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Singular Swords

The following swords are unique, but are not included in the section on Unique Items because they are not really legendary in nature. Instead, they are singular creations of some long-forgotten mage or priest. While they have some unusual powers and abilities, they do not have the extensive history and mighty magics that true legendary items possess.

Sword +1, Deplorable Talker

It doesn't have much in the way of useful abilities (it might have been able to levitate itself, I don't remember), but it spent hours regaling us with tales of the exploits of its Uncle Max. Loudly.

Bastard Sword

This sword was created by a vengeful witch to rid the world of the illegitimate children of her warlock husband; it is +3 vs. bastards (those whose fathers are not known). It is otherwise a normal sword.

Biff (Long Sword of Annoyance)

Biff is a +3 long sword who can make himself and his caster invisible. The only problem is, Biff never, ever stops talking (unless promised a good fight, in which case he might shut up for a round). Biff speaks even while sheathed, but his sheath muffles him enough for his wielder to sleep.

Biff speaks common in a high, loud, voice. "I remember when you shoved me into that orc's heart, it was great! I was covered in blood! I could feel the heart beating around my blade! The view inside the body was incredible!", etc.

Black Blade

This mysterious black onyx obsidian blade has mithril inlaid along the blade and is rune carved. It also has a black diamond pommel. The sheath and baldric are made of black dragon skin with mithril tooling and stitching. The black blade is a longsword +2. It has an intelligence of 17, ego of 18, and is Chaotic Neutral in alignment.

Upon the killing stroke, the wielder will temporarily gain the number of hit points of the killed creature. If the creature is humanoid or human the wielder will also gain the levels/hit dice of said person. This will last for a number of turns the creature has levels or hit dice. If the sword does not kill in three days, its ego will rise one point a day until it controls the wielder and makes him kill. This can also occur if in battle the wielder looses enough hit points to lose control. The black blade act as a dancing sword and also heals 1 point per day. It can detect traps, secret doors, and evil. It talks telepathically and can speak dwarvish, black dragon, stone golem, orc, and of course common. The sword also confers 85% magic resistance on its wielder.

The voice it speaks in is a deep ominous crackling tone.


An evil golden dagger +4 with what looks like a platinum blade. There is a small amount of tarnish on the blade which writhes in torch light. In shadows and darkness the blade never glints or betrays it's wielder. The blade is intelligent and has the special purpose of acquiring money. It can detect the number and type of precious metals at up to 20' and the number and type of gems at up to 10'. My gnome thief/illusionist came across this nasty piece of work and fell in love with it, especially since the dagger was almost as greedy as he was. "Yeah Boss, the dopey lady with the tattoo has 3 emeralds in her sock and a silver piece under her wig".


A chaotic intelligent dagger +2, which once per day can fire a bolt equivalent to a magic missile, doing 2d4+2 points of damage, but only with the weapon's cooperation.


A rather unusual blade, Daryo was created by a far-traveling mage for a frequent companion for use on their long outings. Daryo is of neutral good alignment, and provides a +1 bonus to hit and damage rolls. It has an intelligence of 19; however, it speaks no languages and communicates via empathy only. Daryo has an ego of 6.

Daryo is specially designed for use in outer space. When in a vacuum, it automatically provides a globe of breathable air around the wielder to a distance of 1 foot. This power may be used for up to 1 hour per 24 hour period and does not have to be continuous. Additionally, it allows the use of a fly spell (move 36, maneouverability class B) up to a total of 1 hour per day, which may be non-continuous so long as the total time spent flying does not exceed the allotted amount within any 24-hour time span. Daryo detects spelljamming (q.v.) within 1,500 million miles; this is done whenever the possessor grasps the hilt. Note that no information regarding distance or direction is gained; only the presence of spelljamming out of the immediate area is detected for. Finally, Daryo will detect the largest celestial body (moon-size or greater) within 3,000 million miles twice a day. Distance and relative distance are communicated via a tug on the blade and the intensity of the empathic pulse.

Note: This sword is primarily for use with SpelljammerTM.

Demon Sword

This +2 bastard sword is a polymorphed Type IV Demon (or Tanar'ri, True-Nalfeshnee if you wish) and can throw all the spells that such a creature could throw. The wielder should not be told this. The demon will cast whatever the wielder asks. The sword will exact its payment each midnight in hit points (1hp + 1hp for each power used). You could scale this up to reflect the different spell levels, if the character can take the losses.

The sword communicates through telepathy. The wielder can only get rid of the sword if remove curse releases the demon from its imprisonment in the sword, free to cause mayhem on the party.

Dragon Chopper

"Dragon Chopper" is named given to this sword by its last possessor. Where it was made and by whom are unknown. It is a fairly powerful sword; however, it has gained notoriety as the weapon of a most foolish paladin (its last possessor). How he came into possession of the blade is a mystery. However, his (and the blade's) exploits became famous far and wide in his land. May powerful and hideous creatures fell to its seemingly invincible strokes. Both the ego of the paladin and the sword grew with each passing victory. The sword sought greater and greater conquests, and the paladin heartily agreed. Finally, its possessor grew so confident he single-handedly challenged the dragon-god Tiamat to a duel. Tiamat knew of this miscreant before he even entered her plane. The battle was short and memorable only as an example for future teacher to point out, "do NOT..." Tiamat's consorts were array around her invisible. The paladin sensed evil, but believed it to be only the combination of Tiamat and the radiations of Hell alone. The Paladin rushed to attack and was blasted by the breath weapons of 6 ancient dragons. The remains of the Paladin were never found. His sword miraculously survived. Some time later, the demon-lord 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".

"Dragon Chopper" is a lawful good bastard sword +2. It has an intelligence of 11 and an ego of 19. It's special powers are:

Because of the nature of the sword, it can only be possessed by a fighter (or any subclass) of lawful good alignment.


A vorpal long sword +4, this blade is a mighty one indeed. It has the following abilities (in addition to its decapitation capability):

  • Spells (1/day):
    • Fireblast (12d6)
    • Lightning Bolt (12d6)
    • Chlorine Blast (12d6)
    • Detect Evil Dragons (60-yard radius)
    • Detect Gold/Precious Metals (60-yard radius)
  • Special abilities:
    • Shoot blade (up to 100-foot range), +10 damage
    • Hilt acts like club +4 when blade is gone
    • There are 4 claws on the hilt. If, when used as a club, all 4 claws hit, the claws will animate for 1d10 damage and act as a dagger of venom.
  • The sword's special purpose is to slay evil dragons. When in combat with an evil dragon, it does double damage. It also feels a kinship to all good dragons.

    DragonClaw is intelligent and has a personality much like a dragon's (greed, etc.). The sword will demand a treasure horde to guard, etc...

    Dragon Death

    Dragon Death is a magical (+3) two-handed sword. It is +4 vs. reptiles, +5 vs. dragons, end +6 vs. wyrms (true dragons in my campaign). It has a tendency to glow when in presence of these creatures which it detests within an unholy wrath, and in the presence of wyrms, the weapon attains dancing capabilities, striking as its wielder for 1d12 rounds before returning. Note: regardless of circumstances, the weapon may dance only once per day.

    Dragon Ember

    This is a longsword +1, flametongue. However, whilst many magic blades have a long and distinguished career, not so with 'Ember; six warriors/heroes have died horrible deaths while wielding this weapon, and many others have been seriously injured. It is featured in many a local legend (usually at the end of the legend when the hero dies) and has been well described in most of them. The origin of the blade is unknown to most (perhaps it may be found in some obscure tome); it was created by Aeldsar, the Emperor's wizard who created the weapon for his liege (it certainly was impressive to see the emperor leading his troops into battle, waving his flaming sword. It was less impressive when the emperor got shortened by a head's height by a barbarian and the sword, having fallen into the dry fields, created a blazing inferno that roasted half the empire's legions). The weapon has then been found and discarded by a number of heroes, each of whom has met with a bad end.

    It must be noted that there is NO evil karma attached to the sword. If the heroes find Dragon Ember it will serve them faithfully and unfailingly. However, given the bad reputation it has gained over the centuries few NPC's or henchmen will be willing to travel with the heroes so long as the hang onto that "accursed blade" the heroes may even be thrown out of towns if the blade is recognized. But in truth, the blame should fall more on the ineptitude of its users than the blade's abilities.

    Dragon Ember has a hilt shaped like a salamander, which is covered with copper that never tarnishes (thus it remains reddish and does not become green). The eyes of the salamander (the head is the pommel, BTW) look as if gems could be set therein but they are empty when the PC's find it. When activated (by saying the sword's name) a fierce orange fire surrounds the whole blade; the "level" of this fire can not be modified (ie it can't grow to bonfire size, or shrink to match-size. It's on or off). Its name is written on its blade in runic letters.


    This long sword +3 has a black ram's head hilt and a black blade which glows faintly red in darkness and is warm to the touch. The sword does an extra 3 points of damage due to heat and will set aflame flammable objects. Once per day the sword can transmute any normal earth element into another normal earth element (max 10 cu ft) (must touch to change). 3 times per day the sword can cast darkness 15' radius on the sword's tip. The sword's wielder can see in this darkness as if it was lit by a dull red glow.


    These unique blade are unlike any other in all the worlds. They are a pair of short swords +4. (Intelligence and ego unknown)

    Whenever a killing blow is struck with one of these blades, the victim's soul is destroyed, and the hit points of the victim are added to a running total of points stored in the sword. Whenever this total equals or exceeds 1,000 points, the wielder may add a +1 to any of his abilities (+1 or +5%) permanently. Also, the caster may will the swords to glow with burning runes depicting the names of all the souls they have destroyed.

    Should any attempt to move one blade more than 10' from the other, one of the blades (determine randomly) will teleport immediately to the other blade.

    Fire Biter

    The story and history of "Fire Biter" closely resembles that of "Dragon Chopper", so much so that it is often speculated that the blades were constructed by the same entity. (Though sages schooled in the arcane disciplines of mass probability and chaos theory (no, there is no "lawful" or "neutral" theory) are heard to mutter "rubbish, its all probability..." and sputter something about 1000 monkeys with typewriters and the works of Shakespeare...)

    Whether or not the two blades were constructed by the same entity, they have similar egos and fates. "Fire Biter" is a chaotic good sword +2 with an intelligence of 10 and ego of 18. It has the following powers:

    The story of "Fire Biter" and how it fell into the demon-lord 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.

    Orcus has released "Fire Biter" and "Dragon Chomper" back onto the Prime Material Plane in the hopes they will lead more hapless (and/or stupid) adventurers to their demise.

    First Justice

    This is a two-handed sword +2. Always strikes first in a battle, thereafter receiving a -3 bonus to further initiative rolls. Should the wielder change targets within a melee, the "first strike" bonus is once again gain; however, if the original creature is once again targeted, only the initiative bonus applies. The first strike bonus applies once to each creature per melee.

    This weapon was custom built for a well-known duelist who had a habit of picking fights with the wrong people. He used it flawlessly until he lost his right arm dueling someone with a sword of sharpness.

    Flamebird Special

    This cactus-like short sword +1 has flaming spines making up the hilt. It can be gripped with no damage and used normally.

    This short sword can be used by clerics (it belonged to a cleric named Father Flamebird who just happened to have a weaponsmithing proficiency). Only the most docile gods will disallow clerics to use it since it is a relic representing survival. It was used in the Age of the Nine Hells to keep Father Flamebird alive when all of his kind were driven to a slow, horrid death by the evil that grew in the land. The spines:

    Gavin Hall Magebane

    Created by a long-forgotten mage in retaliation for some slight by the Wizard's Council, this sword ignores most magical protections. While ordinarily a broadsword +1, it ignores the AC bonuses for: shield, armor and similar spells, and Rings, Cloaks, and Bracers of Protection. It will go through, but not cancel, stoneskin and walls of force.

    Hell Beater

    This powerful magic sword shares many of the problems of "Dragon Chomper" and "Fire Biter". It is a lawful good longsword +3, +5 vs. devils which may only be wielded by paladins. It has an intelligence and ego of 12 and 20, respectively. In addition, it has the following powers:

    "Hell Beater" has a history depressingly similar to its two "brother" swords. Like its two brother swords, this conceited sword goaded its possessor until he challenged the mighty arch-devil himself, Asmodeus. Asmodeus rather easily 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.

    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.


    This unusual two-handed is really a Frostbrand. It has an intelligence of 14 and can speak Chaotic Neutral, Common, and Gargoyle.

    In addition to the Frostbrand abilities (+3, +6 vs. fire/fire using creatures; 50% chance of extinguishing magical or non-magical fires in a 10' radius), it casts strength on its wielder twice a day (3 hours duration), and can cast heal once per day.

    Horgon is a gruff, brooding sword that speaks in a deep voice and shouts "DIE, FIRE GIANT SCUM" when striking a Fire Giant. It has similar messages for other fire using creatures. He gets along all right with his wielder and other fighters or people who are Chaotic Neutral. He doesn't really like Wilde, the other intelligent flame tongue long sword in my world.

    Horgon's primary goal is glory.

    Lecrucia the Thristy

    Lecrucia is a magical dagger of grey stone. The dagger was crafted by an ancient, matronly, ogre mage for really painful rites of summoning. The ogre cast her soul into the dagger when her temple was overwhelmed by troops of the good order. She has been causing more trouble ever since. Lecrucia has an intelligence of 17, a wisdom of 17, and an ego of 17. Her powers are:

    Lecrucia will turn against her master if he won't let her drink. If she gains control, she will plunge herself into her slave's heart and drain him or her completely. Lecrucia is Lawful Evil and will try to pervert anyone who uses her. She can only drain blood eight times per day, the number of the diamonds on the hilt. When she drains blood a diamond turns red.


    A bastard sword +2, this everyday-looking sword has an intelligence of 14 and an ego of 10. It also is of Chaotic Neutral alignment with VERY slight evil tendency. It has the following powers:

    While the sword is chaotic neutral, it is fairly quiet, preferring to be left alone. When it does speak, it tends to be brisk and to the point; rarely tactful. The sword's slight evil tendency is perhaps inherited from it's previous owner of several years, a cambion demon.

    Mælstrom (Metal Storm)

    This short sword +2 has an intelligence and ego of 15 and 7, respectively. It is of Neutral Good alignment. It has the following special powers:

    Mage Masher

    "Mage Masher" is the nickname given to this sword by a particularly uncultured former-owner. This bastard sword +2 may only be used by fighters (including cavaliers and paladins but excluding rangers, barbarians, and multi-classed fighters); 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). It has no additional bonuses against creatures using exclusively clerical magic.


    Mooseburgers is a magic long sword +1, +5 vs. moose {and elk}, that has a wavy hilt (shaped like moose antlers). It can detect moose out to 100'; speak common and moose; will appear in the hand of its wielder if s/he confronts a moose... and has an ego of 24 (due to its special purpose to 'slay moose' and other bonuses). You wouldn't believe how many snickers this sword has provoked.


    Peoplesmasher is the favorite weapon of Kohran Valkinarde, God of Battle and Boasting. The sword can talk and will sing Kender tunes if argued with. It has an intelligence of 15 and a VERY high ego. Although it is of Chaotic Neutral alignment, it is very loyal to is wielder (see below). The following is a breakdown of it's magical adjustments:
    +4 normally
    +5 vs. regenerating creatures
    +6 vs. cold-using and inflammable or avian creatures
    +7 vs. undead and fire using/dwelling creatures
    +8 vs. people Kohran cannot step on or are better looking than himself (this is serious! anyone with a comeliness of 21+)


    A dagger of healing that works normally twice per day. However the third time it is used it does regular damage. It has a white handle, or black if you want to be perverse.


    A +2 Defender long sword, it is undistinguished except for a pair of gems on inset on the hilt, one red, and one black. If the sword comes within 15' of evil, a black gem on the hilt glows (similar to a detect evil spell). Similarly, if the sword comes within 15' of an invisible object, a red gem glows. If the gems are removed from the sword for any reason, they lose their powers.


    This is a silver long sword +4 with thin black runes spelling 'Quillion' on the blade. It can detect/locate writing 100' radius at will (wielder has a rough idea of amount), tongues 3/day, comprehend languages 5/day, 5% chance (every time an opponent misses in a sword attack) of sword catching and breaking opponents blade (where applicable; magic weapons get a saving throw), light on command (5', 15', 30' radius). The sword tends to hum (harmonize) when music is played/sung near it.

    Rogenwhor, Sword of Might

    A two-handed sword +3, this sword appears completely normal, but in fact has a rather strange personality. When refering to the sword, the wielder is compelled to call the sword by its full name, while the sword keeps saying, "The name's Roger!".

    The sword will get offended when people refer to it as a bastard sword, and replies, "Hey, I don't call you a bastard gt;!", unless, of course, a half-elf or half-orc is wielding it, in which case it would just mutter to itself.

    Roger has two modes of communication, speech and telepathy. However, it often uses them at inopportune times. It will speak telepathically, when in public, and when the owner talks to his sword, he looks crazy. It will speak out loud when you are trying to sleep, or are trying to sneak somewhere. Roger can read his wielder's mind as well, but doesn't tell his owner that. Roger was made to kill those races which make up the "giant class", and therefore can speak all of those languages very fluently, but prefers to just scream the most foul taunts at its opponents, if they are of the giant class.

    The special power of the sword is its ability to fire a lightning bolt as a 15th level wizard, once per day. Roger will not tell his owner of this ability, unless it is a matter of life and death.

    Roger is of Chaotic Good alignment, and can only be used by people of Good alignments. If an Neutral person touches the sword, they will be jolted for no damage. If an Evil person touches the sword, they will be jolted for 10 points of damage, with no saving throw.

    Rogenwohr (pronounced \ro jen hor\ with long 'o's ) is crafted of adamant, mithril, and platinum. The blade is pure adamant, while the hilt is made of a mixture of mithril, and platinum.

    It is rumored that the spirit of Rogenwohr was a ranger in his former life.


    This long, thin-bladed dagger possesses its wielder with a desire to steal and kill, turning the wielder toward a shade of selfish evil. In the hands of a thief, the blade allows a plus 50% on opening locks (up to a maximum of 99%). Moreover, it can cut through most magical seals (8 charges). The blade does a base 1-6 damage, is +4 in term of magic, and attacks twice per round whether thrown or held in melee. It may dance for 3 rounds and may excrete a magical poison once per day (save vs. poison: lethal vs. lawful creatures, others take 6d6). The dagger has a playful mentality but a limited intelligence.

    Silvery 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 extremes of artifact destruction methods. It has no other bonuses.


    A two-handed sword +2, this weapon creates a faerie fire around any opponent within 10' radius of wielder.

    Sword Mundane

    The Sword Mundane is a very powerful magic item. The sword has no pluses, and if detect magic is cast on it, none will be detected. However, when drawn, the sword creates a 20' sphere in which no magic functions. Natural abilities - like dragon breath and petrification abilities of medusae, for example - will work, 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 sheathed. The sword itself resembles a katana with a wider blade, and does 1d10 damage in all size categories.

    Sword of Fire

    This sword +2 can produce a flame strike as a 30th level cleric in a manner similar to a cone of cold with the tip of the sword as its base once per two days. Sword blade is so hot that it will melt metal (other than magical). Damage is 3-30 plus 1-4 per round for 4 melee rounds if wearing metal armor due to the melted metal. The target must save versus Constitution from extreme pain - if failed by more than 5 points the player is paralyzed for 2-8 melee rounds, if the player doesn't save the player is at minus 4 to hit for next round.

    Sword of Canine Attraction

    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. Although it can be used as a short sword +1, its main enchantment is that every canine creature who sees it must possess 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 unsheathed sword immediately starts swinging wildly. Each round, the wielder has a high probability (DM's discretion) of hacking off one of his own limbs or even their head. This cursed sword was owned by Lord Broverick, whose favorite tactic was to disarm a foe, then say "I will not fight an unarmed man," and toss him the sheathed sword, or slide it to him unsheathed with the tip of his own blade. His foe would proceed to neatly carve himself up. The blade can be removed from the wielder's hand by any normal means by anyone except the wielder.

    Sword of Familiarity

    Also know as "Rotweiler", this sword is the greatest masterwork of Kes; done when he was at 19th level. It emits radiation of Enchantment/Charm and Lesser Divination. The sword looks like a regular metal long sword with a picture of a shepherd dog on the handle (a rotweiler).

    The sword had no powers when it was created. This is one of the reasons Kes created it this way: he didn't want to spend to much power on it. Instead it takes it's power from the wielder. When it is created it is made of three parts. When combined into one it creates a link with the one which connected it, becomes one as if never broken, and becomes extremely loyal to the owner. This connection drains 1 Constitution point from the connector.

    The sword has it's own level which goes up as the owner fights with it. This power is taken from the wielder, but as 1 Constitution point was already removed the owner isn't harmed further. The level determines which bonuses the sword has. It also determines how strong an alignment it radiates. It radiates the wielder's alignment according to its current "level":
    1-4 weakly aligned
    5-8 medium aligned
    9-12 strong aligned
    13+ very strong aligned

    When the sword breaks or the owner dies (which causes its breaking) the sword lets all the energy accumulated inside blow up and damages all around. If the sword is medium aligned or further (over 5), the damage is given first to the ones with alignment most far from the wielder. If the sword breaks up before the wielder dies he suffers some damage according to the sword level (see table). Kes created the sword partly as an experiment which he never got to perform. Therefore it created a faint magical cord which is attached to it and can act as a guiding signal for a wizard who knows about it and tries to find it. A detect magic from a high level MU (or successful throw) can see it.
    # of
    Dam Special
    0 1d10 +1 +0 - -1 Con when connected
    2 3d6 +1 +1 - when broken and owner is alive he feels great loss and suffers 1d10 in pain
    4 3d10 +1 +1 +1/2 the wielder feels good when holding
    8 4d8 +2 +1 +1/2
    16 6d8 +2 +2 +1/2 pushes wielder to fight against opposite alignment giving extra +1 to hit & damage.
    32 6d10 +2 +2 +1/2 +1 to Strength, Dexterity, & Constitution. When held it holds hand back (like an handshake). 2d10 pain if lost.
    64 7d10 +3 +2 +1/2
    125 8d10 +3 +3 +1/2 -1 to AC. 3d10 pain if lost.
    250 8d10 +3 +3 +1/1 -1 to hit/damage against own alignment
    500 9d10 +4 +3 +1/1 Regenerate 1 hp/round while in melee. 4d10 pain if lost
    1000 10d10 +4 +4 +1/1 Will not leave hand. When one insists it will do 1d10 and leave. Does another 1d10 if put in scabbard.
    2000 12d10 +5 +5 +3/2 Identical effects to loss of familiar, and 5d10 pain
    4000 14d10 +6 +6 +2/1 Will not function against its own alignment.
    Each level afterwards is:
    +2000 +2d10 +1 +1 -

    If held by someone other than its owner, and the original bond has not been broken, it functions in the following manner:
    Distance from Owner
    Level <20' 20-40' 40'+
    1-4 as normal -1 hit/damage can't hold sword
    5-8 -1 hit/damage can't hold sword 1d10 damage*
    9-12 can't hold 1d10 damage* 2d10 damage**
    13+ 1d10 damage* 2d10 damage** 4d10 damage**

    * Save vs. Magic for 1/2 damage.

    ** No save allowed.

    Sword of Hope

    A long sword +3, this magical blade is of Good Alignment. It normally has an ego of 10, though this can vary. It has no intelligence.

    The wielder of this unusual sword may cast any 1st though 3rd wizard or priest spell. Only one spell per turn may be cast, and a maximum number of spells equal to the wielder's level may be cast per day. Should the wielder attempt to cast a spell that has effects inconsistent with the purpose of this sword, the spell fails (and the wielder has one less spell to cast that day).

    Morale of all friendly creatures remains at a steady level, never changes as long as the Hope Sword is on their side or until the current situation is ended. Determine morale of friendly creatures without regard to the current situation. This morale level will remain constant until the immediate situation changes.

    Enemies are slightly daunted by the Hope Sword. In other words, all enemies' morale drops by 2.

    All creatures friendly to the sword wielder gain +2 saving throw, +1 to hit, and a +1 to damage bonuses.

    The Hope Sword will usually be found when a particularly difficult situation faces a large number of Good creatures. It appears in a strange and awe-inspiring way... as a Sword in the Stone (as per Excalibur), falling from the sky in an incredible light and sound show, etc.

    Whenever the evil is gone, it disappears... is stolen, simply vanishes, flies out of the wielder's scabbard and up into the heavens...

    A nice weapon to have, but it never stays around for long...

    Sword of Horus

    This short sword +3 is dweomered with a permanent globe of invulnerability around it.

    Sword of Percival Ironheart

    This sword radiates Lawful Good magic and is +2 vs. evil opponents. It can speak Common and Lawful 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 Piraz the Mad

    This great two-handed blade can only be wielded by those possessing a strength of 18/00 or greater (the great warrior Piraz was rumored to have had a natural strength of 19, AND used a belt of storm giant strength). This great mithril blade is unaffected by any spells and conveys a 50% magic resistance upon the wearer while wielded. Furthermore, the blade is not affected by any form of metal. Hence, when using the weapon on armored opponents, any metallic armor, even if magical, can be discounted for to hit purposes since the blade will slice right through it. This effect can also destroy the weapons of those being fought, or used to slice through iron doors, chains and other metal items. Note that this can be very destructive for the armor of the opponent; DM's discretion will be needed to impose AC penalties on those whose armor's have been ravaged by this blade. The sword has a magical bonus of +4, and does double the damage of a normal two-handed sword. The handle of the sword is made of gold and set with a huge ruby containing the soul of an ancient arch-demon.


    This is an elvish sword. Sylvanglade is made out of the wood of a tree sacred to elves (the tree is nourished with a fertilizer with a high-mithril content, and the wood, once shaped into weapons, is indistinguishable from steel). It saves as wood +3. Moreover, because this is elvish magic, "normal" magic (i.e. the type the PC's probably use) will have no effect on the blade. Detect magic, dispel magic and even anti-magic shell will not negate the powers of this elven blade).

    In any event, Sylvanglade (and its twin Greencopse which was destroyed - or so say the legends) is a silvery rapier with an ornate golden cup to protect the hand. The hilt is wrapped in silver wire. The blades were used for ceremonial battles between the champions of elvish kingdoms. The blade has one unique ability; it temporarily negates the enchantment on the blade of the opponent (thus, if the opponent has a longsword +5 it operates as a simple longsword). If there is more than one attacker then only the first attacker of the round has his "pluses" negated if Sylvanglade's wielder does not specify otherwise. As said, the rapier was used for ceremonial battles, and the elves believed that victory should go to the combatant who had the greater skill, not the better sword. Sylvanglade does NOT negate other special abilities (vorpal sword, flametongue, etc) nor does it provide any "pluses" of its own.

    Last known sighting of Sylvanglade was in the hands of House Ourain, the royal family of the Wilder-elves of the Westland. It has been used by the elves for centuries (millenia?) and thus they would take its loss or theft extremely badly.


    A +2 sword with an intelligence of 14. The sword's alignment is Lawful Good. In extreme situations, it has the following two extra abilities: acts as a sword of dancing, adds +1 to both Strength and Constitution. Both abilities last one turn, and can happen a maximum of once per day.

    The sword was possessed by a spirit that was killed battling demons (i.e. demon web pits). The stats and the personality of the trapped spirit can be customized to fit your campaign.

    Treasure Sword

    This sword can be wielded only by a good character (any fighter class) against evil characters only - it will not damage neutral characters, even those threatening the wielder. Treasure swords are intelligent, two-handed swords +3. It emanates sunlight which destroys vampires on sight, stuns or makes flee other lesser undead, and gives combat penalty equivalent to bestow curse to greater undead. It also gives equivalent of protection from evil to its wielder. These swords cannot be purchased or given - the sword itself guides a worthy character to its hiding place through dreams, animals, etc. The character must be on a quest for a good cause to find the sword (let DM decide which cause is important enough). The sword will disappear after completion of the quest - returning back to its resting place in the ground. The sword is protected by powerful magics, and cannot be found unless the sword wants it.


    This blade is a scimitar +1, which when used by a Druid has the ability to cut vegetation (including wood) as if it were soft material - in combat, it is +3 vs. plants.


    This ancient weapon is a quasi-relic. It appears as a dagger +2 (+3 vs. larger than human) with an intelligence of 17 and ego of 19. It can speak ogre, bugbear, lizard man, fire and hill giant. It can read magical runes. Its powers include: detect good/evil 100' radius, detect invisible objects 10' radius, and teleport once per day (to a known location). It has a special purpose of slaying non-human monsters - the special purpose power is paralysis 1d4 rounds (save vs. magic is allowed).

    Most unusually, this weapon has no alignment. This has helped promote the vigilant search that develops whenever this weapon is known to be around. It has been pawned for \approx30,000 g.p. by one player in our group who was an assassin. Needless to say, he retrieved the dagger after the sale. The dagger no longer has an alignment due to the fact that as long as it's special purpose is kept it doesn't care who uses it.


    Wilde is an intelligent Flame Tongue with black flames. It does normal flame tongue damage (+1, +2 vs. regenerating, +3 vs. avian, cold-using, and +4 vs undead; acts as a ring of warmth, burns webs). It has an intelligence of 15 and speaks 4 languages: NG, Common, Elvish, Gnome; casts X-ray vision twice per day with a 1 turn duration, casts detect evil twice per day; and is a special purpose sword.

    Wilde's special purpose is to kill Drow. Against drow it is a +5 weapon. Any drow hit with Wilde must save vs. magic or be disintegrated. Wilde speaks with English mannerisms and in a higher, more melodious voice than Horgon. Wilde objects to hitting plate mail, but will do so in the hands of its true wielder - the ranger/magic user.

    Windsword of Sharda

    A long sword +1, once per day the wielder can perform a whirlwind attack, which gives him 4 attacks in one round. The sword has the potential to develop other powers such as summoning a dust devil or whirlwind once per day. The characters using this weapon for long periods should have the DM check for additional powers periodically (not more frequently than bi-yearly).

    Wizard Bane

    A broadsword +1, +2 vs. magic users, this sword has an intelligence of 12 and ego of 6. It is of Chaotic Neutral alignment and communicates using semi-empathy. It has the following powers:

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