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Swords
Mar 16, 2017 1:06:43 GMT -8
Post by Maelthras on Mar 16, 2017 1:06:43 GMT -8
Elf Slayers
Revenge
Throwing Broadsword +1
Wizard Bane
Daggers
BlastBlade
Blood Claw
Butt Driller
CoinStealer
Daelus
Dagger of Alignment Detection
Dagger of Happiness
DaggerTip
Diamond Dagger
Elven Dagger
Lecrucia the Thristy
Potracos
Shorty
Silent Blade
Sword of Pain
Thrown Dagger of Backstabbing
Vampiric Crysdagger
Vanquisher
Vengear
The twelve Swords
Shieldbreaker
Stonecutter
Doomgiver
Sightblinder
Woundhealer
Mindsword
Soulcutter
Townsaver
Wayfinder
Farslayer
Coinspinner
Dragonslicer
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Swords
Mar 16, 2017 1:42:20 GMT -8
Post by Maelthras on Mar 16, 2017 1:42:20 GMT -8
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.
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Swords
Mar 16, 2017 1:43:19 GMT -8
Post by Maelthras on Mar 16, 2017 1:43:19 GMT -8
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 equal to 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...) =========================================================
Bastard Sword
LITERALLY, +3 vs. bastards (those whose fathers are not known). =========================================================
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.
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Swords
Mar 16, 2017 1:44:22 GMT -8
Post by Maelthras on Mar 16, 2017 1:44:22 GMT -8
Cold Intellect Sword
Author's note: these are the stats for The Cold Intellect and a sword forged from its remains. The sword uses a lot of the capacities of the CI so I'm providing you with its stats also.
Cold Intellect
There are several degrees of Cold Intellects. Consciousness starts from an intelligence of 16 and then slowly grows to 20. Stats vary according to its intelligence. Those of int 16 are always first mentioned, then follow the stats of int 17, and so on.
AC: 4 - 3 - 2 - 1 - 0 Move: 20' (floating) Hit Dice: 4 - 5+1 - 6+2 - 7+3 - 8+4 No. of attacks: 1 Damage/attack: 1d6 (crushing damage) 2d8 ( when charging) Special attacks: Lightning - see below Special defense: Immunity - see below Intelligence: variable ( 16-17-18-19-20 ) Alignment: most are Neutral a few are CN,LN,NG,NE a (rare) exception is LG,LE,CG,CE Size: hollow sphere of 3' diameter Psionics: 100 - 150 - 200 - 250 - 300 Attack/Defense modes: int 16: a,c/g,i int 17-18: a,c,e/g,i,j int 19-20: all/all Abilities: Domination, Esp, Telepathy Special abilities: Levitation (to keep it floating) Energy Control (Special abilities require no psionic cost but cease to function when psionic ability is zero)
The Cold Intellect is a sleek, dark pink, metal ball. The metal is of unknown origin and keeps the energy in the hollow sphere. When it gains control over an area (no other highly intelligent mortal creatures left) it settles down. It lives solitary and spends huge amounts of time on thinking and controlling its inner energy fluxes (a decade is normal.) When it has refined its energy structure (and the metal around it), it grows in intelligence and gains additional powers. Its hit points are a measure of the quality of the metal. How better, how more blows the sphere can sustain before it tears apart. Should this happen the energy is dissipated and the intellect is utterly destroyed. A CI feeds on the thermal energy around it, hence it is cold.
A CI can release strokes of lightning at will. An 16 int CI has a surplus energy of 18d6 and is capable of releasing it in strokes of minimum 1d6 and maximum 6d6.
17 int CI has 21d6 - max stroke of 7d6 18 int CI has 24d6 - max stroke of 8d6 19 int CI has 27d6 - max stroke of 9d6 20 int CI has 30d6 - max stroke of 10d6
It can release only one stroke per round. Thus a 20 CI is able to release a 1d6 stroke for 30 rounds or 2d6 strokes for 15 rounds, and so on...
Recharging can only take place after combat. Exception: lightning bolts will be completely absorbed and its number of dice added to the surplus. A CI is immune to cold based effects (due to the guarding metal).
Fire based effects: Saving throw failed: Half the fire dice will be converted and added to the surplus. The other half is deducted from the hit points.
Saving throw succeeded: 3/4 of the dice is added to the surplus. 1/4 damage. Excess energy will flow to the earth (and is not stored).
The 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 failed: 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.
Final note: feel free to change the chance of draining INT points and/or the ratio of draining INT points. The purpose was the sword should grow along in level as its wielder, until a final confrontation occurs. =========================================================
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.
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Swords
Mar 16, 2017 1:45:14 GMT -8
Post by Maelthras on Mar 16, 2017 1:45:14 GMT -8
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".
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Swords
Mar 16, 2017 1:46:18 GMT -8
Post by Maelthras on Mar 16, 2017 1:46:18 GMT -8
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.
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Swords
Mar 16, 2017 1:47:19 GMT -8
Post by Maelthras on Mar 16, 2017 1:47:19 GMT -8
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).
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Swords
Mar 16, 2017 1:48:03 GMT -8
Post by Maelthras on Mar 16, 2017 1:48:03 GMT -8
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.
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Swords
Mar 16, 2017 1:48:59 GMT -8
Post by Maelthras on Mar 16, 2017 1:48:59 GMT -8
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.
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Swords
Mar 16, 2017 1:50:04 GMT -8
Post by Maelthras on Mar 16, 2017 1:50:04 GMT -8
Mage Doom
"Mage Bane", "Mage Striker", "Fighters Dream", "Tripple Forged"
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 asmany protections as the sword has +'s, further if there are no protection spells left, the sword may be willed fto 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 feet) 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 un-aware 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.
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Swords
Mar 16, 2017 1:50:38 GMT -8
Post by Maelthras on Mar 16, 2017 1:50:38 GMT -8
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.
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Swords
Mar 16, 2017 1:51:47 GMT -8
Post by Maelthras on Mar 16, 2017 1:51:47 GMT -8
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 creatures. =========================================================
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 liek 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 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
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 Healing (+5 Sword of Cure Serious Wounds)
Instead of causing 1d8 damage + str + weapon bonus, it returns 1d8 + STR bonus to damage + 5 hit points back to person struck. It is not possible to tell be merely watching combat that this sword heals wounds for the wounds merely close by natural means, i.e. clotting, etc. This sword cancels the effects of sword of wounding. This sword might be considered cursed until the actual powers of the sword are revealed. =========================================================
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 versus 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 Material 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. :-) - 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.
Note: 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. =========================================================
Sun Blade
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magical Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
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Swords
Mar 16, 2017 1:52:44 GMT -8
Post by Maelthras on Mar 16, 2017 1:52:44 GMT -8
Wakizashi, +4 Defender (Shinmakdo - "Little Defender")
This is a wakizashi that was wielded by the great Samurai Tentok noh Minowara. The blade has the silver luster of a highly polished blade and never losses it. The cutting-edge is a marvel of sharpness. The wakizashi is unbreakable. The wakizashi is kept in a silver sheath wrapped in black leather.
This weapon gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. On the next round he could decide to use just +1 to Hit and put +3 bonus to his Armor Class. This can be done each round.
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Swords
Mar 8, 2021 11:17:46 GMT -8
Post by Maelthras on Mar 8, 2021 11:17:46 GMT -8
Karmic Weapon Very Rare, any melee weapon, requires attunement
This weapon usually has a hand guard with wicked bone spines jutting out of it. Its hilt or haft is wrapped with stingray skin leather. Whenever a creature successfully lands a melee attack against you, if that creature is in your threatened area, you may use your reaction to make a melee attack against that creature with your Karmic Weapon.
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Swords
Mar 8, 2021 11:17:59 GMT -8
Post by Maelthras on Mar 8, 2021 11:17:59 GMT -8
Greater Cleaving Weapon Very Rare, any slashing weapon
After killing an enemy with a Greater Cleaving Weapon, you can make an additional free melee attack with it against an adjacent enemy at a -2 penalty to attack.
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Swords
Mar 8, 2021 11:26:31 GMT -8
Post by Maelthras on Mar 8, 2021 11:26:31 GMT -8
Blade of the Falling Star Legendary, requires attunement
This sword is a wide, rectangular blade with a thick barbed point facing the enemy. Upon it is engraved the epic tale of a celestial that fell from the heavens to the material plane to offer their guidance in times of dire need. When you speak the celestial’s name, it shimmers a baby blue. This weapon is treated as a +2 greatsword. A creature attuned to this weapon deals +2d4 Radiant damage on attacks with the weapon while they have less than half of their maximum hit point total.
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