Normal magic swords vary in size and shape as any other weapon. The exact type of sword depends on the desires of the DM; however, certain swords are only found in specific types - these types are mentioned in the text of the description.
Unless otherwise noted, all magical swords emit a light equal to a continual light (qv.) spell with a certain radius. This light may be dimmed by the wielder, but never completely extinguished while drawn (exceptions to this will be noted). The nominal maximum radius of light for a variety of swords is given below:
|Bastard, Long, Katana||15'|
|Broad, Cutlass, Saber, Falchion, Khopesh||10'|
|Épée, Rapier, Ninja-to, Short, Wakizashi||6'|
This weapon acts like a normal sword +1, until it comes within 10 feet of any stone construction. Thereupon, it forces the wielder to attack said construction, until it is reduced to rubble.
This maleficent weapon has a secret desire to destroy any creature who possesses it. On an unmodified attack roll of 1, 2, or 3, the weapon strikes the wielder for maximum damage. Once this happens, the wielder can never be rid of the weapon (in a manner similar to other cursed weapons).
This unusual weapon appears to be a longsword with a small battle-axe blade on the quillons. In battle, it acts as a longsword +4, defender. It possesses two additional powers: absorption of mystic energy and aging. The wielder has 100% magic resistance to all spells causing direct physical damage (fireball, lightning bolt, magic missile, etc.). Spells not causing direct physical damage (disintegration, death spell, finger of death, etc.) are not affected. Also, all attacks causing aging (ghost's touch, etc.) are absorbed and the owner ages at half the normal rate. Should the axe sword ever be destroyed, all the absorbed natural aging of its owner(s) is released, instantly aging them back to their chronological age.
At first this sword will appear to be worthless, as it has no blade, though it's a perfectly good hilt. However, it is actually an unusual sword. If the hilt is grasped, and a command word spoken, 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. Uttering the command word when the hilt is not touching anything causes the blade to vanish. The copycat blade is +2 "to hit" and on damage.
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.
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 "Yikes!" and put itself back in its sheath. The sword will not come out of its sheath until the monster is no longer within striking distance. The sword is cursed so that the possessor will think it the best sword in the world and will never willing discard it no matter how many times it fails to perform (often resulting in a bad mauling or death of the hapless wielder). The only way to free oneself of the sword's curse is to touch it to a vacuous hole or the like or to have a 20th-level cleric cast a remove curse on the sword.
There are nine of these special sword +3s. All have an Intelligence and Ego of 16. The distribution of the type and alignment is as follows:
|4 long swords||Extremes (LG, CG, LE, CE)|
|2 broadswords||Neutral Good and Neutral Evil|
|2 short swords||Lawful Neutral and Chaotic Neutral|
|1 two-handed sword||Neutral (Pure)|
Their magical abilities are:
Each sword's blade is made of Glassteeled Adamanite, hence the names. In combat, the blade darkens to a misty black color (hence the other name, StormBlades). Although the personality of each sword is different depending on its preferred alignment (and each has its own unique name, as well), the magical abilities of the swords are the same.
This magical bastard sword is made out of a large single piece of quartz crystal. Magic makes it the same weight and hardness of a regular 2-handed sword and provides its special ability (which is not obvious or always known). When held so the user can see through the blade, it translates any written language into any other of the DM's choice, usually common, dwarvish or elvish. It can be used 3-5 times a day, and each charge lasts for ten minutes.
It is otherwise +2 to hit and +3 on damage.
This bastard sword is +3 for all normal purposes, but has several powerful functions when used against Demons. The wielder of the sword is immune to all magical effects and spells caused or cast by any demon, directed specifically at the wielder. For any other effects, the wielder gains a +4 on any saving throws, and will even get a saving throw if there was none before. The sword glows a deep blue whenever a Demon gets within 120'. On a hit of a natural 20, if intended, the sword will hit and shatter the Demon's amulet. In fighting Demons, the sword is +5. The sword is only usable by Lawful Good characters.
Usually a short sword of dark-metal, this magical blade turns completely black at night. A normal blade in any light equal to a continual light or stronger (ie. full daylight), the Ebony Blade is +2 in any lesser light (i.e. light, torch light, dusk, etc.)
In low light levels, the Ebony Blade grants its wielder ultravision out to 90'. It can create darkness, 15' radius thrice per day at any time. (Note that the Ebony Blade functions at full strength within the darkness.) Finally, it gives a +20% bonus to attempts to Hide in Shadows or Move Silently (non-thieves included).
These special swords +2 were created for the explicit purpose of kill the faerie. Against any faerie folk, the sword exhibits the following abilities:
If the result of a saving throw is 20 or better, the spell has *NO* effect on the owner. As a side note, beneficial spells must get past a saving throw of 2 to effect the user (-1 per level of caster). Also, no magic items of any sort will function on the user as long as the sword is within a foot of him.
For the purposes of this sword, faerie races include: Elves, Sylphs, Dryads, Nymphs, Pixies Brownies, Atomies, Quicklings, Pseudo- and Faerie-dragons, Satyrs, Sprites, Leprechauns, etc. Basically, any race that has some inherent magical ability or defense and would be found in a sylvan setting (see the Encounter Tables the 1st ed. DMG) is considered a faerie race. Note that Gnomes and Halflings are excluded. A partial faerie race is any of the above combined with a non-faerie race (usually human). Half-elves are the most common example.
The metal used in these swords is flat black, and is very difficult for the Dwarven masters to forge. Other weapons made of this metal (called Zu fluct by Dwarves, which today translates as 'elf slayer' although it originally meant 'kills wimpy scum') include spears and arrows. The arrows do not affect saving throws or magic items, and the spears only give a +1 to saves and save against beneficial spells on a 18 or better. If a faerie even touches this metal, he takes one point of damage per pound of metal. Note that this could be misconstrued as ego damage. Most Elf Slayer swords are broadswords.
The blade of this short 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 take no 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.
This silver-bladed long sword +4 appears simultaneously on the Prime Material Plane and on the Ethereal Plane. While carried on the Prime Material there is a 1 in 20 chance per hour while sheathed (per turn while drawn) of something on the Ethereal Plane encountering it. Also, the blade can shift the wielder (and all gear) to the Ethereal Plane and back up to 3 times per day.
On the Ethereal Plane the blade is +2.
This strange sword is actually made of wood, and will burst into flames upon command. It starts as a two-handed sword +4 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. After the first use, it burns down to a wooden long sword +3, and once again flames on command. In this same manner it goes from here to a short sword +2, a dagger +1, and than a nice little pile of ashes. It sheds light in a 5' per plus radius, and yields 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).
Long sword +1, +3 vs. magically animated creatures (not including undead). It also provides protection from cantrips in a 5' radius.
This small 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 20 yard sphere. Upon detecting an enemy, the guardian blade 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.
Normally a short sword +1, it increases to +2 in the hands of a thief. When used for a backstab attack, it advances the thief an additional step of backstab multiplier (i.e., x3 instead of x2, etc.)
This two-handed sword is +1 to hit and +2 damage. When the wielder holds it firmly in front of him shouting "IRONFIST", the blade polymorphs itself into a huge arm with powers equivalent to the Bigby's Crushing Hand spell. This can be done three times per day.
Doubles the "to hit" roll, doubles damage. It is magical, but is not considered a magic weapon for hit determination purposes.
Not a hammer but a broadsword +3 of ancient manufacture, these weapons were said to have been constructed by an ancient devil-worshiping mage/priest. When swung in a peculiar pattern, a Lucifer's hammer opens a gate to the Nine Hells, from which a lesser devil steps through. Each of these swords has a particular lesser devil bound to it. The wielder of the sword may command the devil to perform any action he desires.
The service the bound devil renders varies according to the sword owner's alignment. If the wielder is of good or neutral alignment, the devil will most certainly attempt to pervert the meaning of the command, and will slay the wielder and all associated creatures, taking the sword back to the Nine Hells, if the wielder appears weak. If the owner is evil, the devil will serve the character for a maximum of 1 turn. Service is given willingly if it enhances the ends of lawful evil.
The bound devil may be summoned no more than once per week. If the devil is ever slain while performing a service, the Lucifer's hammer may not summon the devil for a period of one century.
Forged, some say, by mages of the Lava Children, these swords appear to be made of stone or bone. They vary in size from short swords to two-handed sword. Very few of the falchion variety have been found, and no specimens of khophesh, rapier, or katana variety have ever been seen. To all tests, save actual combat, it appears to function as a sword +1.
However, 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. Passes right through it. All metal armor worn has no affect on armor class. Treat all partially-metal armors (studded leather, splint mail, etc.) as normal leather armor (base AC 8). Metal-reinforced wood shields are not affected, but metal shields are ignored. Magical bonuses may or may not have their regular effects, at the DM's discretion.
Usually a long sword with a very keen edge and very shiny (bright), it is +1, +3 vs Psionic creatures. It has the following powers:
Also know as "Chainbreaker", this broadsword +1 releases its targets from any geases, charms, quests, compulsions, etc. whenever it does more than minimum damage. Further, it breaks bonds and chains as a sword +6, as appropriate to its special purpose. The wielder cannot be geased or charmed, subject to suggestion, fear, or emotions spells, or the target of a quest. Warning: hitting a demon, devil, or other extra-planar creature with it is very likely to free it of its bonds of servitude to its master (50% likely per hit).
These fell blades were created by the evil priestess Ciril to aid in her quest to destroy the good knights of the ancient kingdom of J'Rail. She distributed the swords to her henchmen, and many a good knight fell to these fatal blades. Obsidian blades are made of an unknown material that closely resembles the stone obsidian in appearance; however, the material is stronger than true-tempered steel. The blackness of the blade glistens with a fine luster and the hilt is wrapped in solid silver wire to aid in gripping. Ciril managed to produce several dozen of these fine blades in her life; most have since disappeared into the unknown.
All manner of these swords have been discovered, from short swords to a great two-handed version found several decades ago by a wandering trader. All versions are +3 to hit and damage and create magical darkness much as normal magic blades create light when drawn. The wielder of the blade is not affected by the darkness. Also, should the blade strike a good-aligned cavalier or paladin, the sword causes double damage, plus all bonuses.
The blade can only be used to its full effectiveness by non-good creatures; any good-aligned creature may use the sword, but it performs only as a non-magical sword of the appropriate type, with none of its special powers functioning.
This otherwise normal shortsword gives +5 to saving throws vs. illusions. In addition, any illusory creature hit by it is instantly dispelled. It is +1 vs. shadows and shadowy creatures, but a normal sword otherwise.
A 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 expected 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).
A short sword +1 which grants its wielder +4 on attempts to disarm an opponent. On high rolls (18-20), the opponent's weapon must save vs. crushing blow or break.
A magic sword with no pluses normally, it is effective against inanimate objects. The sword can be used to instantly sever any rope or chain, and sever any tentacle or tendril of a plant or rock-like monster on the roll of a 20. It can also hit any golem as if it had the necessary pluses.
This is a sword +1 but in the hands of a bard it gains several extra powers. Whenever the command word is spoken the sword begins to sing, complimenting any song the bard sings for 2-8 rounds. This will give the bard a +15% bonus for charming 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 glammer like a 7th-level wizard twice a day.
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. Any wizard may use a spellsword with no non-proficiency penalty. This weapons usually have the form of a long or bastard sword +3. They have two powers:
When this sword is unsheathed under a starry night's sky and the command word is spoken, all touching it will be teleported to the vicinity of any location they desire. Roll 5d6, and subtract the result from 16. Multiply that number (treat negative numbers as 0) by 10 to give the distance in miles from the target and determine the direction randomly. It can be used but once per night. It is otherwise a normal blade.
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.
This appears as a fine rapier with a golden hilt, and when identified will be revealed as a sword of dancing +3. Of course this is not the normal Sword of Dancing that the players will expect, and when commanded to "Dance" in the middle of a battle, it will proceed to grow arms and legs and will disco dance for 1d10 rounds and then return to its wielder. Anyone watching the sword must save vs. Spell or start to dance with it. After all, it's a very attractive sword.
This is a black-bladed sword +3 with a gauntlet attached to the hilt. The gauntlet is made in such a way that the only way to use the sword is to put on the gauntlet. Unfortunately, the gauntlet only goes on the wrong hand (i.e. 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, inexplicable 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 through anything except the gauntlet.
As a twist, you could make the sword magical in such a way that the user becomes "addicted" to it.
A rather slim and light longsword +1, this weapon has no intelligence (although it has a special purpose: to protect wielder) and no particular alignment (suggestion: LG or NG).
It will act as any normal +1 weapon as long as the wielder is healthy (over 1/2 of max HP). But as the character loses HP, it'll start to make itself useful. For every 10% below 50% of max HP the wielder is currently, the sword adds +1 to his AC against weapons as it starts to fend for the wielder. At 10% (when the wielder is just about finished) of max HP, the sword will stop trying to hit the opponent and will concentrate on defending it's wielder (it's very loyal), adding another +1 to AC and also if the wielder hits his opponent (DM's - don't let on the sword isn't attacking to harm) it disarms the opponent. The AC bonuses are good only vs. hand-wielded weapons. It does not affect AC vs. arrows and the like.
The reason for naming it 'Sword of Forbearance' are that the sword will "forgive" the user for abandoning her and as it's not intelligent it forgives enemies for hurting it's master a bit as that is life, but it'll try it's hardest to keep him alive and well.
This sword is usable only by fighters as the disarm capability implies. If a non-fighter uses it, it'll protect him at half usefulness and can't disarm. If a fighter uses it to disarm or fend of an opponent, or engages in any form of non-lethal combat, it becomes a sword +3.
Also known as the "Sword of Force Energy." Normally in the form of a bastard sword +2, this sword bestows the benefit of the wizard spell shield when drawn.
These 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 dexterity above 14 an extra attack can be gained. i.e. one for Dexterity 15-16, two for Dexterity 17-18, etc. Not all points need be given up for extra attacks. Thus a character with Dexterity 17 could choose to give up two points for one extra attack, and still retain one bonus point toward AC.
Also known as a 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. It is otherwise a sword +1.
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 equivalent of moonlight available to be reflected. This radiates a faint aura of alteration. It is otherwise a sword +1.
Otherwise known as a +5 Sword of Cure Serious Wounds, this unusual broadsword cures wounds, rather than causing them. Instead of causing 1d8 damage + strength bonus + weapon bonus, it heals 6-13 (1d8+5) + strength bonus 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 a sword of wounding. This sword might be considered cursed until the actual powers of the sword are revealed. (Note to DM's: it would probably be good to put a limit on the amount of damage this sword can heal, or at least a per person limit; otherwise, characters will be able to cure all their wounds far too easily.)
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.
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...
This broadsword is sturdy with an iron blade, a brass handle, and is cool to the touch. At night, any spirit within one mile whose death needs to be avenged will visit the wielder - who is the only one who can see them. The spirit with the greatest need will ask the wielder to avenge it and the wielder is geased by it. The wielder cannot have more than one geas at a time. The wielder will not be harmed by ghosts nor can he attack them. He cannot throw the blade away while geased.
The sword is +2 normally, exhibiting its true power (+4) only when the wielder is geased.
There are but 2 example of this rare sword in each style (long, broad, short, falchion, ... ). the sword performs differently in the hands of mages and specialists than other characters. When used by anyone other than a single-classed wizard, the sword radiates magic but does not otherwise exhibit any magical powers. In the hands of a single-classed wizards, however, it manifests some unusual powers. The sword can be effectively used by a wizard, with none of the normal non-proficiency penalties associated with using an unfamiliar/illegal weapon. The swords other powers depend on whether the wizard is a specialist or a generalist (i.e. non-specialized mage).
Specialist wizards may use this weapon as a normal sword +1, with no other special powers other than that allowing it to be wielded with no non-proficiency penalties.
When used by a non-specialized mage, the sword acts as a sword +2 and the ability to enter a fighting frenzy is gained:
The mage may use the frenzy power of a Sword of the Magi a number of times per day equal to his Constitution score divided by 3, rounded up. Thus a mage of Constitution 14 can enter a fighting frenzy up to 3 times per day, provided the required rest period is taken between each frenzy.
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.
These short swords are enchanted with the ability to cast forth an area of darkness of 5-25' radius, but of a sort so that the wielder can see within it as per lighting conditions without this darkness (i.e. if it is already dark, this is not going to help). They have no magical bonuses.
These rare and valuable swords have the ability to ward off the attacks of certain spells upon its wielder. The sword's power affects any spell which causes direct physical harm to the character using it - thus, a fireball, lightning bolt, magic missile, or flame strike would be affected, but not a death spell, disintegrate, magic jar, cause blindness, or cause light wounds. The user does not have to be the target, only within the area of effect. When the sword of spell splitting is called upon to protect it's user, roll d10. On a roll of 1-3, the spell causes no damage; on a 4-7, the spell causes half damage, and on a roll of 8-10 full damage is taken. Normal saving throws apply for partial damage when the sword fails to provide full protection (if applicable for the spell).
|Dice Roll||Bonus||X.P. Value||G.P. Value|
These interesting swords can be found in a variety of strengths (pluses), though the most common variety is +3 in strength. All radiate non-detection while in the possession of its owner. In addition, they allow the wielder to become invisible twice per day.
Usually, but not necessarily, accompanied by its sister sheath, the sheath of stealth. This sheath appears to be capable of holding a dagger, but in reality, may store the Sword of Stealth.
The Sword of Stealth is normally a long sword (although there have been a few of the bastard variety found).
This unusual sword was developed by grateful mage as a gift to a wandering warrior who had helped him while in great need. It gives the wielder the ability to travel at twice his normal rate.
The sword is +3 to hit and +3 damage. It is of neutral alignment, but does not possess any intelligence. The sword has a gold tint except for the hilt which appears black. There is a stone in the bottom of the hilt that would appear to show the stars in the night sky. If the stone is ever removed the sword will turn to dust.
This two-handed sword +3 sheds a light that is harmful to undead. The light will act as a cleric of 12th level in terms of turning undead. Those undead that cannot escape the light (i.e. are forced to be within 20' of the sword) are weakened 1 hp per round. The sword is only usable by good characters, the moment an evil character touches the sword, it flares up and delivers burning damage of 4d8 regardless of protection the evil character might be using.
A longsword +1 with the hilt which has the look of some creature but is unrecognizable except during the time of the full moon. During the full moon, the sword hilt forms into the head of a wolf, tiger, bear or rat (randomly determined or could be specific for one sword).
While the hilt is in the shape of an animal, the wielder can transform into the animal at will, as long as the moon is up (and is full). During this time, the wielder had all the abilities and control of a were-person that had been "were" for 20 years. As long as the person doesn't retain the shape when the moon goes down ( 25% chance to be permanent "stuck" that way) or have the shape when the moon goes out of full phase, all powers can be safely used. Note that the transformed character is not affected by symbols and artifacts (wolvesbane, garlic, etc.) that normally affect were-creatures. However, the transformed character does not gain the immunity to non-magical weapons of were-creatures.
This is jeweled long sword +1, +2 vs thieves is of the finest quality steel and is often finely engraved.
This sword allows the wielder to see objects/creatures hidden in shadow (not invisible objects) and will "twitch" violently (-3 to hit if in segment before or during strike) when the wielder is about to be backstabbed (usually negating the backstab multiplier, but not back attack bonus) and growls lowly when the wielder is the object of a pick-pocket. The wielder also gains the powers of the non-weapon proficiency 'alertness'.
This strange broadsword has the ability to be accurately thrown up to 50', attack an enemy, and return to the wielder. When thrown, it attacks up to two targets and returns the same round. The wielder must make a successful Dexterity Check to catch it on its flight back or takes full damage.
A magical long sword that is intelligent and has the power to grant regeneration to the wielder by vampiric regeneration, these blades are often both coveted and loathed. Half of all damage caused by the sword is used to heal the wielder. The disadvantage is that the sword gets hungry if it doesn't kill anyone (or at least taste a pint or more of fresh blood) for more than 24 hours, in which case it drains the wielder 1-4 hit points per hour. This feeding continues until the wielder is dead or the sword tastes a sufficient amount of fresh blood. The drain will be unnoticed until the wielder is at less than 25% strength; the source of the draining is not obvious. It is an evil blade.
The WereBlade is a doppleganger of swords, a shape-changer. Usually, it looks to be an ordinary, but magic-radiating, dueling saber. In combat against another sword, even two-handed, it takes on the qualities and special abilities of the opponent's sword (unless, of course, the other sword is inferior and breaks; the WereBlade saves as a magical sword). Against more than one sword, the WereBlade takes on the qualities of the most powerful one.
The original WereBlade was made for a Duelist by the name of Geeves, in Cormyr of the Forgotten Realms (In my campaign). In following my interpretation of the Duelist class and its "honor", I designed the Were-blade to reflect the Duelist's desire to win a fight by skill and not by magical advantage. The Duelist usually has enough proficiencies to handle all the swords into which the WereBlade might change. The WereBlade has limited telepathy, enough to let its user know what abilities it has taken on in each combat (i.e. whether that opponent's sword can cast a fireball once a week, and, therefore, so can the Were-blade, for that combat).
This weapon may suck for any character going up against a creature which needs a +2 weapon to hit it but is attacking the character with a regular long sword...
Comments? Errors? Submissions?