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Magical Swords & Abilities Guide

This document provides descriptions of 20 magical weapons. Key details include: - Weapons have magical bonuses to hit and damage and sometimes additional abilities like absorbing spells, turning invisible, or summoning lightning bolts. - Alignments range from lawful good to chaotic evil. Some weapons have alignment restrictions or provide bonuses depending on the wielder's alignment. - Additional abilities include turning the wielder invisible, summoning monsters to aid the wielder, changing the wielder's sex, curing wounds, and more. One weapon ages the wielder rapidly. - The weapons are designed to be especially effective against certain opponents like demons, giants, or stone creatures. Some never miss certain monsters or have bonuses against spellcast

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0% found this document useful (0 votes)
208 views3 pages

Magical Swords & Abilities Guide

This document provides descriptions of 20 magical weapons. Key details include: - Weapons have magical bonuses to hit and damage and sometimes additional abilities like absorbing spells, turning invisible, or summoning lightning bolts. - Alignments range from lawful good to chaotic evil. Some weapons have alignment restrictions or provide bonuses depending on the wielder's alignment. - Additional abilities include turning the wielder invisible, summoning monsters to aid the wielder, changing the wielder's sex, curing wounds, and more. One weapon ages the wielder rapidly. - The weapons are designed to be especially effective against certain opponents like demons, giants, or stone creatures. Some never miss certain monsters or have bonuses against spellcast

Uploaded by

John Gibbins
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We take content rights seriously. If you suspect this is your content, claim it here.
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MAGICAL ITEMS & WEAPONS

Absorber Creylin’s Improved Mantisword


Long Sword +2, +4, Alignment: None Two-handed +3, Alignment: Neutral evil
When used in battle vs. magic-using opponents and Handle is shaped like a manticore paw. Fires a volley of
a spell is cast at the bearer, there is a 1 in 4 chance the 8 metal spikes that strike for 1-6 damage at will up to 3
sword will “absorb” the spell, nullifying its affect. How- times per day; strike as a 13th level monster. Can con-
ever, the caster – any class – can then cast any spell ab- trol up 2 manticores within 30’ of the bearer (no saving
sorbed (as many as are absorbed, no matter how many throw allowed) for one day, then manticores peacefully
times) the same day. The spell is cast as the same pow- leave. Creylin was a powerful magic-user/sage whose
er as the original spell-caster. +4 vs. spell-casting oppo- parents were killed by manticores when he was a child.
nents. Each time a spell is cast by the bearer, there is a 1%
chance that the sword will explode, causing 5-50 damage
to all within 6’. Demon Cist
Long Sword +1, +6, Alignment: Lawful good
Black Blade +6 when used by a good character vs. any demons. Turns
away demons level 8 or lower as a 15th level cleric (roll
Long Sword +1, +3, AlignmentNeutral evil every time the demon is hit).
Bearer can turn invisible (as the spell) in daylight once
per day, and can turn invisible as improved invisibility
in darkness 3 times /day. Spell lasts for 10 melee rounds. Exchanger
Acts as a +3 weapon when used by a thief or assassin. Broad Sword -2, Alignment: Chaotic evil
Terribly cursed sword. Bearer’s sex is changed, all gold
Blade of Light owned by an opponent turns to silver when killed by this
weapon, and the owner gains half experience. Can only
Not Applicable (Special) +6, Alignment: None be rid of with a wish, but only after used for one month.
Strikes for 2-12 dmg. Can cut through any material, Must give away to a willing recipient (can fool them) to
except magical weapons & armor, which require a get rid of, even after the wish. Resistant to identify.
natural roll of 19-20.
Giant Slayer
Bretwalda Long Sword +1, +4, Alignment: Lawful Neutral
Bastard Sword +4, Alignment: Chaotic good +4 vs. any large humanoid. Never misses ettins, trolls,
Deadly sharp; does double damage on a natural roll of 19 hill giants, gnolls, hobgoblins and bugbears (must roll a
and triple damage on a natural roll of 20. 2 or better). Slays any true giant on a natural roll of 20.

Cloudblade Javelin Edge


Long Sword +3, Alignment: Neutral good Short Sword +2, Alignment: None
Can call a lightning bolt once a day (outdoors only) that Can change into a Javelin of Lightning once per day.
strikes for 10-60 damage. Does 10 additional damage no When hurled, it is destroyed but appears back in the
a natural roll of 18 or better. sheath the next day.

Lava Blade
Two-handed sword +3, Alignment: None
Forged from molten lava and radiates heat that protects
the bearer from cold elements. Acts as a +5 weapon vs.
cold-using, undead or inhabiting creature.
MAGICAL ITEMS & WEAPONS
Life Stealer Raizer
Long Sword +3, Alignment: Chaotic evil Short Sword +2, Alignment: None
Steals 5 h.p. (in addition to damage) and does that much Never misses, except on a natural roll of 1.
additional damage on a natural roll of 17 or better. Gives
those extra h.p. to wielder for one day (until midnight).
Ranger Guard
Lightning Blade Long Sword +1, +3, Alignment: Chaotic good
+1 in any neutral character’s hands, +2 in any good char-
Short Sword +2, Alignment: Chaotic Neutral acter’s hands. – 1 if used by an evil character. +3 for rang-
Gives possessor haste upon command twice per day; ers (no matter their alignment), improves all ranger
lasts 10 melee rounds with no aging affects. Does skills by +5%, gives – 3 on armor class, and does double
double damage on a natural 20, but then ages the bearer damage vs. trolls, hobgoblins and giants.
6 months.
Rockcutter
Magisword Long Sword +5, Alignment: None
Dagger +2, Alignment: Chaotic neutral Cuts through rock at 1” per melee. Double damage vs.
A sword that is usable by magic-users or illusionists. creatures made of stone or with petrification powers. On a
Though it is a dagger, it does damage as a bastard sword. natural roll of 19 or 20, slays stone giants or stone golems.
Automatically attacks as a 12-h.d. monster.
Sawtooth
Paladin Guard Bastard Sword +2, Alignment: Neutral evil; can be
Long Sword +1, +4, Alignment: Lawful good carried by any evil character.
+1 in any character’s hands, +2 in a ranger’s hands, - 1 Can saw through any material (non-magical) at a rate of
if used by an evil character. For paladins, is +4, strikes 6”/melee round.
for double damage on a natural roll of 18 or higher, and
gives the bearer -4 on their armor class.
Sword of Beauty
Pinkhilt Short Sword +2, Chaotic Neutral
Bearer has 18 charisma. No other weapon can be carried
Short Sword +2, Alignment: Lawful good or used, however. Can cast suggestion (as the spell) and
Can cure light wounds 2 x/day; cure serious wounds charm monster as a 12th level magic-user.
once per day; raise dead 1/month

Sword of Haste
Protector Short sword +1, Alignment: Lawful neutral
Long Sword +4, +6, Alignment: Lawful good Strikes for twice as many attacks that the bearer normally
Acts as a defender sword and radiates protection from evil
when carried by a good character. +6 vs. evil opponents. strikes for. Ages bearers at double their normal aging rate

Rainbow Sword of Magic Missiles


Dagger +3, Alignment: Neutral Long Sword +2, Alignment: None
When used by a magic user, illusionist or 6th level or Can fire 2 magic missiles every 3rd melee round, as the spell
higher thief, can cast color spray twice a day.
MAGICAL ITEMS & WEAPONS
Sword of the Manticore Tempestor
Long Sword +3, Alignment: None +5, Alignment: Chaotic good
Can fire volley of 1-6 metal spikes before melee, doing This sword was once bore by a powerful barbarian and
1-6 damage and attacking as a 10 hit die monster. Bearer used to kill the Grandfather of Assassins that at the time
is never surprised. bore the hand and eye of Vecna. Can summon a light-
ning bolt that does 8-64 damage (halved if save vs. spell
Sword of the Mindess is made) twice per day. 5% chance the bolt will strike the
bearer instead.
Broad Sword +3, Alignment: Lawful Neutral
No 1st level monsters will attack the bearer, and from
2-16 1st level monsters (no saving throw, roll to deter-
Trollslayer
mine how many) will serve the bearer with perfect loy- Long Sword +2, Alignment: Lawful good
alty for a day. 2nd and 3rd level monsters must save vs. +5 vs. trolls, and no regeneration is allowed.
magic (3rd with +2) or not attack. The bearer may also
cast suggestion as a 10th level m.u. once/day.
Yellowhilt
Sword of War Short Sword +2, Alignment: Neutral good
Cures 2-12 h.p. 2 x/day; bearer is resistant to poison and
Two-handed Sword +4, Alignment: Chaotic neutral, disease. Can cure disease 1/week; can touch others and
but can be carried by any chaotic alignment character cast slow poison at will.
Forged for true fighters. hit and on damage. Strikes for
3-30 (+4) damage on a natural role of 20 for fighters up
to level 8. When used by a fighter 9th level or higher,
Undead Slayer
strikes for 3-30 (+4) damage on a natural role of 19-20. Short Sword +2, Alignment: Lawful good
+6 and strikes for double damage vs. undead. On a

Shape Changer natural roll of 20, kills and undead up to level 6.


WEAPONS & DESCRIPTIONS
Long Sword +2, Alignment: Neutral good Todd Bettis
Can shape change to any weapon for 10 melee rounds
once per day. Does damage as that weapon and is still
LAYOUT & TYPOGRAPHY
+2. User can polymorph self (as the potion) once per day.
Joe Wlodarczyk/Intrepid Design

Stunner
Long Sword +5, Alignment: None
Stuns opponents for 1-4 (0-2 if save vs. breath weapon is
made) melee rounds on a natural roll of 20.

Telesword
Long Sword +2, Alignment: None
Gives the wielder the ability to teleport (as the spell) as a
10th level magic user once/day

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