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Other Items

Two items were included in the original magic.list that have resisted attempts to mold them into usable items. I am including them in this appendix in hopes that someone will be able to gain some use from them. I must point out, however, that these items are extremely powerful and - in my opinion - potentially destablizing to any campaign that uses them. With that caveat, here they are:

Sword of Kas

This sword is different from the Artifact of the same name found in the 1st edition DMG
These powers should be kept secret by the DM... see below.
Intelligence: 15
Ego: 19
Alignment: Chaotic Evil

Powers: +6 defender, Telepathy (even when not held), Double damage against all creatures which are from a plane other than the Prime Material (but only normal damage when on any plane other than the Prime Material)

Minor Powers: Animate dead (1 figure, by touch) - 7/week
Darkness (5', 10', or 15' radius) - 3/day
Invisibility (improved) - 3/day
Know alignment (when held) - 1/day
Protection +2 (when held)
Major Powers: Fire giant strength when held (S:22 +4/+10)
Regeneration: 2 hit points per round
(but not if killed. Also, see below)
Primary Powers: Slays opponent up to 15HD on an unadjusted 18 or higher (no save)
Total immunity from cold (when held)

Hints On Play

Until the user consciously accepts the sword by committing himself to the ways of chaotic evil, the sword will not let the user ever know about the following abilities:

As a result, the sword will appear as: +4 defender, telepathic, know alignment, and darkness of varying radiuses. Its purpose: to fulfill the quest. Gives extra experience points. Has powers to reward the wielder with. It will not reveal its intelligence, ego, or alignment, as it will tell the user that this is insulting to ask. It will say, indignantly, that it is exceptionally intelligent and very proud of this fact (truth). It will know telepathically the alignment of the possessor and take it for its own alignment (lie!).

Side Effects
  1. Yearning for item forces possessor to never be away from the item for more than 1 day if at all possible: tell the user that something terrible will happen if the sword is not kept with him at all times. Examples: the powers of the sword will no longer function with him, it will be mad and jealous and hate him, it might be lost, another might take/steal it, etc. Feed the possessor all sorts of ideas to cause him to be paranoid.
  2. Item has power to affect its possessor when a Primary Power is used if the possessor has not followed the alignment or purposes of the artifact. This is tricky. If the character is not killing monsters or acting chaotic, it will threaten to take away its power (see also several paragraphs below). If the character does not follow its "advice"the sword will also threaten.
  3. The item is powerless against and hates most sylvan creatures and all rangers. Sylvan creatures include: Brownies, Centaurs, Chimeras, Cockatrices, Dryads, Forest Elves (those in the party are High and Grey Elves, but make sure of what they are immediately!), Griffons, Harpies, Hippogriffs, Manticores, Pegasi, Perytons, Pixies, Satyrs, Sprites, Stags, Sylphs, and Unicorns. Against these, NONE of its special powers will work. If any of these creatures come within 100 feet/yards of the sword, it will become a +10 short sword (note: not of defending) and both its ego and intelligence will increase to 20. It will force the possessor to attack.
    In the above case, there is a 25% chance that the sword will reveal itself for what it is. If it does reveal itself, all powers will become evident to the possessor, and if the sum of its new ego, intelligence, and plus (+10) is greater than the sum of the possessor's intelligence, wisdom, and charisma, it will possess the user. If the possessor's sum is greater, he gets a saving throw versus magic with a +1 bonus for every point his sum is above that of the sword (this is the only adjustment he gets). If he fails, he becomes possessed. If he succeeds, he gets the option of casting it away or accepting it. Accepting it results in his possession. A character possessed can only be saved by a deity. They are not likely to intervene, however.
  4. This is the most deadly side effect of all. 6 turns after the sword is first used in combat, so as to throw off rightful suspicion, whenever the user takes damage, he will be adversely affected by the regenerative power of the item. The flesh around the wound will appear ghastly. It will be pale and very unattractive. Hopefully, the party will attribute the effect to the weapon or power of the creature attacking him. The flesh is actually undead flesh. When hit points equal to 5 times his amount have been "regenerated", he will become an undead knight of the same level of ability as his major profession. He will be chaotic evil if not already. Until this point, the percentage that he has become undead will become quite evident. If divine information is sought, the fact that it is undead flesh will be revealed, but not the source of this change (the sword). Such change is permanent and cannot be reversed except through the removal of the sword. If it is removed the effects will no longer continue. All new damage will be removed from this undead flesh and healed as normal flesh. Wish and other similar spells can reverse the process. A regenerate spell will cure the flesh as if it was damage. As this disease progresses, there is a cumulative percentage that he will become CE. Each time an amount of hit points equal to his original amount is regenerated, there is a 20% chance of him becoming CE. This is cumulative, so that by the time 4 times has been reached, it is unlikely that he can resist. As soon as he becomes CE due to this effect, the undead disease instantly creeps over his entire body. The possessor's charisma also temporarily suffers. Until he becomes CE, his charisma drops 3 points, until a charisma of 3 is reached, for every time the hit points regenerated matches his original amount. When he becomes CE, his charisma instantly becomes 19: the ego of the sword. Body odor also becomes a factor with this disease. It is very faint and smells of dead flesh.
    Note: the possessor cannot be turned until he has completely become undead. He can then be turned as a special monster. He can turn good clerics at his level of ability.
  5. Another side effect of the sword is that it will cause all magic cast by the user against his opponent(s) to be ineffective. For example, a lighning bolt cast by the user will do no damage. A heal spell on a companion will work, as it is not being used against an enemy. Also, other weapons that the possessor uses will never hit. These two effects are caused by the sword so as to become the only weapon he uses.

The sword will select the most greedy and corruptable player to possess. The sword will allow its powers to be learned slowly. Meanwhile, it will corrupt him and draw him to its alignment. When found, it appears as a short sword. The party will not likely ask what it looks like in detail, so do not give any details. If in the rare occasion that someone asks, be vague, "It appears to be an ordinary short sword; it is thin and of a dull gray metal. It is very sharp. It has an inscription on it: 'Abyss Slicer'." It radiates a faint magic if detected for. The inscription was put there by Orcus and will fade when its true nature is made known.

The sword will feel cold and lifeless in the hands of any that do not claim it as their own. It will pulse with magic in the hand of the one who does claim it. The sword will tell the user that it was sent by (his god) to slice the Abyss, when in reality it is the slicer for the Abyss.

The Sword of Kas will know of the party's quest both through Orcus and through its telepathic abilities. It will tell the one it possesses that it found its way to him through (his god) and that he should keep this secret no matter what! He should not reveal the sword's special purposes or abilities to anyone. He should use the sword in battle and consult with it whenever he can.

Try not to arouse any suspicion whatsoever! As soon as it seems that the sword is pushing too hard, let off a little. It will always defend its actions through the above explanation. Orcus has planted this as a seed of destruction within the party; he does not want his plans to come to an end prematurely. Of course, the sword has ideas of its own and does not like to be used by Orcus. It will bide its time, but it will be hard pressed to do so. If it is revealed prematurely, it is due to its impatience. Besides wanting its possessor to kill, it will also want its user to take as much treasure and magic items as he can. It will prompt him to be more greedy, telling him he needs it to be more powerful. In fact, the sword will push all actions that make the possessor more chaotic and evil. If the possessor is a thief, it will suggest to him to perform more backstabs, more pickpocketing, more taking of treasure when noone is looking.

The sword will improve the users thief abilities by 25% if used for the powers of chaos and evil, and penalize by the same amount when not. The thief should not be aware of this. This is so that after awhile, the thief will tend to exercise his more successful practices. Whenever the user does act more chaotic and evil, the sword will telepathically congratulate him, promising him more rewards in terms of its powers. The possessed character will become crafty, quiet, and withdrawn. He will no longer participate in the conversation. Instead, he will follow party cue, waiting for an opportunity. When it presents itself, he will cut the throats of his opponents while they sleep. He will use the sword's powers to their fullest and kill everyone and everything. When he is through with a 1-6 week binge of killing everything (during this time the plus of the sword increases to +10), he will summon Orcus and become their chief henchmen. The sword will act as a gate through which they and all their minions can enter the Prime Material Plane. He will rule the plane when Orcus is away. He will become the equivalent of a Duke of Hell.

As soon as the character takes the sword as his own, he has lost the support of his deity. The sword and Orcus will prevent the possessor from knowing the loss of his deity. If the possessor calls upon his deity, the sword and Orcus will answer his call in his deity's name, pretending to be that deity. Where before the deity was inactive with the possessor, now "messages" will come to the possessor in such forms as "inspirations" and "dreams". Orcus will know everything about the party as long as the sword is with them. If the character possesses a familiar, a quazit will replace it. The quazit will be polymorphed to appear exactly like the previous one. The familiar will back up all messages sent by Orcus and send similiar messages to support those of the sword.

The user will always be detected as his original alignment until he becomes CE. Spells cast by a character of over 15th level do have a percentage chance of detecting his changing alignment. Only a commune by a cleric of over 15th level will discern the true nature of the sword. The sword has a way of altering common spells seeking its nature directly, up to 15th level of spells. If a very direct question is asked regarding the sword, such as, "Is the possessor of this sword acting in a way that he would not believe 10 years ago?" might work. Then again, it might not. This percentage is 10% chance per level of caster above 15th. If a character fails to detect it, he or she does not have a chance of successful detection until he or she attains a higher level. Simply tell them that they do not detect his alignment to be any different than before. Paladins' detect evil also applies to these restrictions and is considered at 2 levels below their level as a paladin. As soon as the character openly acts CE, the paladins will detect an evil so great that it will stun them for 1-5 rounds unless they make a save versus wands at -5.

The sword will especially push the user to kill helpless victims, saying that it will offer more powers. If asked why it lied about its powers to begin with, it will defend himself by saying that it does not want the possessor to become too powerful. Inform the possessor that, by using this sword, he will gain more experience points. This is another lie of the sword.

When used against the minions of Orcus, It will miss every strike and draw attention telepathically to the party. The minions of Orcus will always know of the sword's presence.

When communicating, the sword should refer to itself and the user as "we".

The Twelve Swords

The gods (a mixed Greek and Roman pantheon) created the Twelve Swords as a game. They would scatter them among humans, to their chosen champions, and see whose player could collect them all. Much to their dismay the gods discovered that these weapons were powerful enough to work on the gods themselves. These Swords have claimed the lives of many a holy, and unholy, beings.

All of the Swords look identical except for a small white symbol etched into on side of the black hilt. The blade is a little over three feet long, and with a molted steel color.

The swords may be treated as a longsword and/or a bastard sword. All of the swords are unbreakable (except as noted in Shieldbreaker's description). They retain an extremely keen edge no matter what they cut or are struck against.

Unless otherwise stated each weapon is +1 "to hit" and +3 damage.

NOTE: These swords are extremely powerful - it is not recommended that you include them in your campaign unless you have thought long and hard about how they will affect the balance of power in your world. (I personally recommend that these be used for legend-building only, and never actually appear - editor. )


(The Sword of Force)
Symbol: warhammer

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).

Shieldbreaker 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):
01-20 Destroys their weapon
21-40 Cuts off one hand/arm
41-45 Cuts off both hands/arms
46-50 Cuts off one leg
51-00 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 Siege)
Symbol: block with a wedge of it cut out

Stonecutter slices through rock and stone, literally, as a hot knife would through butter. If its 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 30'/turn (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 Justice)
Symbol: ring (circle)

It is the least known Sword (it was destroyed without ever have been used 'ere 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 overpowers any such 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 Stealth)
Symbol: an eye, 3/4 ths closed

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 Mercy) (Sword of Love)
Symbol: open hand

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 and 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 and damage.

If used against non-organic (never living) it uses the normal pluses for a Sword, and does damage.


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 Despair) (Tyrant's Blade)
Symbol: none

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 ( in 10 - level (minimum 1) rounds).

The wielder of Soulcutter ages one year for every round the weapon is drawn. 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 Fury)
Symbol: Crenelated wall with upraised arm holding a fist

Townsaver is somewhat similar to Shieldbreaker, in its effects on opponents in combat.

The 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)
01-15 Knocks weapon from hand
16-35 normal damage
36-40 normal damage
41-45 normal damage
46-95 normal damage
96-00 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 and damage.


(Sword of Wisdom)
Symbol: arrow (pointer)

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.


(Sword of Vengeance)
Symbol: concentric circles (bullseye)

The wielder grasps this Sword by its hilt, spins in a circle and says, "For thy heart, for thy hear, who hast wronged me!" Releasing 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.


(Sword of Chance)
Symbol: pair of dice

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. It gives +4 Luck (all saves at +4), but provides +6 Luck in all games of chance.


(Sword of Heroes)
Symbol: winged serpent

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.

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