such as fire or cold. Purely magical energy,
such as illusion, charms and sleep spells, fail to function in the area of
effect. This extends to magic items, including those of the wielder, which fail
to function at all. The effect is dispelled when the sword is sheated. The sword
itself resembles a katana with a wider blade, and does 1d10 damage in all size
categories.
Sword of Canine Attraction
Magical Adj: +1 (hit/dam)
This little oddity was last reported in PM 26565, a small splinter of reality
near Torilspace. This is a rather finely made weapon, whose most notable property
is that it is made completely from the legbone of a dragon of unknown species.
Its main enchantment is that every canine creature who sees it must posess it (no
save). They will follow the sword around until they have an opportunity to grab
it, in which case they will make off with it and bury it somewhere. And yes, they
will follow it if you throw it.
Personal suggestion: don't let your players know its power... Watch them panic
the next time they walk about in a city!
Sword of Dismemberment
Whoever touches this sword unsheathed immediately starts swinging wildly. Each
round, the wielder has a high probability of hacking off one of his own limbs or
even their head. This cursed sword was owned by Lord Broverick, whose favourite
tactic was to disarm a foe, then say "I will not fight anunarmed man", and toss
him the sheathed sword, or slide it to him unsheathed with the tip of his own
blade. His foe would procede to neatly carve himself up.
Sword of Familliarity (Rotweiler)
The sword is the greatest masterwork of Kes; done when he was at 19th level.
It emits radiation of Enchantment/Charm and Lesser Divination. The sword looks
like a regular metal long sword with a picture of a sheperd dog on the handle (a
rotweiler).
The sword had no powers when it was created. This is one of the reasons Kes
created it this way: he didn't want to spend to much power on it. Instead it
takes it's power from the wielder. When it is created it is made of three parts.
When combined into one it creates a link with the one which connected it, becomes
one as if never broken, and becomes extremely loyal to the owner. This connection
lowers 1 Constitution point from the connector.
The sword has it's own level which goes up as the owner fights with it. This
power is taken from the wielder, but as 1 Constitution point was already removed
the owner isn't harmed further. The level determines which bonuses the sword has.
It also determines how strong an allingnment it radiates.
It radiates in the wielder allignment when lvl 1-4 :weakly alligned
5-8 : medium alligned
9-12: strong alligned
13+ : very strong alligned.
When the sword breaks or the owner dies (which causes it's breaking) the sword
lets all the energy accumulated inside blow up and damages all around. If the
sword is medium alligned or further (over 5), the damage is given first to the
ones with alignment most far from the wielder. If the sword breaks up before the
weilder dies he suffers some damage according to the sword level (see table).
Kes created the sword partly as an experiment which he never got to performe.
Therefore it created a faint magical cord which is attached to it and can act as
a guiding signal for a wizard who knows about it and tries to find it. A detect
magic from a high level MU (or successfull throw) can see it.
table 1:
all bonuses are accumulative
level| turns | damage | bonuses |special
| needed | when | th |da |sp |
| | broken | | | |
-----+--------+---------+----+---+----+---------------------------------------
Weakly Aligned
1 | 0 | 1d10 | +1 | | | -1 con when connected
2 | 2 | 3d6 | |+1 | | when broken and owner is alive he feels
| | | | | | great loss and suffers 1d10 in pain
3 | 4 | 3d10 | | | 3/2| the weilder feels good when holding
4 | 8 | 4d8 | +2 | | |
Medium Aligned
5 | 16 | 6d8 | |+2 | | pushes wielder to fight against
| | | | | | opposite alignment giving extra +1 +1
6 | 32 | 6d10 | | | | +1 con +1 str +1 dex.when held it holds
| | | | | | hand back (like an handshake).2d10 pain
7 | 64 | 7d10 | +3 | | |
8 | 125 | 8d10 | |+3 | | -1 ac.3d10 pain
Strongly Aligned
9 | 250 | | | | 2/1| gives -1,-1 against own alignment
10 | 500 | 9d10 | +4 | | | regenerate 1hp/round in fight.4d10 pain
11 | 1000 | 10d10 | |+4 | | would not leave hand.when one insist
| | | | | | will do 1d10 and leave.does another 1d10
| | | | | | if put in scabard.
12 | 2000 | 12d10 | +5 |+5 | 5/2| when broken-like familiar+5d10 pain
Very Strongly Aligned
13 | 4000 | 14d10 | +6 |+6 | 3/1| will not fight against own alignment
Each level afterwards is:
| +2000 | +2d10 | +1 |+1 |+1/2|
| | | | | |
table 2: what will it do when held by some other fighter?
It will never fight exactly like by the hands of the owner...
\ distance| | |
\ | | |
\ | | |
\ | | |
level \ | 0 | 2 | 4
----------*-----------+-------------+------------------------------------
| | |
1-4 | as regular| -1 -1 | can't hold
| sword | |
| | |
| | |
5-8 | -1 -1 | can't hold | does 1d10 magic.S.T 50% V magic
| | |
| | |
| | |
9-12 | can't hold| 1d10 as in | 2d10.no S.T.
| | 5-8/4 |
| | |
| | |
13- | 1d10 | 2d10 | 4d10.no S.T.
| | |
| | |
Sword of Frenzy
Thse swords are generally +2 or higher, and have no extra effects unless the
wielder has a dexterity of 15 or higher. If this is the case, then the wielder
can opt to forego his or her AC bonus in order to gain extra attacks. For every
two points of dex an extra attack can be gained. i.e. one for dex 15-16, two for
dex 17-18 etc. not all points need be given up for extra attacks. Thus someone
with dex 17 could choose to give up two points for one extra attack, and still
retain one bonus point toward AC.
Sword of Gaseous Form (Sword of Fiery Throat)
On natural roll of 20 the sword releases a spray to the target's face,
blinding him for 1d4 rounds, and making his throat burn.
Sword of Gleaming
<Wes Contreras: wesc@ichips.intel.com>
This blade, whenever held by a living creature, will always reflect all light
in the area, making the blade gleam brightly. It is not bright enough to blind
creatures, or otherwise harm anything, but it is plainly visible to anyone in the
area, as long as there is at least the equivilent of moonlight available to be
reflected. This radiates a faint aura of alteration.
Sword of Intercession
This magical weapon is a holy (or unholy) sword that always has an alignment
and a patron deity. A character of any alignment may wield a Sword of
Intercession, but it will function as a normal, non-magical weapon. A character
of the same alignment as the sword may wield it as a +2 weapon. A character who
worships the sword's patron deity may wield it as a +4 sword, and in addition
gains a 5% magic resistance and a +2 bonus on all saving throws so long as the
sword is held or carried. Such a character will also be able to commune with his
deity once per week, asking one yes-or-no question at that time. The sword will
not work for those who have only converted to their new alignment or religion
within the last year.
Sword of Palaodrin
Intelligence: 17
Ego: 21
Alignment: Lawful Neutral
To hit/damage adjustment: +5
Speaks the following languages: Lawful Neutral, Elvish, Dwarvish, Neutral
Special Abilities: Detect Sloping Passages (1" radius)
Detect Magic (3" radius)
Detect Shifting Walls, Rooms, Elevators (1" radius)
Regeneration (2 points/turn)
Pass without Trace (1 time/day)
Death Ray (1 time/day)
Plane Shift (1 time/day)
Lightning Bolt (4-6 Hit Dice, 2 times/day)
Teleportation (1 time/day)
Slay Evil
Sever Neck on Roll of 16 or Higher (victim up to 10' tall)
Triple Damage plus modifier versus Evil
Double Damage versus Good (no modifier)
Immune to Disease and Gas
Protection +5 (3 times/day for 10 turns)
Deflect Magic (on command up to 7 times/day)
Affects to Personal Attributes: Major Attribute Raised to 19 Permanently
Lose 1 Point of Constitution Permanently
Storm Giant Strength (2 times/day for 2 turns
each)
Deafness for 1-4 turns when first used vs. Enemy
Blindness for 1-4 rounds during first combat each
day
* History of Origin *
Several thousands of years ago, a city named Palaodrin existed center of the
Prime aterial Plane. It was inhabited by being of lawful neutral, neutral, and
chaotic neutral alignments only. And these beings fought for the purpose of
Neutrality, i.e. to maintain the balance between good and evil. Although their
work was done subtlely and secretly behind the walls of Palaodrin, it was
sometimes necessary for the citizens to take up arms.
Many of the inhabitants were poor warriors, and the citizens themselves were
few in number. So it was that they recognized the need for a weapon of great
power as their defense. Since good beings tended to recognize a form or law of
balance, the citizens decided that it would be best to make the sword more
powerful against evil than good. For centuries and millennia, Palaodrin stood as
an island amidst the struggle for power, and the Sword, as well as other relics
they created, defended the city against all invaders. But when news spread, some
of the good beings wondered if such power was evil. The forces of evil saw this
doubt spreading its way through the forces of good and took advantage of it.
Through trickery and deceit, evil was able to join good in a combined crusade
against their common enemy. But, while Good hoped to destroy the power of
Palaodrin, Evil sought to gain it. The city was overwhelmed by the combined
forces, unable to defend against both Good and Evil at the same time. Palaodrin
fell. During the fighting, Mephistopheles searched for the sword which was not a
difficult task. With its power he could overthrow Asmodeus and defeat Good, but
when he went to take the sword, he found himself wounded and the Sword gone.
Although Good had thought the Sword had been destroyed, there have been those who
have felt that the Sword of Palaodrin used its power of teleportation to escape
both Good and Evil, and none have been able to find it since.
Next, the Sword of Palaodrin is a little out of hand so here are my
suggestions to all you DMs:
1) The Sword must remain with both SLAY GOOD and SLAY EVIL. This will keeps its
origin and goals intact.
2) Choose any two Special powers other than those mentioned above. This also
keeps any players reading this from knowing the whole story.
3) Remember the Sword has an ego of *21*. Play it as such. It gets interesting
when the two egotists clash.
4) Choose one ability from each ability, i.e. detections, immunities, protection,
and side effects. I suggest that the personal attribute modifier be -1
permanently on the players Constitution.
Sword of Percival Ironheart
This sword radiates Lawful Good magic and is +2 vs. evil opponents. It can
speak Common and Legal and can detect gold within 60'. In a pitched battle when
its owner's life is seriously threatened by an evil opponent, on a natural 20 to
hit this sword turns the opponent to solid gold (save vs. petrification). Any
attempt to exploit the sword for the sake of producing gold has a 15% cumulative
for a fumble turning the user or exploiter to gold. The sword may not mention the
gold making ability so as not to encourage greed.
Sword of Reincarnation
This is a +2 sword that automatically kills on a natural 20 (DM may optionally
allow a saving throw versus death magic). Any creature killed by this sword is
reincarnated. The slain will remember the last hours of its life (like who killed
him)!
It can be strange being hunted down by rabid squirrels...
Sword of the Cursed Gauntlet
It is a black bladed sword with a gauntlet attached to the hilt. The gauntlet
is made in such a way that the only way to use the sowrd is to put on the
gauntlet. Unfortunately, the gauntlet only goes on the wrong hand (ie left hand
for a right handed fighter) and can only be be used by fighters and
swashbucklers. Once on, it will not come off, except in rare, unexplicable cases.
Depending upon how recently it has been used to kill something, it will range in
color from a dull, grayish black to a jet black glossy color.
Now, the main reason I introduced it was this: try using a bow with a sword in
one hand, and the hand firmly wrapped around the hilt. Also, try putting on
shirts without cutting them up. Putting chainmail and other things on are also
VERY difficult. After a couple of weeks game time, I relented and let him take
the sword off, but ONLY by putting it into a special sheath. When the sword comes
off, the gauntlet stays on, and the sword is unusable by anyone else due to a
sharp edged hilt that will cut throught anything except the gauntlet.
As a twist, you could make the sword magical in such a way that the user
becomes "addicted" to it.
Swords of the Magi
Occurrence: 2 each of long, broad, short, falchion, etc...
Magical adj: +1 (normally and for illusionists) +2 for magi
When used by a mage (not an illusionist):
- Acts as a +2 berserking sword but will NEVER hit an ally (however, it may
hit a traitor... heh heh)
- Lowers AC by 2
- Doubles the hit points of the mage temporarily
- Allows mage to attack as a fighter of equal level
Drawbacks:
- The sword's power only lasts 30 minutes, at the end of which the mage is
very fatigued
- He is -2 to hit, 10% chance of spell failure, and is at 1/2 movement for the
next hour.
It is light (magically) and can be weilded by even the weakest mage.
Multi-class and illusionists use it as a +1 sword.
Sword of the Night, +1
Though most magical swords shed light, a sword of night, also known as a black
sword, sheds darkness. The sword's wielder determines the radius of the sphere of
darkness given off by the sword; it can be from 5' to 25', in 5-foot increments.
Within this radius, all creatures but the sword's wielder will be unable to see
and will suffer a -4 penalty to hit on their attacks, as well as losing any armor
class bonus for dexterity. Infravision and ultravision are similarly useless
within this radius. The sword's user may see normally in all respects, however,
and can use the sword as a +1 weapon to hit and on damage. The sword can also
cause fear in all creatures within the darkness who fail a saving throw vs. spell
(with wisdom bonuses applicable). This fear power is generated at the wielder's
unspoken command, and may be produced up to three times per day. Creatures
affected by the fear will move away from the darkness at full speed for 2-7
rounds.
A light spell cast at the sword will negate all of its powers (except for its
+1 combat bonus) for one round per level of the caster, if the sword fails to
save vs. lightning (as hard metal). A continual light spell negates the darkness
powers for twice as long, and the save is made at a -3 penalty.
Sword of Travel.
This sword was developed in my world. It gives the wielder the ability to
travel at twice his normal rate.
It also is a +3 to hit and +3 damage. It is neutral. The sword has a gold tint
except for the hilt which appears black. There is a stone in the bottom of the
hilt that would appear to show the stars in the night sky. If the stone is ever
removed the sword will turn to dust.
Sword Snake
# Appearing: 1
AC: -2
HD: 1-6 (varies)
THAC0: Varies depending on strength
No. At: 2(slash/bite)
Damage: Small(1-6/1-2) Medium(1-8/1-4) Large(1-12/1-6)
Special Attacks: Poison
Special Defenses: Immune to sleep/charm/cold spells
Magic Resistance: Small(10%) Medium(20%) Large(30%)
Intelligence: Very intelligent
Alignment: Varies
Size: Short to Two-Handed
XP: YOU DECIDE!!!!
The sword snakes were first invented by an ecentric wizard that got confused
while trying to enchant an item. The result was the sword snakes. The sword
snakes have three different levels of growth. At 1-2 HD the sword snake appears
as a short sword. Its poison is very weak save at +2 or you skin begins to harden
until it becomes metallic (1-4 Hrs. and then death). At 3-4 HD the sword snakel appears as a long sword and its poison is capable of killing in 1-2 hours, savel applicable. AT 5-6 Hd the sword snake appears as a two-handed sword and its poison
is capable of killing in 1 hour, save at -2. The poison also has one other
possible effect, If the character saves, there is a slim chance 5% that the
characters skin will harden anyway, but the character will not die, instead the
skin will become natural and give the person a natural AC of -2.
Also due to the nature of the sword snake if its alignment matches that of the
person picking it up, the sword will not attack and instead will function as a +4
weapon of the appropriate type. The snake will also defend it's owner and has a
telepathic link with him/her. The snake is capable of detecting danger in a 30'
radius. If the wielders alignment change, or if the snake when found decides that
it would be suicidal to attack then the snake will wait until an opportun moment
(when the party is sleeping) to slither off, or if it is in it's alignment it
might crawl all over the sleeping adventurers cutting them to ribbons.
The sword snake looks like a normal sword, except it's hilt is made of gold
and the pommel looks like a snakes head ready to strike, they always have some
sort of gemstone for eyes and their blades are always razor sharp. A heat metal
or any type of spell like that (if it works) will kill a sword snake.
Sword +1, Deplorable Talker
It doesn't have much in the way of useful abilities (it might have been able
to levitate itself, I don't remember), but it spent hours regaling us with tales
of the exploits of its Uncle Max. Loudly.
Sword +1, +5 vs. Masonry
This weapon acts like a normal (NORMAL?!) +1 sword, until it comes within 10
feet of any stone construction. Thereupon, it forces the wielder to attack said
construction, until it is reduced to rubble
Sword +1, +5 vs. Wielder
This maleficent weapon has a secret desire to destroy any creature who
possesses it. On an unmodified attack roll of 1, 2, or 3, the weapon strikes the
wielder for maximum damage.
Sylvanglade
It is an elvish sword. Sylvanglade is made oout of the wood of a tree sacred
to elves (the tree is nurished with a fertilizer with a high-mithril content, and
the wood, once shaped into weapons, is indistinguishable from steel. It saves as
wood +3. Moreover, because this is elvish magic, "normal" magic (the type the
PC's probably use) will have no effect on the blade. Detect magic, dispel magic
and even anti-magic shell will not negate the powers of this elven blade).
In any event, Sylvanglade (and its twin Greencopse which was destroyed or so
say the legends) is a silvery rapier with an ornate golden cup to protect the
hand. The hilt is wrapped in silver wire. The blades were used for ceremonial
battles between the champions of elvish kingdoms. The blade has one unique
ability; it temporarily negates the enchantment on the blade of the opponent
(thus, if the opponent has a longsword +5 it operates as a simple longsword). If
there is more than attacker then only the first attacker of the round has his
"plusses" negated if Sylvanglade's wielder does not specify otherwise. As said,
the rapier was used for ceremonial battles, and the elves believed that victory
should go to the combatant who had the greater skill, not the better sword.
Sylvanglade does NOT negate other special abilities (vorpal sword, flametongue,
etc) nor does it provide any "plusses" of its own.
Last known Sylvanglade was in the hands of House Ourain, the royal family of
the Wilder-elves of the Westland. It has been used by the elves for centuries
(millenia?) and thus they would take its loss or theft extremely badly.
TalkingBlade
+2 hit +2 Damage INT 14
Sword of Dancing once a day (or life/death situation)
Str and Con bonus once per day (or life/death situation) +1 each.
The sword alignment is Lawful Good.
The sword was possesed by a spirit that was killed battling demons (i.e. demon
web pits). The stats and the personality of the trapped spirit can be customized
to fit your campagne.
The Crystal Blades (StormBlades)
Magical adj: +3 swords (There are nine)
Intelligence: 16
Ego: 16
4 long swords Extremes (LG, CG, LE, CE)
2 broadswords Neutral Good and Neutral Evil
2 short swords Lawful Neutral and Chaotic Neutral
1 two-handed sword Neutral (Pure)
Magical abilities: Detect Law/Chaos (30' radius)
Dispel Magic (2/day)
Lightning Bolt (8 HD; 1/day; 360'range)
Invisibility (on weilder/sword; 3/day)
Become Ethereal (owner/gear affected; 1/day at will)
No plusses lost as the swords go to other planes.
Speaks 4 languages two of which are common & old common (DM
chooses others but they may NOT be dragon, demon, devil,
demon, titan, etc...
Each sword's blade is made of Glassteeled Adamite, hence the names. In combat,
the blade darkens to a misty black color (hence the other name, StormBlades).
Although the personality of each sword is different depending on its preferred
alignment (and each has its own unique name, as well), the magical abilities of
the swords are the same.
WereBlade
The WereBlade is a doppleganger of swords, a shape-changer. Usually, it looks
to be an ordinary, but magic-radiating, dueling sabre. In combat against another
sword, even two-handed, it takes on the qualities and special abilities of the
opponent's sword (unless, of course, the other sword is crappy and breaks; the
WereBlade saves as a magical sword). Against more than one sword, the WereBlade
takes on the qualities of the most powerful one.
The original WereBlade was made for a Duelist by the name of Geeves, in Cormyr
of the Forgotten Realms (In my campaign). In following my interpretation of the
Duelist class and its "honor", I designed the Were-blade to reflect the Duelist's
desire to win a fight by skill and not by magical advantage. The Duelist usually
has enough proficiencies to handle all the swords into which the WereBlade might
change. The WereBlade has limited telepathy, enough to let its user know what
abilities it has taken on in each combat (i.e. whether that opponent's sword can
cast a fireball once a week, and, therefore, so can the Were-blade, for that
combat).
This weapon may suck for any character going up against a creature which needs a
+2 weapon to hit it but is attacking the character with a regular long sword...
Long Sword of Annoyance
Biff is a +3 long sword who can make himself and his caster invisible. The
only problem is, Biff never, ever stops talking (unless promised a good fight, in
which case he might shut up for a round). Biff speaks even while sheathed, but
his sheath muffles him enough for his wielder to sleep.
Biff speaks common in a high, loud, voice. "I remember when you shoved me into
that orc's heart, it was great! I was covered in blood! I could feel the heart
beating around my blade! The view inside the body was incredible!", etc.
Black Blade
Type: long sword
Intelligence: 17
EGO: 18
Magical Adjustment: +2
Magic Resistance: 85%
Alignment: Chaotic Neutral
Description: black onyx obsidian blade with mitheral inlaid along the blade and
rune carved. It also has a black diamond pommel. The sheath and
baldric are made of black dragon skin with mithril tooling and
stitching.
Upon the killing stroke, the wielder will temporarily gain the number of hit
points of the killed creature. If the creature is humanoid or human the wielder
will also gain the levels/hit dice of said person. This will last for a number of
turns the creature has levels or hit dice. If the sword does not kill in three
days, its ego will rise one point a day until it controls the wielder and makes
him kill. This can also occur if in battle the wielder looses enough hit points
to lose control. The black blade act as a dancing sword and also heals 1 point
per day. It can detect traps, secret doors, and evil. It talks telepathically and
can speak dwarvish, black dragon, stone golem, orc and of course common.
The voice it speaks in is a deep ominous crackling tone.
DragonClaw
Magical adj: +4 (vorpal long sword)
Spells (1/day): Fireblast (12d6)
Lightning Bolt (")
Chlorine Blast (")
Detect Evil Dragons (6")
Detect Gold/Precious Metals (ems 6")
Special abilities: Shoot blade (up to 10" range) +10 damage
Hilt acts like +4 club when blade is gone
There are 4 claws on the hilt. If, when used as a club, all 4
claws hit, the claws will animate for 1d10 additional
damage and act as a dagger of venom.
The sword's special purpose is to slay evil dragons. When in combat with an
evil dragon, it does double damage. It also feels a kinship to all good dragons.
DragonClaw is intelligent and has a personality much like a dragon's (greed,
etc.). The sword will demand a treasure horde to guard, etc...
Dragon Ember
It is a longsword +1, flametongue. However, whilst many magic blades have a
long and distinguished career, not so with 'Ember; six warriors/heroes have died
horrible deaths while wielding this weapon, and many others have been seriously
injured. It is featured in many a local legend (usually at the end of the legend
when the hero dies) and has been well described in most of them. The origin of
the blade is unknown to most (perhaps it may be found in some obscure tome); it
was created by Aeldsar, the Emperor's wizard who created the weapon for his liege
(it certainly was impressive to see the emperor leading his troops into battle,
waving his flaming sword. It was less impressive when the emperor got shortened
by a head\sheight by a barbarian and the sword, having fallen into the dry
fields, created a blazing inferno that roasted half the empire's legions). The
weapon has then been found and discarded by a number of heroes, each of whom has
met with a bad end.
It must be noted that there is NO evil karma attached to the sword. If the
heroes find Dragon Ember it will serve them faithfully and unfailingly. However,
given the bad reputation it has gained over the centuries few NPC's or henchmen
will be willing to travel with the heroes so long as the hang onto that "accursed
blade" the heroes may even be thrown out of towns if the blade is recognized. But
in truth, the blame should fall more on the ineptitude of its users than the
blade's abilities.
Dragon Ember has a hilt shaped like a salamander, which is covered with copper
that never tarnishes (thus it remains reddish and does not become green). The
eyes of the salamander (the head is the pommel, BTW) look as if gems could be set
therin but they are empty when the PC's find it. When activated (by saying the
sword's name) a fierce orange fire surrounds the whole blade; the "level" of this
fire can not be modified (ie it can't grow to bonfire size, or shrink to
match-size. It's on or off). Its name is written on its blade in runic letters.
Erebos
This +3 long sword has a black ram's head hilt and a black blade which glows
faintly red in darkness and is warm to the touch. The sword does an extra 3
points of damage due to heat and will set aflame flamable objects. Once per day
the sword can transmute any normal earth element into another normal earth
element (max 10 cu ft) (must touch to change). 3 times per day the sword can cast
darkness 15' radius on the sword's tip. The sword's wielder can see in this
darkness as if it was lit by a dull red glow.
Golem Killer
Long sword +1, +3 vs. magically animated creatures (not including undead).
Provides protection from Cantrips in a 5' radiu
Long Sword of True Vision
A long sword which grants its wielder the ability to see things disguised by
invisibility and low-level illusion. Doesn't work on things disguised mundanely
(eg someone hiding in shadows, a non-magical disguise, concealed traps, etc).
Long Sword x2 (Doubling Sword)
Doubles the "to hit" roll, doubles damage. It is magical, but not considered a
+1 or better wear
MindWall
Usually a long sword with a very keen edge and very shiny (bright) +1, +3 vs
Psionic creatures.
Powers:
- Permanent Tower of Iron Will (for combat roll always a 16)
- Weilder always has a closed mind
- If a psionic creature is hit with the sword one randomly determined tangent or
contact is severed.
- +2 save vs charm, illusion, and mind affecting spells and powers
- If a psionic creature touches the pommel they suffer a mental backlash
resulting in a drain of 2d10 PSPs and stuns them for 1d4 rounds. If the psion
has less then the PSPs drained then drain one power for a number of rounds
equal to the number of PSPs drainer
Mooseburgers
Mooseburgers is a +1 magic Longsword, that is +5 vs mooses {& elk}, that has a
wavy hilt (shaped like moose antlers). It can detect mooses out to 100'; talk
common & moose; will appear in the hand of its weilder if s/he confronts a
moose... And has an ego of 24 (due to its special purpose to 'slay mooses' &
other bonuses). You wouldn't believe how many snickers this sword has provoked.
PeopleSmasher
Intelligence: 15
EGO: VERY high
Alignment: Chaotic Neutral (but loyal to his master... See below)
Magical adj: +4 (long sword) and see below...
Peoplesmasher is the favorite weapon of Kohran Valkinarde, God of Battle and
Boasting. The sword can talk and will sing Kender tunes if argued with. The
following is a breakdown of it's magical adjustments:
+4 normally
+5 vs. regenerating creatures
+6 vs. cold-using and inflammable or avian creatures
+7 vs. undead and fire using/dwelling creatures
+8 vs. people Kohran cannot step on or are better looking than
himself (this is serious! anyone with a comeliness of 21
Protector
+2 Defender long sword
No intelligence, ego, or alignment
- If within 15' of evil, a black gem on the hilt glows.
- If within 15' of an invisible object, a red gem (on opposite side) glows.
- If gems are removed from the sword, they lose their powers.
Quillion
This is a +4 silver long sword with thin black runes 'Quillion' on the blade.
It can detect/locate writing 100' radius at will (wielder has a rough idea of
amount), Tongues 3/day, comprehend Languages 5/day, 5% chance (every time an
opponent misses in a sword attack) of sword catching and breaking opponents blade
(where applicable; magic weapons get a saving throw), Light on command (5', 15',
30' radius). The sword tends to hum (harmonize) when music is played/sung near
it.
Longsword of Fire
Same as bow except for arrow ability, all effects are cumulative. Can flame
strike as a 30th level cleric similar to a cone of cold with the tip of the sword
as it's base once per two days. Sword blade is so hot that it will melt metal
(other than magical) Damage of 3-30 plus 1-4 per round for 4 melee rounds if
wearing metal armor due to the melted metal. Save versus Constitution from
extreme pain, if failed by more than 5 points the player is paralyzed for 2-8
melee rounds if the player doesn't save the player is at minus 4 to hit for next
round
Sword of Forbearance
Magical Adjustment: +1 (always a long sword; rather slim and light)
Intelligence: 0 (although it has a special purpose: to protect weilder)
Alignment: none specified (personal suggestion: LG or NG)
It'll act as any normal +1 weapon as long as the wielder is healthy (over 1/2
of max HP). But as the character looses HP, it'll start to make itself useful.
For every 10% below 50% of max HP the wielder is currently, the sword adds +1 to
his AC against weapons as it starts to fend for the wielder. At 10% (when the
wielder is just about finished) of max HP, the sword will stop to try to hit the
opponent and will concentrate on defending it's wielder (it's very loyal), adding
another +1 to AC and also if the wielder hits his opponent (DM's - Don't let on
the sword not attacking to harm) it disarms the opponent. The AC bonuses are good
only vs. hand wielded weapons. It does not affect AC vs. arrows and the like.
The reason for naming it 'Sword of Forbearance' are that the sword will
"forgive" the user for abandoning her and as it's not intelligent it forgives
enemies for hurting it's master a bit as that is life, but it'll try it's hardest
to keep him alive and well.
This Sword is usable only by fighters as the disarm capability implies. If a
non-fighter uses it, it'll protect him at 1/2 usefullnes and can't disarm. If a
fighter uses it to disarm an opponent it is a +3 sword. Also for a fighter who
try to fend off enemies, or any other kind of non-lethal combat (as per the
Anearthed Arcana or the 2'nd edition).
Sword of Hope
Here is weapon that pops up every once and awhile. Mostly when the Bad Times
come...
+3 long sword
Alignment: Good
EGO: 10+ (varies with the needs of the Land)
Powers:
All spells up to 3rd level magic user and 3rd level cleric my use any of these
powers, but if the wielder attempts to misuse the powers, it refuses to work.
Morale of all friendly creatures remains at a steady level, never changes as long
as the Hope Sword is on their side or until the evil(?) has been defeated. (as an
example: Jordan has the Hope Sword in his hand. He and his 5 friends are
surrounded by an Orc army of 300. His friends will say things like "Nice to have
known you." and smile happily...) The enemy is slightly daunted by the Hope
Sword. In other words, the enemies morale drops by 2 or 3.
Gives all allies a +2 saving throw, +1 to hit, and a +1 to damage.
Usually appears in a strange and awe-imspiring way... As a Sword in the Stone
(as in Excalibur), fall from the sky in an incredible light and sound show. Once,
it was found in an old family chest that hasn't been opened in years, etc.
When ever the evil is gone, it disappears... Is stolen, simply vanishes, flies
out of your hand and up into the heaven's...
A nice weapon to have, but it never stays around for long...
Longsword of Stealth +3
Allows a continual non-detection while in the possesion of its owner.
Invisibility 2/day.
Usually, but not necessarily, accompanied by its sister sheath, the sheath of
stealth. This sheath appears to be capable of holding a dagger, but in reality,
may store the sword of stealth.
The Sword is normally a long sword (or a bastard sword).
Longsword of Were
A long sword +1 with the hilt which has the look of some creature but was
unrecognizable except during the time of the full moon. During the full moon, the
sword hilt would form into the head of a wolf, tiger, bear or rat (Randomly
determined or could be specific for one sword).
While the hilt was in the shape of an animal, the wielder can transform into
the animal at will, as long as the moon is up (and is full). During this time,
the wielder had all the abilities and control of a were-person that had been
"were" for 20 years. As long as the person doesn't retain the shape when the moon
goes down (chance to be permanent "stuck" that way) or have the shape when the
moon goes out of full phase.
Thief Watcher
A jewled long sword of the finest quality +1, +2 vs thieves.
This sword allows the weilder to see objects/creatures hidden in shadow (not
invisible objects) and will "twitch" violently (-3 to hit if in segment before or
during strike) when the weilder is about to be backstabbed (usually negating the
backstab multiplier, but not back attack bonus) and growls lowly when the weilder
is the object of a pick-pocket. The weilder also gains the NWP alertness.
VampireBlade
A magical long sword that is intelligent and has the power to grant
regeneration to the wielder by vampiric regeneration. Half of all damage caused
by the sword is used to heal the wielder. The disadvantage is that the sword gets
hungry if it doesn't kill anyone for more than 24 hours, in which case it drains
all but 1d4 hit points from the wielder, as food of course. It is an evil blade.
Flame Tongue Long Sword--Wilde
Intelligence: 15
Wilde is an intelligent Flame Tongue (INT 15) with Black flames. It does
normal flame tongue damage (+1, +2 vs. regenerating, +3 vs. avian, cold-using,
and +4 vs undead; acts as a Ring of Warmth, burns webs). It also speaks 4
languages: NG, Common, Elvish, Gnome; casts X-ray vision twice per day 1 turn
duration, casts Detect Evil twice per day; and is a special purpose sword.
Wilde's special purpose is to kill Drows. Against Drow it is a +5 weapon. Any
Drow hit with Wilde must save vs. magic or be disintigrated. Wilde speaks with
English mannerisms and in a higher, more melodius voice than Horgon. Wilde
objects to hitting plate mail, but will do so in the hands of his wielder - the
ranger/magic user.
Windsword of Sharda
A +1 long sword, and once per day the wielder could perform a whirlwind
attack, which gave him 4 attacks in one round. The sword had the potential to
develop other powers such as summoning a dust devil or whirlwind once per day.
The character who kept using it even when more powerful swords became available.
Ebony Blade
Usually a short sword of dark-metal, turns black at night.
+2 in light less bright then a cont light (i.e. torch light, etc)
Grants weilder ultravision 90'
Create darkness 15' radius 3/day
Hide in shadows +20% (+50% if standing still) (if non-thief, skill @ 20%)
ove Silently +20% (if non-thief, skill @ 20%)
FangBlades
Unique Item. No other like them in the worlds.
+4 (paired) short swords. (intelligence and ego unknown)
Whenever a killing blow is struck with one of these blades, the victim's soul
is destroyed, and the hit points of the victim are added to a running total of
points stored in the sword. Whenever this total equals or exceeds 1,000 points,
the wielder may add a +1 to any of his abilities (+1 or +5%) permanently. Also,
the caster may will the swords to glow with burning runes depicting the names of
all the souls they have destroyed.
Flamebird Special
Short sword with flaming spines making up the hilt (cactuslike)
Magical adj: +1
No Int, Ego or Alignment
This short sword *CAN* be used by clerics (it belonged to a cleric named
Father Flamebird who just happened to have a weaponsmithing proficiency). Only
the most docile gods will disallow clerics to use it since it is a relic
representing survival. It was used in the Age of the Nine Hells to keep Father
Flamebird alive when all of his kind were going to a slow, horrid death by the
evil that grew in the land. The spikes:
- can be shot in a widespread arc (180 deg.) for 5 pts of damage to any creature
in that area (no to hit unless creature is on the edges).
- can be shot in a focused beam causing 20 points of damage on a sucessful to-hit
roll.
- grow back in a week
Idrenal
A +1 short sword, +2 in the hands of a thief, which when used for a backstab
attack advances the thief an additional step of multiplier (i.e., x3 instead of
x2, etc.) normal to their level.
Maelstrom (Metal Storm)
+2 short sword
Intelligence: 15
Ego: 7
Alignment: Neutral Good
- Speaks common and Auld Wyrmish (the base of all current dragon languages)
- Can detect good and evil within 15'
- Can create 2 illusions per day at range of 120 yards
- It is moody and slightly obnoxious, however it's basically good and so isn't
too much trouble
- It does tend to be impulsive and in the worst situations
Short Sword of Disarming
A short sword which grants its wielder +4 on attempts to disarm an opponent.
On high rolls, the opponent's weapon must save vs. breaking.
Short Sword of Severing
A magic sword with no plusses normally, but is effective against inanimate
objects. The sword could be used to instantly sever any rope or chain, and sever
any tentacle or tendril of a plant or rock-like monster on the roll of a 20. It
can also hit any golem as if it had the necessary plusses.
Sword of Horus
This short sword +3 is dweomered with a permanent globe of invulnerability
around it.
Shortsword of the Night
These short swords are enchanted with the ability to cast forth an area of
darkness of 5'-25' radius, but of a sort so that the wielder can see within it as
per lighting conditions without this darkness (i.e. if it is already dark, this
is not gonna help).
Scimitar Ulundaris
A +1 scimitar, which when used by a Druid has the ability to cut vegetation
(including wood) as if it were soft material-in combat it is +3 vs. plants.
Rapier of Dancing
This appears as a fine rapier with a golden hilt, and when identified will
be identified as a Sword of Dancing +3. Of course this is not the normal
Sword of Dancing that the players will expect, and when commanded to "Dance"
in the middle of a battle, it will proceed to grow arms and legs and will
disco dance for 1d10 rounds and then return to its wielder. Anyone watching
the sword must save vs. Spell or start dance with it. After all, it's a very
attractive sword.
Crystal Bastard Sword
To hit/damage adjustment: +2 or +3
Special abilities: Language translation (see below)
A bastard sword made out of a large single peice of quartz crystal. Magic
makes it the same weight and hardness of a regular 2-handed sword and provides
its special ability which is not obvious or always known). When held so the user
can see through the blade, it translates any written language into any other of
the DM's choice, usally common, dwarvish or elvish. Can be used 3-5 times a day,
and each charge lasts for ten minutes.
Note: It can only be activated on command! It thus has a limited intelligence
that only pertains to translation (which may not always be precise). The
sword must (obviously) be clean to be useful for this purpose. The work to
be translated must be clearly visible and of a sensible language. Possible
option: only allow it to translate from one specific language to another.
Demon Bane
This bastard sword is +3 for all normal purposes, but has several powerful
functions when used against Demons. The wielder of the sword is immune to all
magical effects and spells caused or cast by any demon, directed specifically at
the wielder. For any other effects, the wielder gains a +4 on any saving throws,
and will even get a saving throw if there was none before. The sword glows a deep
blue whenever a Demon gets within 120'. On a hit of a natural 20, if intended,
the sword will hit and shatter the Demon's amulet. In fighting Demons, the sword
is +5. The sword is only usuable by Lawful Good char's.
Demon Sword
This +2 bastard sword is a polymorphed Type IV Demon (or Tanar'ri, True -
Nalfeshnee if you wish) and can throw all the spells that such a creature could
throw. The wielder should not be told this. The demon will cast whatever the
wielder asks. The sword will exact its payment each midnight in hit points (1hp +
1hp for each power used). You could scale this up to reflect the different spell
levels, if the character can take the losses.
The sword communicates through telepathy. The wielder can only get rid of the
sword if Remove Curse releases the demon from its imprisonment in the sword, free
to cause mayham on the party.
Juris Est
Juris Est is an artifact that was created by the lords of Law. It was many
years in the making, and has many wonderful powers.
Powers:
- Intelligence of 20
- Ego of 20
- Communicates telepathically with wielder
- Lawfully aligned
- +5/+5 vorpal bastard sword. Does triple damage to chaotic creatures
- Protection from Chaos (wielder)
- Detect Chaos (twenty feet)
- Acts as a mace of disruption
- Lightning bolts (6d6 once per melee round)
- Resurrect (as a twentieth level cleric) once per week
- Psionic ability: 400 points. All attack and defense modes
- Major psionic disciplines: telekinesis and energy control
- Minor disciplines: ESP, empathy, levitation and precognition.
Lifekeeper
Bastard sword +2
INT: 14
EGO: 10
Alignment: Chaotic Neutral (VERY slight evil tendency)
- Can detect secret doors within 5'
- Detect traps within 10'
- Can cast cure light wounds on owner 3 times/day
- Can fire 8 magic missles per day (360' range) (no more than 4 per volley)
- Speaks demon, common, alignment, and 1 other language of the DM's choice
While the sword is chaotic neutral, it is fairly quiet, preferring to be left
alone. When it does speak, it tends to be brisk and to the point; rarely tactful.
The sword's slight evil tendency is perhaps inherited from it's previous owner of
several years, a cambion demon.
Sword of Force
(+2 Sword of Force energy)
Normally in the form of a bastard sword, this sword bestows the benefit of the
spell "shield" when drawn.
DragonDeath
DragonDeath is a magical (+3) two-handed sword. It is +4 vs. reptiles, +5 vs.
dragons, end +6 vs. wyrms (true dragons in my campaign). It has a tendency to
glow when in presence of these creatures which it detests within an unholy wrath,
and in the presence of wyrms, the weapon attains dancing capabilities, striking
as its wielder for 1d12 rounds before returning.
Note: regardless of circumstances, the weapon may dance only once per day.
Dragonswords
Here's a sword (actually 3) I created for my home built campaign. They are
the dragon's tongues and are all two-handed swords.
Background
The dragons' tongues were forged by a Grandmaster of Balence (in my campaign I
have three orders of monks LN-order of balence, LG-order of flowers, LE-order of
darkness) to counter extremes. He wanted to keep the balence, with a powerful
weapon that in itself is balanced. He sought out a huge, ancient red dragon and
gold dragon and slew them both (fist ed. dragons remember & a 21st level monk).
These two dragons were the most powerful of their kind and completly, totaly
opposed in their ethos. With the help of a powerful wizard and Primus, God type
in Nirvana, he fused the tongues of the two dragons together to create a
powerful, but highly unstable, instrument of neutrality. He used this two handed
sword to keep the balence in his realm for five years at which point the opposed
spirits within the sword split apart in a fiery cataclism (always wanted to say
that) and were tossed to opposite ends of the planet. Now, only in time of great
need can one (one of great power and representative of neutrality) call upon the
two swords to join together to put down an extreme.
Abilities
Gold dragon (flame) tongue: Acts as normal flame tongue (as in DMG) & when
attacking CE beings the wielder recieves a +1 bonus
to hit and +2 bonus to damage & if an evil being
attemps to pick up this item they must save vs. Magic
or be slain, 3-30 pts. damage if save is made.
Red dragon (flame) tongue: has the same abilities but effecting good instead of
evil.
Abilities of the two joined together: Normal flame tongue properties, and the
union of the two spirits awakens them from
their dorment state (the weapon will only
stay together for 1-4 days at which point
it will seperate and can not be rejoined
for 10 years). The wielder is immune to all
flame and can issue forth a cone of fire
from the blade causing 10-100 pts of damage
three times a day. The wielder may also
cast any MU spell from 1st through 3rd
level once a day.
Horgon
Two-Handed Frostbrand Sword
Intelligence: 14
Languages: Chaotic Neutral, Common, and Gargoyle
In addition to the Frostbrand abilities (+3, +6 vs. fire/fire using creatures;
50% chance of extinguishing magical or non-magical fires in a 10' radius, it
casts strength on its weilder twice a day (3 hours duration), and casts heal once
per day.
Horgon is a gruff, brooding sword that speaks in a deep voice and shouts "DIE,
FIRE GIANT SCUM" when striking a Fire Giant. It has similar messages for other
fire using creatures. He gets along alright with his wielder and other fighters
or people who are CN. He doesn't really like Wilde, the other intelligent flame
tongue long sword in my world.
Horgon's primary goal is glory.
IronFist
This two-handed sword is +1 to hit and +2 damage. When the wielder holds it
firmly in front of him shouting "IRONFIST", the blade polymorph itself into a
huge arm with powers equivalent to the Bigby's Crushing Hand spell. This can be
done three times per day.
Sword of Might--Rogenwhor
Two-handed sword +3
Wielder is compelled to call sword by full name, while the sword keeps saying,
"The name's Roger!".
He gets offended when people refer to him as a bastard sword, and replies,
"Hey, I don't call you a bastard <enter race here>!", unless, of course, it is a
half-elf wielding it, in which case he would just mutter to himself.
Roger has two modes of communication, speech and telepathy. However, he uses
them at in opportune times. He will speak telepathicly, when in public, and when
the owner talks to his sword, he looks crazy. He will speak outloud when you are
trying to sleep, or are trying to sneak somewhere. Roger can read his wielders
mind as well, but doesn't tell his owner that. Roger was made to kill those races
which make up the "giant class", and therefore can speak all of those languages
very fluently, but prefers to just scream the most foul taunts at it's opponents,
if they are of the giant class.
The special power of the sword is it ability to fire a lightining bolt as a
15th level wizard, once per day. Roger will not tell his owner of this ability,
unless it is a matter of life and death.
Roger is of Chaotic Good alignment, and can only be used by people of Good
alignments. If an Neutral person touches the sword, they will be jolted for no
damage. If an Evil person touches the sword, they will be jolted for 10 points of
damage, with no saving throw.
Rogenwohr (pronounced ROW JEN WHORE) is crafted of adamant, mythril, and
platinum. The blade is pure adamant, while the hilt is made of a mixture of
mythril, and platnum.
It is rumored that the spirit of Rogenwohr was a ranger in his former life.
Starblade
These mighty blades are huge two handed swords. Nine are known to exist, one
for each alignment. These blades are extremely powerful, and one will only allow
itself to be used by mortals if some dire threat exists to its alignment that
said mortal can somehow rectify. The blades are +7 for to hit and damage
purposes. They are highly intelligent (int 25), and will only cooperate with an
individual of the same alignment. The sword is too heavy to be used by anyone
with a strength below 25, however if the sword allows itself to be used, then it
will bestow such strength on its wielder while being in active use. Furthermore
the sword will bond with the wielder, fusing its life force with that of the
wielder. This effectively gives the wielder an additional 100 hp while in contact
with the blade (for damage purposes, if for example a fifty hp creature wields a
starblade, every third hp of damage suffered will be subtracted from the char
itself etc.). The sword is in telepathic link with the wielder, allowing the
wielder to use the 25 intelligence toward illusions detecting purposes.
Furthermore, regardless of alignment, all swords bestow the following powers upon
their wielders. det magic, det invis, det evil/good, dispell illusion on touch,
immunity to fear and charm/sleep type powers and spells, IR 120', UV 120', Globe
of invuln, tongues. Then there are powers dependant on which alignment the blade
is.
Alignment of Power Once/ Power Twice/ Power Four/
Sword: Day: Day: Day:
Lawful Good Holy Word Heal Lightn Bolt
Neutral Good Holy Word Heal Shock Grasp
Chaotic Good Holy Word Polymorph Self Shock Grasp
Lawful Neutral Prism Spray Dim Door Ice Storm
True Neutral Prism Spray Teleport no err Cone Cold
Chaotic Neutral Prism Spray Dim Door Ice Storm
Lawful Evil Unholy Word Polymorph Other Burn Hands
Neutral Evil Unholy Word Harm Burn Hands
Chaotic Evil Unholy Word Harm Fire Ball
All effects of once per day are at 24th lvl, all effects of twice per day are
at 16th lvl, all effects of four times a day are at 8th level. Should the wielder
be slain while wielding the sword, thus also having depleted the sword's hit
points, the sword 'dies' on this plane, and will automatically be transported to
its own alignment's plane to be 'regenerated', a process that takes d10 years.
During the Azithian Race wars, four of these blades were known to have been in
use. The Chaotic Good blade was in the hands of the brilliant general Sarpedon of
Cron Shander. Cron Shander sided with Piraz the Mad, and was leveled in the final
days of the war, when Piraz was already killed. Azith Dengg is rumored to have
been personally responsible for the kill. The Lawful Neutral blade was wielded by
the sorceror Szartax VI, descendant of the warrior to whom is named the armor. He
used it to great effect in the defense of the Capital of Szartax. He killed
Anchises, when his strike team, by then grown into a veritable army of drow,
goblins and human thugs, attempted a too bold stroke of torching the cities grain
supplies. Due to the sword Szartax VI saw through their covering illusions, not
one in ten of Anchises' band survived the trap laid for them. The Neutral Evil
and Chaotic Evil blades were used to great effect by the great drow and ogre
generals Phaedra and Megaera. The current locations of none of the blades is
known, though the lawful evil sword is most likely in the hands of the Royal
House of the Drow. Both Szartax VI and Sarpedon were members of the Council of
Twelve.
StarFighter (+2 2-handed sword)
Creates a fairie fire around any opponent within 10' radius of wielder.
Sword of Piraz the Mad
This great two handed blade can only be wielded by those possessing a strength
of 18/00 or greater (the great warrior Piraz was rumored to have had a natural
strength of 19, AND used a belt of storm giant strength). This great mithral
blade is unaffected by any spells itself and conveys a 50% magic resistance upon
the wearer while wielded. Furthermore the blade is not affected by any form of
metal. Hence when using the weapon on armored opponents, any metallic armor, even
if magical, this armor can be discounted for to hit purposes since the blade will
slice right through it. This effect can also destroy the weapons of those being
fought, or used to slice through iron doors, chains and other metal items. Note
that this can be very destructive for the armor of the opponent, DM's discretion
will be needed to impose AC penalties on those whose armor's have been ravaged by
this blade. The sword has a magical bonus of +4, and does double the damage of a
normal two handed sword. The handle of the sword is made of gold and set with a
huge ruby containing the soul of an ancient arch-demon.
Sword of Warding
This two handed sword +3 sheds a light that is harmful to undead. The light
will act as a cleric of level 12 in terms of turning undead. Those undead that
cannot escape the light (i.e. are forced to be within 20' of the sword) are
weakened 1 hp per round. The sword is only usuable by good characters, the moment
an evil character touches the sword, it flares up and delivers burning damage of
4d8 regardless of protection the evil character might be toting.
Treasure Sword
This sword can be wielded only by a good character (any fighter class) against
evil character only - will not damage neutral characters, even those threatening
the wielder. Treasure swords are intelligent, +3 two-handed swords. Emanate
sunlight which destroys vampires on sight, stuns or makes flee other lesser
undead, and gives combat penality equivalent to Bestow curse to greater undead.
Gives equivalent of protection from evil to its wielder. These swords cannot be
purchased or given - the sword itself guides a worthy character to itself guides
a worthy character to itself trough dreams, animals, etc. The character must be
on a quest for a good cause to find the sword (let DM decide which cause is
important enough). The sword will disappear after completion of the quest - goes
back to its resting place in the ground. The sword is protected by powerful
magics, and cannot be found unless the sword wants it.
Elf Slayers
Magical adj: special (see explaination)
Intelligence: nil
Magical abilities: Hitting a full blooded faerie causes triple damage
Hitting a partially faerie folk causes double damage
Magic of armor created by faerie folk is nullified by swords
Owner gains +5 save vs. magic regardless if it is unsheathed
or not (see other notes on magical resistance).
If the result of the saving throw is 20 or better, the spell has *NO* effect
on the owner. As a side note, beneficial spells must get past a saving throw of 2
to effect the user (-1 per level of caster). Also, no magic items of any sort
will funtion on the user as long as the sword is within a foot of him.
For the purposes of this sword, faerie races include: Elves, Sylphs, Dryads,
Nymphs, Pixies Brownies, Atomies, Quicklings, Pseudo- and Faerie-dragons, Satyrs,
Sprites, Leprechauns, etc. Basically, any race that has some inherent magical
ability or defense and would be found in a sylvan setting (see DMG#1, encounter
tables) is considered a faerie race. Note that Gnomes and Halflings are excluded.
A partial faerie race is any of the above combined with a non-faerie race
(usually human). Half-elves are the most common example.
The metal used in these swords is flat black, and is very difficult for the
Dwarven masters to forge. Other weapons made of this metal (called Zu fluct by
Dwarves, which today translates as 'elf slayer' although it originally meant
'kills wimpy scum') include spears and arrows. The arrows do not affect saving
throws or magic items, and the spears only give a +1 to saves and save against
beneficial spells on a 18 or better. If a faerie even touches this metal, he
takes one point of damage per pound of metal. Note that this could be
misconstrued as ego damage. Most Elf Slayer swords are broadswords.
Revenge
This broadsword is sturdy with an iron blade, a brass handle, and is cool to
the touch. At night, any spirit within one mile whose death needs to be avenged
will visit the wielder - who is the only one who can see them. The spirit with
the greatest need will ask the wielder to avenge it and the wielder is geased by
it. The wielder cannot have more than one geas at a time. The wielder will not be
harmed by ghosts nor can he attack them. He cannot throw the blade away while
geased.
The sword is +2 normally, exhibiting its true power (+4) only when the wielder
is geased.
Throwing Broadsword +1
You throw it, it attacks up to two targets and returns the same round. The
wielder has to make a DEX check to catch it on its flight back or take full
damage.
Wizard Bane
+1/+2 (vs. magic users) Broadsword
Intelligence: 12
Ego: 6
Alignment: Chaotic Neutral
Communicates: semi-empathy
- Can detect magic/magical beings within 15'
- While grasped, gives wielder +2 save versus magic
- Paralyzes any mage it hits for 1-4 rounds
BlastBlade Dagger
A shabby looking dagger that on rare occasion (randomly determined) causes a
small fiery blast for 6d4 damage when it strikes its target. The weapon is not
damaged by this.
Blood Claw Dagger
This throwing dagger is +3 to hit and damage. Upon hitting a creature that is
possesive of blood as life force (i.e. not undead or slimes or crystalline or
stone creatures etc.) the dagger will automatically grow barbs and burrow itself
to the hilt inside the target. Every round after the round in which it has
struck, the dagger will drain an additional 2d4 hp until the creature dies or the
dagger is removed. Removal of the dagger will cause the victim an additional 3d4
hpd due to the extensive barbs.
Butt Driller
+1 dagger normally
+3 if used from behind (great for thieves!)
CoinStealer
An evil +4 golden dagger with what looks like a platinum blade. There is a
small amount of tarnish on the blade which writhes in torch light. In shadows and
darkness the blade never glints or betrays it's wielder. The blade is intelligent
and has the special purpose of acquiring money. It can detect the number and type
of precious metals at up to 20' and the number and type of gems at up to 10'. My
gnome thief/illusionist came across this nasty piece of work and fell in love
with it, especially since the dagger was almost as greedy as he was. "Yeah Boss,
the dopey lady with the tatoo has 3 emeralds in her sock and a silver piece under
her wig".
Daelus
A chaotic intelligent +2 dagger, which once per day can fire a bolt equivalent
to a magic missile, doing 2d4+2 points of damage, but only with the weapon's
cooperation.
Dagger of Alignment Detection
This weapon appears to be a well-made dagger with five small gems set in the
hilt. It radiates magic. When a command word is spoken and the dagger is pointed
casually in the direction of a person or object within 30', one or more of the
jewels will glow to indicate the alignment of the creature or thing (such as a
magic sword) pointed at. The usual code of such daggers use is as follows:
emerald = good
diamond = neutral
ruby = evil
topaz = chaotic
sapphire = lawful.
Thus, the emerald and sapphire set in an alignment dagger will glow if it is
pointed at a lawful good character.
The target to be identified must be visible to the holder of the dagger. The
weapon's aim is not especially accurate; if is pointed in the general direction
of more than one creature or object of different alignments, the gems will glow
alternately in rapid succession, making their message difficult to interpret. The
alignment dagger is a normal weapon in all other respects, giving the holder no
combat bonuses.
Dagger of Happiness
Similar to a Dagger of Venom, it is +1 and its hilt holds 6 doses of a
sedative/happy drug. When striking an opponent, there is a 10% chance of the
dagger injecting the drug into the opponents system. The opponent then makes a
save vs. poison. If the creature attacked fails its save, one round later it
sits on the ground with a smile on its face (faces, what passes for a face).
This obviously doesn't affect things not affected by poison or that don't have
blood per se. The effects last 1d4+1 turns. If the creature attacked makes its
save, all further saves against this poison are at -2 per injection during the
above duration, because the drug is still in the being's system. Since the
drug is slow acting, there is more of a chance that it will be injected over
a normal Dagger of Venom - which is 5% - on a natural 20.
DaggerTip
This item appears to be the tip of a dagger which has been broken off a
complete weapon. It has a hole crudely drilled in one end, so that it can be worn
on a necklace or braclet, like a charm. When a command word is spoken, the
DaggerTip falls from whatever it is attached to, becoming a +2 Dagger. An
additional command word will make the dagger invisible. The grip is hollow: the
pommel unscrews to reveal a compartment containing thieve's tools. Repeating the
command word causes the dagger to shrink back to its original form. The small
size and relatively harmless appearance of the Dagger Tip makes it an easily
concealed weapon!
Diamond Dagger
The diamond dagger is a dagger who's blade is made of magically reinforced
diamond. The blade will cut any non-magical material (flesh of 'magical' monsters
is non-magical) easily. It will act as a reduce any armor class to 9 if the armor
worn, animal hide, etc., is non-magical, although any bonuses for dexterity,
etc., is still applicable. The dagger still acts as a +3 dagger and will do so
against magical armor too. It will also cut most any material, stone like butter,
metals like sand, and wood like flesh. The damage done by the dagger is as a
short sword. The dagger has no bonuses at all against materials that are made or
alloys of mithral or adamantite. It can be used to cut open chests, doors, carve
stone, shape metal, etc. The dagger is balanced for throwing, and will always hit
blade first and always (not mithral and adamantite) sink in to the hilt, which is
made of steel and adamantite. This dagger need never make saving throws, unless
it is being hit with (not hitting) a weapon or object of mithral or adamantite,
whereupon it will shatter if failed.
Elven Dagger
This weapon, created for elven warrior commanders, is fashioned of a mithral,
silver and steel alloy. It possesses the ability to detect giant-class creatures
at a range of 200' outdoors, 100' indoors or underground (for a list of
giant-class creatures, see Unearthed Arcana page 22). The blade of this dagger
glows a faint white-blue color when such a creature is at the extreme range of
its detection ability. The glow intensifies as the giant-class creature gets
closer, until the blade is shining with the equivalent of a light spell.
This dagger is +3 to hit and to damage giant-class creatures only. When
attacking other creatures, it is considered to be a +1 magical weapon, but it
strikes and wounds as a normal dagger. If desired, the dagger can be commanded to
dim its light or to withhold its radiance when stealth and concealment are
important. The blade glows only when giant-class creatures are near, not by any
command. Any giant-class creature that holds or touches the weapon receives 1-4HP
damage per round of contact.
Lecrucia the Thristy
Lecrucia is a magical dagger of grey stone. The dagger was crafted by an
ancient, matronly, ogre mage for really painful rites of summoning. The ogre cast
her soul into the dagger when her temple was everwhelmed by troops of the good
order. She has been causing more trouble ever since. Lecrucia has intelligence of
17, wisdom of 17, ego of 17.
Her powers are:
1) +0 base to hit/damage
2) +2 vs. high elves
3) +3 vs. grey and drow elves
4) +1 vs. things with blood
5) +6 vs. vampires (they have a lot of blood)
6) 2d12 blood drain AT LECRUCIA'S WHIL (substains her life force)
Lecrucia will turn against her master if he won't let her drink. If she gains
control, she will plunge herself into her slaves heart and drain him or her
completely. Lecrucia is Lawful Evil and will try to pervert anyone who uses her.
She can only drain blood eight times per day, the number of the diamonds on the
hilt. When she drains blood a diamond turns red.
Potracos
A dagger of healing that works normally twice per day. However the third time
it is used it does regular damage. It has a white handle, or black if you want to
be perverse.
Shorty
This long, thin-bladed dagger possesses its wielder with a desire to steal and
kill,turning the wielder toward a shade of selfish evil. In the hands of a thief,
the blade allows a plus 50% on opening locks (up to a maximum of 99%). Moreover,
it can cut through most magical seals (8 charges). The blade does a base d6
damage, is +4 in term of magic, and attacks twice per round whether thrown or
held in melee. It may dance for 3 rounds and may excrete a magical poison once
per day (save vs. poison: lethal vs. lawful creatures, others take 6d6). The
dagger has a playful mentality but a limited intelligence.
Silent Blade
A dagger that when it is drawn from it's sheath activates a "Silence 20 yard"
spell. It was of course made for a thief...
It was by the way +3 and was not made to be thrown. It also had a small
compartment in the hilt big enough to hold a few gems or a ring or two...
Daggers of Pain
Once per day, these daggers inflict damage as does a symbol of pain to the
target they hit, provided maximum damage is done.
Thrown Dagger of Backstabbing
This dagger allows the thief to backstab one category higher (from x3 to x4)
once per day on a thrown backstab. It will return once per day and for the rest
of the day will function as a dagger +1.
Vampiric Crysdagger
This is a +1 dagger which sheds no light. When wielded by a thief, it does
vampiric touch (3d6 dmg) once per day.
Vanquisher
Quasi-relic. Dagger +2 (+3 vs. larger than human).
INT 17, EGO 19.
Known languages: Ogre, Bugbear, Lizard Man, Fire & Hill Giant.
Can read magical runes.
Detects Good/Evil 100' radius and invisible objects 1' radius.
Teleport once per day (to known location).
Special Purpose: Slay non-human monsters
Special Purpose Power: Paralysis 1d4 rounds, save vs. magic.
Notice no alignment. This has helped promote the vigilant search that develops
whenever this weapon is known to be around. It has been pawned for @30,000 GP by
one player in our group who was an assassin. Needless to say, he retrieved the
dagger after the sale. Oh, the dagger no longer has an alignment due to the fact
that as long as it's special purpose is kept it doesn't care who uses it.
Vengear
This small dagger has been powered with an extremely potent dweomer. It has no
plusses or any other bonusses when used in regular combat. However, when the true
name of any creature seen by the wielder at some time in his or her life is
spoken aloud, and the dagger thrown, the dagger will automatically strike that
creature, wherever that creature may be. Thus if necessary, the dagger will sail
through the planes to seek and hit the creature. Upon hitting under such
circumstances, the effect of a harm spell will automatically affect the target,
and then damage for the dagger will have to be calculated. Note that this does
not necessarily kill the victim. First roll d4 for hitpoints left, then d4 for
hitpoints lost due to the dagger. There is only one of these daggers known to be
around, and this was the item that finally brought low the infamous Piraz the
Mad. The hand that threw the blade is thought to have been that of Saicha La
Vallee, Azith Dengg's wife. Her powers and actions throughout the long wars are a
mystery. It is certain that she played a large role behind the scenes in
organizing the campaign led by her husband.
Sword of Power-Shieldbreaker
Symbol: warhammer
(The Sword of Force +3)
The most powerful of the twelve. As Vulcan's prized weapon, he invested a
great deal of his essence into the blade. The Sword prevents any harm to come to
the wielder from any type of weapon or spell (direct or indirect/physical or
mental). As long as someone is engaging the wielder in combat he cannot release
the Sword (he does not have to draw it, and may release it after all opponents
disengage). The only thing that the Sword will not effect is unharmed opponents:
if anyone or thing that attacks without weapons (or spells) the Sword will pass,
harmlessly, through them as if they were made of air. The other disadvantage is
that the Sword increases it's strength by drawing from the wielder, for every
five rounds of combat it reduces the wielder's Strength by one (ie 2 points of
STR per turn). The wielder is not affected by this loss until all combat is done
and the magic of the Sword no longer supports him. If the wielder is below one
point of Strength, he will be comatose until he reaches 1 point; regaining one
point a day. After this he will regain 3 points per day for total rest, or 1
point a day for resting and travelling (riding ONLY).
COMBAT EFFECTS:
Dispels all spells used against wielder.
For every person who attacks the wielder with a weapon or spell (in melee
range) the sword will: d100:
1 - 20% Destroys their weapon.
21 - 40% Cuts off one hand/arm
41 - 45% Cuts off both hands/arms
46 - 50% Cuts off one leg
51 -100% Kills (no save)
There is no save for any of these effects. Magic armor offers no benefit at
all, nor will a Stoneskin absorb the damage.
Sword of Power-Stonecutter
Symbol: block with a wedge of it cut out
(Sword of Siege +3)
Stonecutter slices through rock and stone, literally, as a hot knife would
through butter. If it's point is rested on stone, it will begin to cut it, with
its own weight. Stonecutter may be used to tunnel through stone at a rate of 3"
(this is assuming there is someone to remove the debris, or that the tunneler is
going up, letting the debris fall below). The tunnel would be about four feet in
diameter. Stonecutter has no combat bonuses in addition to the standard benefits
of a Sword, unless fighting creatures made of stone. Then Stonecutter adds a +4
to hit, and a +6 to damage. On a modified roll of 19 or 20, the Sword will cut
off a limb or appendage, and on a natural roll of 20, it will destroy the
monster. When used against stoneworks it does 15 points of damage.
Sword of Power-Doomgiver
Symbol: ring (circle)
(Sword of Justice +3)
It is the least known Sword (it was destroyed without ever have been used were
the teller of the story could tell the readers).
The Sword of Justice throws the power of the opponent(s)'s attack back at
them. Acts a Ring of Spell Turning (and over powers a ring) against spells.
Attacks with melee weapons: attacker rolls to hit, if the score is enough to hit
the ATTACKER he rolls for the amount of damage he *would* have done, then
Doomgiver hits him, causing that much damage.
Sword of Power-Sightblinder
Symbol: an eye, 1/4th closed
(Sword of Stealth)
When the user wears this Sword it makes him appear to all others as what they
fear or love, depending on who and what they are thinking of (the wielder may
change from a father to a wife, if the viewer's thoughts change). Usually groups
see the wielder as the same person.
The image the wielder takes cannot be chosen, it may or may not appear to be
wearing a sword (or even a Sword if others see him as a person who should be
wearing one). Also the wielder can see through all illusions, magical or
otherwise. The Sword acts as a True Seeing spell when drawn.
Sword of Power-Woundhealer
Symbol: open hand
(Sword of Mercy +3)
(Sword of Love)
The Sword of Mercy cannot harm any living creature, if thrust into someone it
will cure 2-20 points of damage, cure disease, cure blindness, and regenerate
(which will also heal what the cure 2-20 doesn't).
If used against undead, they must save versus Death Magic at -8, or be
rendered dead. Undead without corporal bodies can be hit, the Sword does the
damage as a "normal" Sword (ghosts, spectres, phantoms, etc). With these pluses:
+3 "to hit" +3 damage.
Evil creatures from the outer planes can be fought with this Sword. It does
damage as a Sword. With these pluses: +3 "to hit" +3 damage.
If used against non-organic (never living) it uses the normal pluses for a
Sword, and does damage.
Sword of Power-Mindsword
Symbol: banner on pole
All intelligent, semi and up, creatures who see this Sword drawn, become the
faithful servants of the wielder. They remain faithful until the wielder loses
the blade or they handle one of the other Swords and make a save. Possessing one
of the other Twelve allows the person a save vs magic not to be controlled by the
Mindsword. If the Mindsword and its wielder are out of sight the save is at +4.
Doomgiver's and Shieldbreaker's wielders are immune to the Mindsword. Creatures
under the power of the Mindsword will follow ANY command given by the wielder,
even suicidal instructions, with no hesitation.
Sword of Power-Soulcutter
Symbol: none
(Sword of Despair +3)
(Tyrant's Blade)
Its power creates thoughts of absolute hopelessness in all within 100 yards
radius of the drawn sword. The wielder is also effected by the Sword. All within
the radius of effect sink to the ground, so hopeless that they can do nothing but
stare at the ground. Carrying another Sword will give the wielder a save vs magic
at +5. Once the Sword is sheathed (if it is sheathed all people effected slowly
regain their normal world-view and recover (10-level per rounds).
The wielder of Soulcutter ages one year for every round the weapon isdrawn.
The wielder cannot return the blade to its sheath unless he also carries another
Sword and makes his save when Soulcutter is drawn).
Sword of Power-Townsaver
Symbol: Crenelated wall with upraised arm holding
(Sword of Fury +3)
Townsaver is somewhat similar to Shieldbreaker, in its effects on opponents in
combat.
COMBAT EFFECTS:
Wielder cannot be controlled by another.
For every person who attacks the wielder (armed or unarmed), if they are within melee range) the sword will: d100
1 - 15% Destroys their weapon Knocks weapon from their hand
16 - 35% Cuts off one hand/arm normal damage
36 - 40% Cuts off both hands/arms normal damage
41 - 45% Cuts off one leg normal damage
46 - 95% Double damage normal damage
96 -100% Kills double damage
The disadvantage of Townsaver is that it does not protect the wielder as does
the Sword of Force. If Townsaver is controlling the wielder he gains no AC bonus
for dexterity and suffers a -2 to his AC.
A highly skilled fighter may be able to control the Sword. If (Level + INT +
WIS + CON) > 55. If the wielder can control the sword it does not use the table
above, nor does it give an attack for each attacking opponent.
Abilities of the CONTROLLED Townsaver: Adds 1 to the wielders attacks/per
round +3 "to hit" +3 damage.
Wayfinder
Symbol: arrow (pointer)
(Sword of Wisdom +3)
Wayfinder can be used to make decisions. Such as "Where can I find a wizard to
help me on this adventure?" you point the Sword around until you feel a tingle,
and then go that way. Wayfinder always makes the "correct" choice, but not always
the path of least risk.
Farslayer
Symbol: concentric circles (bullseye)
(Sword of Vengeance +3)
The wielder grasps this Sword by its hilt spins in a circle and says, "For thy
heart, for thy hear, who hast wronged me!" Release it, and it flies for a couple
of feet then disappears. It reappears by the named enemy and pierces his/its
heart, killing it. There is no save. No armor or magic can stop Farslayer, only
Shieldbreaker can stop this Sword (Farslayer would be destroyed). The sword lays
in the enemie's heart, until someone finds him and draws it out.
Coinspinner
Symbol: pair of dice
(Sword of Chance +3)
Coinspinner can be used similar to Wayfinder, although it finds the best
chance of what the wielder seeks. The oddest thing about the Sword of Chance is
that it is the only sword that can move itself. If not watched it may disappear.
No vault, or magic can keep it in one place.
+4 Luck (all saves at +4)
+6 Luck in all games of chance
Dragonslicer
Symbol: winged serpent
(Sword of Heroes +3)
Dragonslicer will kill any dragon whose flesh it bites. When used against
dragons it has no "to hit" bonus, but if the Sword hits the dragon dies (no
save). Removing the Sword from the dragon's body requires a bend bars/lift gates
roll.
Harpoon of Seeking
The Harpoon of Seeking always has a +2 modifier to hit when it is
used against the monster for which it is designated, as decided on the table
below. It also can be thrown in the water with no penalty on range or speed.
It appears as a harpoon with a 9 foot solid steelwood shaft and a shiny silver
head.
Table 1: Monster designation (d6)
1.....Whale 4.....Aboleth
2.....Shark 5.....Crocodile
3.....Green Dragon 6.....Octopus
Flaming Crossbow
The Flaming Crossbow appears as a normal wooden crossbow of fine
craftsmanship, but modest decoration. Any time a bolt is loaded and cocked,
the entire bolt starts to flame, but neither the bolt, nor the crossbow are
consumed by the heat. When it makes a succesful hit, the victim suffers an
additional 2d4 points of damage the first round, and 1d6 points every round
thereafter for the next 6 rounds, or until it is extinguished. Wether the hit
is succesful or not, any flamable material it touches automatically ignites.
The Flaming Crossbow has a +2 to hit modifier.
Whip of The Great Mummy
The Whip of The Great Mummy contains many powers within it, but all
it's benefits except it's damage and to hit bonus of +2 are only available to
evil necromancers of level 9 or above. The Whip belonged originally to an
evil king named Saheida Keiadha. He ruled his lands with an iron will, using
his families magic items to force hs bidding. The lands he inherited from his
father, Illiun the Just, were well tilled and rich, but by the time of his
death had been completely stripped and depleted for King Saheida's purposes.
He often whipped important prisoners himself with his whip and usually ended
up killing them after hours of inflicting pain so great that his victims bled
from their throats after screaming so harshly. No matter where he went,
Keiadha had his whip and had qualms about using it to his own amusement. Many
were the innocent farmers who had permanent lash marks on his back from the
King's romps through the country. When he died, it is the accepted myth that
his evil spirit became pssessed by the whip.
Any non evil person who picks
up the whip must roll a wisdom check versus 19 to overcome the evil. If
succesful, the person automatically knows it is very evil and will immediately
drop it. A failed check means that the person holding the whip recieves an
incredible negative energy charge and loses 6d6 hit points, forgets all spells
in memory and loses all PSPs.
Any evil person picking it up who is not a necromancer suffers no ill
effects, but cannot use any of the whip's powers except for the to hit/damage
bonus. Any evil necromancer touching the whip automatically learns it's
powers, but only a Necromancer of 9th level or above may use the powers.
These powers are 1.)A fear aura within 10' feet of the user can be used by
mental will as many times as desired 2.)Any victim struck by the whip by a
natural roll of 20 loses 1 charisma point from the permanent scarring
3.)The whip can be used three times a month to summon the spirit of Saheida.
When this is done, his spirit manifests itself as a mummy that appears from
within 2 rounds, either from the ground, or from thin air. The mummy can be
commanded for 1 hour to fight, cast up to 9 levels worth of necromantic
spells, or answer any question asked it. The mummy will always answer any
question it is asked, but it is up to the Dm to determine wether or not the
information asked is within the mummy's realm of knowledge. If it is not, the
mummy's answer will be completely cryptic and nebulous. The whip is crafted
from a tough material that resembles many fine strands of steel cable
interwoven together, but it is tar black.
Undead Rapier
The Undead Rapier is a Rapier of incredible craftsmanship. It has a
+2 to hit and damage and any damage rolls of 1 become 3. The Rapier is made
of the bones of a destroyed lich. Because of this, any person with less than
7 hit dice or levels must roll a 20 plus their level and get a number below 10
or they cannot touch the Rapier. Their hand (or grabbing appendage) will go
through the Rapier. Any person able to wield the sword will find that it is
incredibly well balanced and light. When the Rapier is swung in a certain
fashion, as determined by the DM, it causes a door to open in front of the
wielder and 5d8 skeletons appear for them to command for up to 8 days, then
any remaining disappear. This power may be used once every three days, but it
must have been used to kill someone within 6 hours before its use.
Kriteon's Amazing Weapon
Kriteon was a powerful sorcerer who had a hobie of creating unique
magic items, hiding their magic abilities, and placing them where a deserving
adventurer would find it. His pinnacle of success was the creation of his
Amazing Weapon. It appears as random weapon of the DM's choosing. It cannot
be detected as being magical. However, the user becomes aware of it's
abilities over the length of 49 days. The Weapon must be with it's owner for
those days. The owner learns of one its powers once every 7 days. These
powers are, in the order that they are learned:
1.)The owner is considered the Wepon's master. The weapon keeps the same
master until another person wields it and has it for 7 days.
2.)It has a bonus to hit and damage equal to 1/4 of the user's level, rounded
down, but never below 1.
3.)It can be commanded to become any weapon the owner desires. The
transformation takes 5 rounds.
4.)It can summon monsters as the monster summoning three spell. This can be
done once every 2 weeks.
5.)It can neutralize any spell cast below 7th level at the owners mental will.
6.)The weapon itself can be summoned into the owner's hand. It cannot be
summoned over different planes. It's teleportation is instantaneous. This
can be done once a day.
7.)The weapon can be commanded to disappear completely. When this happens, it
is completely non existent for 100,001 rounds. After that, it appears at a
random location in existence, but not on the same plane as it last was. When
the master commands it to disappear, a chest and an unseen servant appear
in front of the former owner. The chest is 3 feet long by 6 feet wide, by 3
feet deep. It is filled with 100,001 gold pieces. The unseen servant can be
given one command: where to take the chest.
Reaityine's Appearing Weapon
Reaityine's Appearing Weapon is really several weapons, each with the
same power. Reaityine was a powerful warrior turned mage who became known as
a powerful bounty hunter who preffered to take his bounty alive when he could.
The only thing about Reaityine was that he had the terrible habit of losing
his weapons, either through capture by the local militia, leaving it in the
inn or other means. So, when he became powerful enough to enchant his own
weapons, he decided to make them so he wouldn't lose them. He created a
magical 2-handed sword, long sword, and a pair of daggers. He enchanted them
first with a +1 to hit bonus and +2 damage bonus. Then he had a pair of
silver bracers crafted for him. he worked for months and finally made his
creation. By wearing the bracers, the wearer can speak a command word and one
of the weapons, depending on the command word, will appear in his/her hand.
Walking Caltrops
The inventor of these nasty little creations is unknown, but they are
a great boon to any thief who comes upon them. They lok like normal caltrops,
but when thrown, they move at a rate of 10' a round in random directions.
Any person persuing the thrower must make a saving throw versus paralyzation
as with a normal caltrop, but with a -3 modifier. Once a caltrop is stepped
on, it works to lodge itself further into the victim's foot. This causes an
extra 1 point of damage a round in addition to the initial 1d4 damage for
stepping on it. If the caltrop is not removed within 3 rounds, that person
cannot move for 24 hours. At least 10 caltrops must be dropped for every 25
square feet to be affected. Half of that negates the mdifier to the victim's
saving throw. Doubling that cause an extra -2 modifier to the saving throw.
Moving through the affected area at 1/4 normal rate eliminates any chance of
stepping on one. When found, it is a bag containing 10-100(10d10) caltrops.
GUARDIAN BLADE: This blade does not normally glow. Its chief function is to
lie upon or beside the sleeping character and warn of approaching danger. It
can detect enemies like a wand of enemy detection within a 2" sphere. Upon
detecting an enemy, the guardian will flash a single burst of light,
telepathically alert its owner,
and go out. This power can be used but once per day, and will operate
continuously for a period of up to six hours. It may be used while the
character is awake and moving but once-used it will not function again for
twenty-four hours.
XP value: 1,600 gp value: 8,000
SWORD OF INTERCESSION: [S1] This magical weapon is a holy (or unholy) sword
that always has an alignment and a patron deity. A character of any alignment
may wield a sword of intercession, but it will function as a normal,
non-magical weapon. A character of the same alignment as the sword may wield
it as a +2 weapon. A character who worships the sword's patron deity may wield
it as a +4 sword, and in addition gains a 5% magic resistance and a +2 bonus on
all saving throws so long as the sword is held or carried. Such a character
will also be able to commune with his deity once per week, asking one yes-or-no
question at that time. The sword will not work for those who have only
converted to their new alignment or religion within the last year.
XP value: 1,000 gp value: 5,000
SWORD OF THE NIGHT, +1: [S1] Though most magical swords shed light, a sword of
night, also known as a black sword, sheds darkness. The sword's wielder
determines the radius of the sphere of darkness given off by the sword; it can
be from 5' to 25', in 5-foot increments. Within this radius, all creatures but
the sword's wielder will be unable to see and will suffer a -4 penalty to hit
on their attacks, as well as losing any armor class bonus for dexterity.
Infravision and ultravision are similarly useless within this radius. The
sword's user may see normally in all respects, however, and can use the sword
as a +1 weapon to hit and on damage.
The sword can also cause fear in all creatures within the darkness who
fail a saving throw vs. spell (with wisdom bonuses applicable). This fear
power is generated at the wielder's unspoken command, and may be produced up to
three times per day. Creatures affected by the fear will move away from the
darkness at full speed for 2-7 rounds.
A light spell cast at the sword will negate all of its powers (except for
its +1 combat bonus) for one round per level of the caster, if the sword fails
to save vs. lightning (as hard metal). A continual light spell negates the
darkness powers for twice as long, and the save is made at a -3 penalty.
XP value: 700 gp value: 3,500
SWORD OF PERCIVAL IRONHEART: [S5] This sword radiates Lawful Good magic and is
+2 vs. evil opponents. It can speak Common and LG and can detect gold within
60'. In a pitched battle when its owner's life is seriously threatened by an
evil opponent, on a natural 20 to hit this sword turns the opponent to solid
gold (save vs. petrification). Any attempt to exploit the sword for the sake of
producing gold has a 15% cumulative for a fumble turning the user or exploiter
to gold. The sword may not mention the gold making ability so as not to
encourage greed.
XP value: 8,000 gp value: 90,000
MISCELLANEOUS WEAPONS
ARROW OF BOW BREAKING: This arrow appears as a normal +3 arrow. When nocked
on any bow and pulled back as if to fire, will cause the bow to
break, no saving throw is allowed for normal bows. Magic bows get a saving
throw of 10% per '+' of the bow, and additional 15% per major special ability
of the bow, and 5% per minor special ability of the bow. If a bow has a normal
'+' and also a different '+' against special creature then the highest '+' is
used.
XP value: Nil gp value: 100
ARROW OF THE MAGI TYPE I: [S5] These arrows have tips made of folded
parchment. Each arrow has a spell sealed in its parchment. When an arrow
hits, the spell is released on the target. They do no damage other than the
spell. Effects are immediate as per 7th level of casting. If anyone tampers
with the scroll spell the effects are released upon him.
XP value: 500 gp value: 100 + price of scroll
spell
ARROW OF THE MAGI TYPE II: [S5] This common arrow is usable only by the
magic-user class. The arrows are normal except that they have hollow metal
heads. Spell components may be placed in the cavities in the head and the
spell cast on the arrow. When the arrow strikes, the spell is released on the
target (save vs. magic as per spell). Impact damage is 1d2 for S,M and 1
point for L creatures. If the magic-user fires the arrow himself it is as if
against AC 9 (modifications at DM's disgression).
XP value: 0 gp value: 75
BOLTS OF LIGHTNING: [SD] Also called thunder bolts, these bolst appear to be
normal bolts until fires from a crossbow. After being shot, a bolt of
lightning becomes a 7'-long bolt of lightning with a range equal to the maximum
range of the crossbow which fired it (e.g., a bolt fired from a heavy crossbow
has a range of 240 yards, and a bolt fired from a light crossbow has a range of
180 yards).
These bolts are +2 to hit and do 4-16 hp damage if they strike a target.
A save vs. spells is applicable; if the save is sucessful, only half damage
accrues to the creature struck. Furthermore, all creatures within a 15' raduis
of where this magical bolt hits have to save vs. petrification of be stunned
for one round due to the earpiercing clash of thunder which accompanies the
strike.
Bolts of lightning are usually found in numbers ranging from 2-8. They are
also often found mixed with normal bolts or with magical bolts of other types.
XP value: 200 gp value: 1,200
BOW OF ACCURACY: [SD] The bow of accuracy is a simple yet effective missile
weapon. The magic properties of this bow are a +3 bonus to hit and damage;
likewise, all ranges within normal bow range are figured as short range in
regard to this weapon.
XP value: 2,500 gp value: 15,000
BOW OF DISTANCE: [SD] Like the bow of accuracy, this bow gives a bonus to hit
and damage--a bonus of +2 in this instance. The difference between the two is
that the distance for the bow of accuracy are double that of a normal bow of a
similar type.
XP value: 2,000 gp value: 12,000
BOW OF DOUBLING: [S2] This magical bow offers no bonuses to hit or damage, but
it does have the unique property of firing two arrows at a time. Whenever a
non-magical arrow is fired from this bow, the bow automatically creates and
fires a second arrow. If the first arrow hits its target, so will the second;
if the first shot misses, the
second arrow has normal probabilities to hit it. All arrows shot from this
bow, whether they hit or not, will be destroyed upon impact (or as soon as it
is determined that they did not hit) and cannot be recovered. About 75% of all
such bows are short bows, because of their usefulness to horse archers.
XP value: 1,000 gp value: 6,000
BOW OF FIRE TEETH: [SD] When fired, this bow ignites any arrow it shoots. In
addition to regular damage, the arrow does 1-6 hp fire damage. Magical arrows
must save vs. magical fire if shot from this bow; if they fail the save, they
catch fire and lose all magical enchantments. If they save, magical arrows
perform normally. These arrows set combustables aflame if the combustable
material struck fail a save vs. normal fire.
Bows of fire teeth can set fire to a maximum of 10 arrows per day. The
bow of fire teeth gives no "to hit" or damage bonuses other than the added
damage from the arrow's flames. Such bows are generally red or yellow in color
and have fire runes incorporated into their ornate designs.
XP value: 750 gp value: 5,000
BOW OF ICE FANGS: [SD] This long bow, made of ivory and mithral steel, is
believed to have been first created by the Elder Craftsmen of Niflheim (the
area of Hades known to worshipers of the Norse gods as the land of the dead).
Duplicates of the ice fang bow have since been crafted by human and elven
mages. The main feature of the ice fang bow is that it creates ice arrows from
the water vapor in the air. The user need only pull on the bowstring and
release it; the arrows are created instantly, but may only be fired at a rate
of two per round, to allow the bow's magic time to recharge. These magical
arrows are +1 to hit and do double damage (2-12 hp damage) vs. fire-using and
fire-dwelling creatures. If used against any other sort of being, these arrows
are merely +1 to hit and damage. Each ice fang bow can generate a total of
101-200 ice arows before its magic fades. A nonmagical ice fang bow is still
finely crafted and is worth 1,000 gp.
Unfortunately, in hot climates (120 degrees F and up), the effective range
of these arrows is halved. In environments where the temperature is over 300
degrees F, the ice arrows cannot form. If normal or magical arrows are fired
from this bow, they do not gain the bonuses againt fiery creatures, and the bow
performs in all ways as a normal long bow.
XP value: 600 gp value: 3,500
BOW OF SPEED: [SD] This weapon is +1 to hit and damage. If there are
undamaged and nonmagical arrows within 10' of the bow, those arrows are
teleported, nocked and ready to fire, as soon as the bowman pulls back the
string. This allows the normal rate of fire for the archer to be doubled.
Some 10% of these bows are able to teleport any arrow within 10', magical or
not, to the bow for firing. The archer can only distinguish one arrow from
another if the arrows used are distinctive; all arrows to be fired are chosen
at random.
XP value: 2,000 gp value: 12,000
CAGLISTRO'S CALTROPS: [S5] These appear to be normal caltrops but there are
two forms: The explosive caltrops do 1d6 damage each when stepped on, the
flash types do 1d8 burn damage on the first round, 1d6 the second, and 1d4 on
the third, plus igniting clothing.
XP value: 5 gp value: 20
CROSSBOW OF ENCHANTMENT: [SD] This weapon casts a spell upon any nonmagical
bolt placed in it, enabling it to strike any creature that can only be hit by a
magical weapon. Note that there are no bonuses to hit or to damage; the
crossbow merely enables one to have a chance against unnatural monsters with
nonmagical bolts. No additional benefit is bestowed upon a magical bolt.
XP value: 1,500 gp value: 7,500
CROSSBOW OF HEALING: [S5] This red crossbow radiates CG magic. A hit by this
bow (usable by clerics) heals 1-6 points of damage. (On a natural 1 to hit it
hits the target of 1-6 points of damage.) Only against undead does it function
normally as a +1 bow.
XP value: 2,000 gp value: 13,000
CROSSBOW OF LEVITATION: [SD] This is a magical crossbow that gives its user
the ability to levitate as per the spell. While using the crossbow of
levitation, the owner's feet are not in contact with the ground; at the least,
the bow owner remains 1' above any "ground" surface. Furthermore, the only
other weapon the bow owner may hold in hand is a dagger or knife. If a
levitate spell is used on the possessor, the bow loses all of its power for
2-12 rounds. This crossbow has a +1 bonus to hit targets, but offers no
bonuses to damage done by bolts. The user of this crossbow gains forward
movement at a rate 1" while levitated, but he can be towed by flying creatures.
XP value: 1,500 gp value: 7,000
CROSSBOW OF LIR: [SD] This crossbow, which has a "to hit" bonus of +3, may be
fired normally underwater at the same ranges as a normal crossbow has on land,
thereby giving underwater adventurers a badly needed missile capability. In
the air the bolts shot by this crossbow will travel slowly and for little
distance just as if it had been a bolt shot under water by a normal crossbow,
and will be able to travel freely if it is shot at water as soon as it enters
the water. These bows are named after Manannan Mac Lir, Celtic god of the sea
(Legends & Lore, page 28).
XP value: 2,000 gp value: 10,000
CURSED BOW OF WARNING: [SD] At first, this bow appears to be a bow +3, but
when an arrow is fired from this bow, it always misses any living target which
is of evil nature. furthermore, the arrow's flight always alerts an evil
victim and instantly directs his attention to the location of the user of the
bow, negating all further surprise advantages. If the nature of this bow is
discovered, the curse can be removed by magical means, such as through the
employment of a dispel magic, wish, or limited wish, or by clerical means, such
as through the employment of a remove curse. The curse is considered to be
12th-level magic. Once the curse is removed, the bow becomes a bow +3.
XP value: Nil(1,500 without curse) gp value: 500 (10,500 without
curse)
DAGGER OF ALIGNMENT DETECTION: [S1] This weapon appears to be a well-made
dagger with five small gems set in the hilt. It radiates magic. When a
command word is spoken and the dagger is pointed casually in the direction of a
person or object within 30', one or more of the jewels will glow to indicate
the alignment of the creature or thing (such as a magic sword) pointed at. The
usual code of such daggers use is as follows: emerald = good, diamond =
neutral, ruby = evil, topaz = chaotic, and sapphire = lawful. Thus, the
emerald and
sapphire set in an alignment dagger will glow if it is pointed at a lawful good
character.
The target to be identified must be visible to the holder of the dagger.
The weapon's aim is not especially accurate; if is pointed in the general
direction of more than one creature or object of different alignments, the gems
will glow alternately in rapid succession, making their message difficult to
interpret. The alignment dagger is a normal weapon in all other respects,
giving the holder no combat bonuses.
XP value: 100 gp value: 600
DARTS OF BRANDING: [SO] When thrown, darts of branding burst into blinding
flame unquencable by water or cold, and this conflagration leaves a branded
mark where such a dart strikes. These marks may be shaped by careful
construction of the dart into runes or devices (and usually are). The dartfire
consumes the weapon and does 5-9 points more damage than normal darts.
Non-fire-resistant creatures get no save vs. this fiery damage, but the
dartfire is relatively feeble and will do no damage if the target is protected
by a resist fire, dispel magic or more powerful protective spell. Darts of
branding can pass undamaged through a wall of fire, however, and will derive
additional heat from the wall, doing 1 point of additional damage for every 1"
(and remaining fractions) of flames they pass through. Flame strike and flame
arrow spells have no effect on darts of branding.
XP value: 200 gp value: 1,500
DIAMOND DAGGER: The diamond dagger is a dagger who's blade is made of
magically reinforced diamond. The blade will cut any non-magical material
(flesh of 'magical' monsters is non-magical) easily. It will act as a reduce
any armor class to 9 if the armor worn, animal hide, etc., is non-magical,
although any bonuses for dexterity, etc., is still applicable. The dagger
still acts as a +3 dagger and will do so against magical armor too. It will
also cut most any material, stone like butter, metals like sand, and wood like
flesh. The damage done by the dagger is as a short sword. The dagger has no
bonuses at all against materials that are made or alloys of mithral or
adamantite. It can be used to cut open chests, doors, carve stone, shape metal,
etc. The dagger is balanced for throwing, and will always hit blade first and
always (not mithral and adamantite) sink in to the hilt, which is made of steel
and adamantite. This dagger need never make saving throws, unless it is being
hit with (not hitting) a weapon or object of mithral or adamantite, whereupon
it will shatter if failed.
XP value: 4,000 gp value: 30,000
ELECTRO WHIP: [S5] This magical item looks like a normal whip with a gem set
into the handle. Each time this whip hits as a whip, it builds a 1d6
cumulative electrical charge. When the gem is punched, this charge is thrown
from the tip of the whip as a lightning bolt (roll to hit, range 18'+10'/level
of user). If the user is in contact with grounded liquid when the whip is
discharged, the charge will go through him instead, doing double damage.
XP value: 1,400 gp value: 6,000
ELVEN BOW +3, LAST SHOT: [SD] This bow appears to be a normal magic bow of +1
enchantment; however, in the hands of an elf, the full powers of this weapon
are evoked. Whenever an elf uses this weapon it becomes a +3 magical weapon
with ranges 50% greater than normal. The rate of fire is also increased by one
arrow per round; this last arrow is fired after all other attacks have been
completed for that round.
XP value: 1,200 gp value: 8,000
ELVEN BOW +2, GOBLIN BANE: [SD] This bow appears to be a standard long bow +1;
in the hands of an elven fighter, however, its full potential is realized. The
+2 bonus is gained, as well as the following characteristics: Arrows fired
have double-normal ranges and strike for double damage (2d6+2 hp damage)
against any giant-class humaniod successfully hit. This class of monsters
includes those which may be struck for extra damage by rangers (as per
Unearthed Arcana).
XP value: 1,000 gp value: 6,000
ELVEN DAGGER: [SE] This weapon, created for elven warrior commanders, is
fashioned of a mithral-silver and steel alloy. It possesses the ability to
detect giant-class creatures at a range of 200' outdoors, 100' indoors or
underground (for a list of giant-class creatures, see Unearthed Arcana page
22). The blade of this dagger glows a faint white-blue color when such a
creature is at the extreme range of its detection ability. The glow
intensifies as the giant-class creature gets closer, until the blade is shining
with the equivalent of a light spell.
This dagger is +3 to hit and to damage giant-class creatures only. When
attacking other creatures, it is considered to be a +1 magical weapon, but it
strikes and wounds as a normal dagger. If desired, the dagger can be commanded
to dim its light or to withhold its radiance when stealth and concealment are
important. The blade glows only when giant-class creatures are near, not by
any command. Any giant-class creature that holds or touches the weapon
receives 1-4 hp damage per round of contact.
XP value: 200 gp value: 1,600
FLAME NET: [S5] This is a fine-spun golden orange net. To entangle an
opponent in this net the user must roll to hit. On command, the net will burst
into flame--it is not consumed and will burn until commanded to stop, giving
anyone in contact with it 2d6 fire damage per round.
XP value: 1,000 gp value: 6,000
HAMMER OF PENETRATION: [S2] This hammer is sometimes described as a smaller
version of a maul of the titans. It is a large-headed hammer with a 2' long
handle. The hammer's head slopes down to a point on one side, and the hammer
is not balanced for throwing.
The hammer of penetration may be used one-handed in combat, and it does
double normal hammer damage (4-10/2-8),plus a +3 bonus to hit and damage. When
used two-handed on walls up to 2' thick, the hammer will have a chance of
smashing through a hole in the wall equal to double the wielder's chances to
bend bars or lift gates. The hole will be large enough to allow a man-sized or
smaller being to crawl through it without trouble. The pointed end of the
hammer must be used to smash through wooden barriers.
XP value: 2,000 gp value: 20,000
HILT OF THE WEAPONS MASTER: [S5] This item is a plain dull black hilt with no
blade. Close inspection reveals that his hilt has never had a sword attached.
On the base are several different jewels (1d6). When a jewel is pressed, a
different weapon appears on the hilt. When all are pressed together, the hilt
is empty again. The weapons themselves are normal: 1) dagger, 2) sword, 3)
mace, 4) crossbow, 5) staff, 6) javelin.
XP value: 3,000 gp value: 25,000
LONG BOW OF HEARTSEEKING: [SD] This type of long bow (self or composite)
always has a +3 bonus to hit targets. It acts as a normal magical bow, except
when a suffiently high number to hit is rolled. Then, the arrow it fires
strikes directly at the target creature's heart (if it has such), slaying the
victim instantly (if it has but one heart). "To hit" numbers required for this
attack are as follows:
Opponent "To hit" roll
Up to man-size 21 and up
Larger than man-size 22 and up
Metal or stone * 23 and up
* If the foe is using a spell or device that has transformed him into this
material.
Certain creatures (such as elementals, golems, and undead) do not have
hearts and so would not be affected by this weapon. Shape-shifting creatures
(such as dopplegangers) are not affected by this killing power, either.
XP value: 4,000 gp value: 20,000
LONG BOW OF MARKSMANSHIP: [SD] This magical long bow (either composite or
self) also gives a +2 bonus to the "to hit" rolls of the user in combat.
However, a long bow of marksmanship also gives the user a +5 bonus to hit
against any nonliving target (including golems, undead, etc.). This bonus is
also gained when attempting a trick shot, as long as that shot is not intended
to directly harm another character or creature. In other words, the +5 bonus
applies to an attempt to shoot an apple off another character's head, hitting
an opponent's weapon, or any similiar shot.
XP value: 1,500 gp value: 7,500
LONG BOW OF VAMPIRE HUNTING: [SD] These bows are much like the long bow of
heartseeking except that they are only useful against vampires, such that the
bow can fire a wooden arrow into a vampire's heart and slay it on the spot.
Any score of 20 or better, including all bonuses, means that the long bow of
vampire hunting has killed the vampiric target. No other being are so affected
by this bow.
XP value: 2,000 gp value: 10,000
PHAMTOM BOW: [SD] This appears to be a transparent bow with a sparkling
string. When the string is drawn back, a shimmering arrow appears. Two such
arrows can be fired per round as with the normal bow. The glowing arrows are
+2 to hit and damage; the arrows vanish with no effect if they miss their
intended target. The phantom bow fires 1d20+40 of these arrows, after which
point the bow vanishes.
The bow makes saving throws as per hard metal with a +2 modifier. Normal and
magical arrows can also be fired from this weapon, but magical arrows gain no
additional attack bonus. Each normal arrow fired from the bow gains a +1 bonus
to hit and damage in addition to all other bonuses. Furthermore, these arrows
can be fired without detracting from the bow's longevity (i.e., the bow's magic
is not decreased by firing normal arrows).
XP value: 1,500 gp value: 10,000
TRIDENT +1/+2 VS. WATER ELEMENTALS: [S1] A item manufactured by the most
powerful sahugin clerics, this weapon gives its wielder combat bonuses against
creatures like tritons, water wierds, and water elementals. The trident has a
lawful evil alignment and will function as a -1 weapons in the hands of anyone
of another alignment. Only the most powerful sahuagin warriors carry these
tridents.
XP value: 800 gp value: 10,000
WITHERING SCYTHE: [SN] This weapon is +2 to hit and does normal damage with no
bonus. However, the victim must save vs. poison or also suffer the loss of 1
hit point per round thereafter from a slow but powerful poison effect. The
only antidotes for this poison are cure disease cast by a cleric or druid of at
least 9th level, heal, regenerate, restoration, limited wish, or wish. A
good-aligned figure who simply picks up the scythe is subject to the same
poison effect.
XP value: 5,000 gp value: 20,000