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As you peer thru the settling dust, the swords seem to be calling to you. "Come, choose me O' Mighty One", they whisper.
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Please send all Original submissions to the Web Mistress |
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| Long Sword "Psychic
Vampire" (Created
& Submitted by Fillipo) It's a unique item. The sword is +3 to hit and damage, but when used against psionics, psionic dragons or other creature which make massive use of psionics (including Illithids) becomes +3 to hit and +5 to damage. The sword emits an odd field, which can't be individuated or identified, which protects from Ilsensine's psychic activity, in the Outlands (if the god consciously wills it, it can destroy the field). The sword, when wielded against an intelligent creature, absorbs its soul: this lowers the Wisdom of the creature to 8, if it wasn't already lower (including Intuition and Willpower; the characteristic cannot be raised above 8 by any mean), eliminates its alignment to all respects (the creature can be considered Neutral like animals) and every experience he gains is reduced by 40%. Being the Wisdom 8, the creature can't use psionic ability. Only a divine intervention can restore the soul. The creature can make a ST vs. Death, modified by Wisdom, to avoid the destruction of his soul. The sword, if damaged, can rebuild itself slowly, provided that the hilt remains. It can regenerate the whole blade in a month. The sword has a brass hilt with a large sapphire and has a greenish blade with darker veins. Watching it closely, it seems that the veins are slowly moving. |
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| Swords of Power
(Created & Submitted by: Rohan Aridia) Looks like basic dagger but when held and desired weapon thought of (blade type) will change into the desired weapon with exact stats. (mundane only) Powerful alteration enchantment will be detected. |
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| Char, Short Sword of Syver
(Created & Submitted by Brian Chang) This unique magical short sword was created specifically for my home-grown campaign, but feel free to adjust it slightly as you please. History: Syver was a elven thief who lived approximately 3,000 years ago. He was the constant companion of a great paladin hero, Kalatine. While most of the histories follow Kalatine's exploits, Syver is almost always seen in the background. At some time during their adventures, Syver managed to acquire a special short sword he called Char. How he got his hands on it is unknown, whether it was found or he had it created. Since the disappearance of Kalatine, no one has heard or seen of Syver or his wondrous sword since. Description: Char is a sword of approximately 2 ¾ feet long, pommel to point. The steel (mithril?) always remains shimmering and bright, never rusting. The hilt appears to be made of gold, yet is much stronger. The first half-foot of blade is etched with a reddish flame on both sides. Within the flames are etched ancient elven words. The guard is a pair of languid curves, attached at the outside edge of the convex point to each other, and the hilt and blade protrude from inside each. When used in combat with intent to injure, whenever the bearer successfully strikes the enemy, the blade instantly heats to incredible temperatures, causing extreme pain and cauterizing the wound. When a command word is spoken, long since lost, a flame springs out from the hilt and envelops the blade, forming a long sword blade of pure flames! System: Treat Char as a normal short sword in terms of weight, damage, etc. Whenever the wielder successfully strikes an enemy, add +5 damage to the roll. Immediately after being pulled out, the blade cools to its normal temperature. When the command word is spoken, the sword transforms into a flametongue sword, albeit with a +3 bonus! This flaming sword lasts only for 10 minutes however, and if the sword is dropped, the flames immediately extinguish. If the command word is spoken again, the sword extinguishes as well. If this power is used, the sword immediately becomes a normal short sword with no special powers for 24 hours. It will not heat up upon striking, and the command word will not work until the 24 hour period is up. Feel free to make up any command word for the sword. However, it should be very difficult to discover, requiring long research into crumbling tomes written in the forgotten tongue of ancient elvish. |
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| Illumina (
Useable by: All ) ( 15,000 XP value ) (Taken from
Bill Schwartz, Level 7.7 Dungeon Master Extraordinare) This is the second sword, created by Ragnar's hand, and is the sister blade to the Ragnarok. The blade is pearl-white in color, and the hilt is made of the same strange adamantite/mithril mix that it's sister sword is. As with the Ragnarok, the Illumina counts as a silver weapon, and also counts as an adamantite weapon, and weighs only four pounds. It is, to all extensive tests, a bastard sword, with all the abilities of a "Sword of Sharpness", with a +3 enchantment to all attack and damage rolls. It contains all the abilities of the weapon of the same name. When a successful attack ( that causes physical damage ) is made on a creature, there a 1-in-6 chance that the spell `Pearl' ( see like spell file ) on the creature that was attacked with the weapon. This will happen no more than once per round ( for characters who recieve more than one attack per round ), and works at 8th lvl. casting ability. In addition to those powers, the Illumina also contains the following special abilities: * `Light' ( as 1st lvl. Wizard spell ) once per round at 6th lvl. casting ability. This ability can only be used as an action * `Continual Light' ( as 2nd lvl. Wizard spell ) once per week. This ability can only be used as an action Like it's sister sword, when a PC uses the blade, when the next available chance for Weapon Proficiencies ( if the optional rule is used ), then the character must spend it in the bastard sword if they are not already proficient in it. *NOTE* If both the Ragnarok and the Illumina are used in the same round, and both spell effects occur ( `Flare' and `Pearl' ) during the same round as they are both used, then the wielder will take 3d8 damage due to the magical overcharge through the character ( save vs. rods for half, rounded up ). Characters of Evil alignment cannot use either blades, but may use both the gloves and the spells. |
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| Mime-Slayer
(Taken from Bill Schwartz, Level 7.7 Dungeon Master Extraordinare web
page) This semi-intelligent, singing sword (language of the wielder - sings in combat only - mostly about creatures it has slain) is holy to the God of Song. The weapon is a +1 short sword, +4 verse anyone who has tried to to communicate using only body language within "view" of the sword (Secret "hand languages" included). Anyone who pantomimes (invisible wall, walking against the wind, etc.) in the swords presence is instantly attacked by the weapon (ala sword of dancing) as if it was wielded by a 4th level fighter. Continues to fight until opponent is hit 1d4 times or until halted by a Dispel Magic. Wearing white face paint while performing such action causes the attack to continue until the offender is dead. Made of a high-gloss black adamantine alloy, the blade shimmers as if it were onyx. On the face of the blade is a prayer to Lolth and the command words to the sword emblazoned in gold drow lettering. The hilt is made of wrapped adamantine alloy wire and the pommel is a flowing, overlapping artwork of silver cord, much like the designs used by various drow houses. At the end of the hilt glows a fire opal with a faint blood-red light. |
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| Life
Stripper (One of 13 known Hellblades) (Taken
from Bill Schwartz, Level 7.7 Dungeon Master Extraordinare web page) Life Stripper is a long sword with a normal enchantment of +2. Yet, in the hands of special users the bonus is increased. In the hands of an elf, the enchantment is +3. In the hands of a half-drow, the enchantment is +4. While in the hands of a drow, the enchantment is +5! The wielder gains the bonus relative to his current state of race. Meaning: a natural born drow would get a bonus of +5, a human polymorphed into a drow would also gain a bonus of +5, but a drow polymorphed into a human would get only the normal +2. It's unknown why different races get different bonuses. Perhaps Lolth wished for her most faithful of minions to gain more from the work of another. Life Stripper is also enchanted with three other abilities. -The Essence of Drow Poison A common strategy of the dark elves is the use of poison on their blades and arrow tips. Through magical spells, the essence of the typical drow poison has been bonded to the blade. This poison will cause unconsciousness unless a save versus poison is made at a -4 penalty. Victims are struck unconscious for 2d4 hours unless the poison is counteracted. This ability is always in effect and the saving throw is made with each successful attack. -Transmute Water to Blood When the blade of Life Stripper is inserted into any amount of water (from a drop to an ocean) or any other liquids, and the command word "Luthginn" is spoken, it will convert up to 100 gallons into authentic elven blood. The liquid will remain in this blood state for 1d12 hours. This ability can also be used as an attack against creatures native to the elemental plane of Water. When a successful attack is made against such a creature, and the command word is spoken, damage beyond the normal hit is inflicted. The creature receives a saving throw versus spell for half damage, failure causing 3d6 points of damage. Wounds from this effect ooze blood as if the creature was a normal humanoid. The use of this ability requires one charge. -Black-lightning Bolt When the command word "Veldelve" is spoken a bolt of Black-lightning sizzles from the blade. This bolt surges toward the direction the blade was pointing for 100', at which point it dies. The bolt will pass straight through all obstacles (unless an item's description states otherwise, ie: rod of absorption), afflicting them as well as any others, until it reaches its range. Any target within a 5'radius of the path is struck. Black-lightning causes 5d6+5 points of damage to those struck by a bolt and a save versus spell must be made for half-damage. The use of this ability requires two charges. =Recharging= Life Stripper is recharged in a special way. Because of it's very root of evil, souls feed the sword with its power. To recharge the sword, the wielder must sacrifice a humanoid creature (human, elf, half-elf, dwarf, orc, bugbear, etc.) to Lolth. The sacrifice must be an act of cold-blooded murder for the sole purpose of recharging the blade, not an act of self-defense. And the blade must inflict the killing-blow, which is needed to absorb the soul. The blade can hold a maximum of 20 souls. These souls are denied the ability to continue into the afterlife until released through a Black-lightning bolt or the transmutation of water to blood. During their captivity, Lolth is their possessor, and she uses their souls for her personal enjoyment. A drawback to the blade is the mental problems that can develop with use. The wielder, after sacrificing a soul to the blade, is haunted by the voices of the damned within the blade. Constantly hearing the wails and moans of the souls is enough to drive anyone mad. This drawback, and the fact that the item may become unstable with time (at the DM's option, this could make interesting roleplaying sessions), leads to the danger of finding a mysterious treasure such as this. That's why adventurers are so rare. Only they (the fools!) would take chances with such items of power. |
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| The Flying
Sword of Salvastar Gullsflight (Taken from Bill Schwartz,
Level 7.7 Dungeon Master Extraordinare web page) Renamed Wind Reaver Cutlass +3, +5 vs. Spell Immune Creatures Int: 11 Ego: 18 Alignment: LN Communication: Empathy and Speech Speaks: Minrothadian, Common, Irendian, Alphatian Powers: Detect Magic 15' radius when drawn and held Detect Metal 15' radius when drawn and held Grants owner the ability to Fly for 3 turns, 3 times per day, when drawn and held Grants owner the use of Clairvoyance (as the potion) 1 time per day, when drawn and held Grants owner +4 saves vs. air elemental spells (spells which use the element of air, not Air Elementals), even when sheathed Can fly into combat and fight without being held by owner for 3 rounds after being used first, owner must be within 6" for ability to function. Can fly into the hand of it's owner within 6" if unimpeded (not in chest or backpack, doors open, etc.), at will Description: The cutlass appears to be made of gold, with swirling bands of other metals just under the surface, noticeable only under close inspection. In the pommel of the sword is an extreemly large blue sapphire (slightly cloudy, but emense). The grip is made of a soft leather, blue in color, and is reported to be the well worked underbelly of a kraken. The sword was created for it's first owner, the illustrious pirate Salvastar Gullsflight. The sword was never given a name as Gullsflight never thought it was worthy of a personality. In fact, he killed the apperntice of the Alphatian mage, Algarath, who made the sword, because it did more than Gullsfight had told the mage he wanted it to do. Unfortuneately, the sword does not know the location of Gullsflight's secret base and/ or the location of his treasure. The cutlass next came into the possesion of a Minrothaddian Mage Thief named Eltron Mapsseir who named the sword, after short consideration, Wind Reaver. Eltron disappeared into the unknown while fighting Tanar'ri. Wind Reaver remembers nothing after being "negated" by a Wand of Negation. DM's Notes: The events early in this intelligent sword's life have lead it to be quiet most of the time, and nervous with a low self-esteem when spoken to.. He is vocally jealous when other magic items are used by his possesor, although he can be calmed with *a lot* of reassurance. All in all, he is a sorry lost soul, desperate for attention. Wind Reaver has a fear of Abyssmal creatures steming from the loss of his loyal owner, Eltron. While he easily has the power to control low and mid-level characters, he will not; except to run from Tanar'ri, Baatezu, or other scary outer plane creates. Still, he will fight rather than be lost or have his owner die. If you like, scrap the stuff about Eltron. He was orginally set out to be a really cool, mildly annoying magic item for a nautical-based character. He was found in a pirates (Gullsfight's) treasure hoard after a fight with an aquatic vampire and sea zombies. |
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| Swords of
the Twin Flame (Author Unknown) The Abilities: Swords of the Twin Flame can: emit a cone of fire as a red dragon, grant the wielder flying and boost the wielder's strength and dexterity by 5, polymorph the wielder into any human or demi-human form, and cut through adamantite literally like a hot knife through butter. The Swords: Swords of the Twin Flame are twin Khopeshs (see arms & equipment guide pg 101) made from the flesh of a pit fiend (see monstrous manual pg 11) and weigh nearly nothing, thus they are totally non encumbering and have none of the natural minuses due to the badly balanced blade (say that 5 times fast). 2D20 damage due to the fact that they're practically solid flame. |
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| Dark
Avenger (Author Unknown) The Dark Avenger is a powerful holy sword, which can only be used by the followers of Valinara, sister of Chaos. In the hands of a Valinaric Knight, the blades reveal their true powers. The exact methods to it's construction: Black Adamant of the dwarven mines, purest ore, bathed in the river of winds, forged in the Titan's Maw. A pure diamond set in the hilt, a drop of blood from a mighty dragon, a ruby, now, the stone shall instill the blade with dragon's skill. The touch of law, the touch of Chaos the touch of Evil and Good, blessed by All and Nothing, The Avenger lies complete. Powers: The powers of the Avenger depend on 2 things: the color of the blood of the dragon and wether or not the user is a Valinaric Knight. Minor powers: - functions as a two-handed sword +2 in regard to damage, though it is a longsword. Draconic powers - functions as a wand of frost* , immune to cold (white) acid arrow 1/turn, immune to acid (black),stinking cloud 1/turn, immune to gas (green), functions as a wand of lightning*, immune to electricity (blue). Valinaric powers: darkness 10' radius at will, detect magic 10' radius at will, darkbolt: 3d8 blast of black lightning 1/day, 8d8 fireball 1/week, functions as ring of spell turning, flight at will (MV. 10, MC. c). Suggested powers for special Dark Avenger swords: functions as rod of cancellation, deathray, no save 1/day, globe of invulnerability 1/day. |
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| Peerless
Blades: The Diplomat and the Demagogue (Mark
Chance) There are two of these magnificent long swords in existence. Both appear as weapons of the finest workmanship, and are forged from purest adamantite. The Diplomat, Peerless Blade of Law, has a flawless white diamond set in the base of its pommel. The Demagogue, Peerless Blade of Chaos, has an irregularly cut, but still flawless, ruby set in its pommel. Legend has it that the Peerless Blades were crafted by powerful, rival entities residing on the planes of Mechanus and Limbo as part of some wager to determine which philosophy – Law or Chaos – was the mightiest. The outcome of this wager is not known, but the Peerless Blades have cut a prodigious swath across the planes over the centuries. Both Peerless Blades are considered to be +5 weapons on all planes of existence, but neither has any bonus to hit or to damage. Neither Peerless Blade is intelligent, but they are both strongly aligned. The Diplomat is lawful neutral; the Demagogue is chaotic neutral. The former can be wielded only by a being at least partially lawful in alignment (LG, LN, or LE). The latter can be wielded only by a creature at least partially chaotic in alignment (CG, CN, or CE). Should a non-lawful, non-chaotic (NG, NE, or TN) person attempt to wield the Diplomat, she will suffer 35 points of damage per round she remains in contact with the blade (no saving throw). A chaotic person touching the Diplomat must save versus death magic or immediately perish. Even if the save is successful, she still suffers 35 points of damage per round she remains in contact with the blade. The Demagogue forces non-lawful, non-chaotic creatures touching it to suffer 10-60 points of damage per round of contact (no saving throw). Any lawful being attempting to take up the Demagogue must save versus death magic or immediately perish. Even if the save is successful, she still suffers 10-60 points of damage per round she remains in contact with the blade. The Diplomat glows brightly when wielded. In combat, the Diplomat automatically hits so long as its wielder has a 50% or better chance to strike the foe in question, using the wielder’s unmodified THAC0 for determination. For example, a 10th level fighter has a THAC0 of 11. Fighting with the Diplomat, this fighter will automatically hit any foe with an AC of 1 or worse each and every time she attacks. If the Diplomat’s automatic strike power is not effective, the wielder is still entitled to an attack roll as normal. What’s more, the Diplomat’s base damage result will never be less than 5 points against man-sized or smaller targets, or less than 7 points against larger than man-sized targets. The wielder’s normal damage bonuses, if any, are applicable as normal. The Demagogue glows fitfully like a torch when wielded. It is a fearsome weapon, though its effects are wildly divergent. It offers no special ability to hit a foe. The wielder makes her attack rolls as normal. Damage from a strike by the Demagogue is determined by rolling 1d10 and consulting the following table. Normal damage adjustments apply to results 1, 3, 5, 6, 8, and 10:
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* As spell cast
at 12th level, but affecting only the creature struck. Given the extraordinary power and legendary history behind both Peerless Blades, it is very unlikely that they will simply be found as part of a treasure horde. XP Value: 25,000. |
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| The
Riven Blade (sent in by Chris Burr) This sword can be used by anyone who can wield a sword of normal length. when the creature you are fighting is hit they automatically die, no matter what, almost.... if the sword has killed a creature of the same species, it will not harm the creature whatsoever. it usually is fond after killing a big creature or found in a hidden treasure chest, sometimes with armor, some times is bought. after the creature is killed a small engraving that looks like the creature you you just killed magically appears next to all the other little engravings. usually classified as a bastard sword, it is also able to be used as a long sword, a short sword or even a broad sword. This this is also found near a dragon's crypt or in the burial chamber of a great oni slayer, sometimes its borrowed from a religious sect to kill an evil that is in the land (an oger king or a head vampire) but in order to get to him you must kill several of his lieutenants which are of the same species, the temptation to use the blade comes early, this blades possibilities are endless. |
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