vicious I shy away 000107
vicious I shy away 000107
typhoid She got from somewhere sotnes with eyes
And plants that gave out screams and sighs.
grendel kinky 000716
jester Bastard Swords
Baarane's Bastard Sword
There are three swords created by the legendary weapon forger Baarane. They are a long sword, short sword, and bastard sword. All weapons have some properties in common. All three are:
* +2 weapons to hit and damage (considered +4 for attacking creatures which require a certain + to-hit)
* After the first round of combat, the wielder will ALWAYS strike first in the round, regardless of dexterity or other modifiers.
* All radiate Continual Light in a 60' radius. Light CANNOT be controlled by the wielder: it is ALWAYS on when the weapon is drawn.
* When wielded, the light pouring from the blade creates a "strobe" effect in front of the wielder, adding 2 to his AC for all frontal attacks.
* Color Spray/Hypnotic Pattern (and similar spells) have no effect on the wielder or on anyone standing behind the wielder within the radius of light emitted by the blade.
* Blade can cast Jump spell at will, up to 5 times/day.
* Each blade has it's own set of additional properties.
Baarane's Bastard Sword
(additional properties)
* Alignment: Neutral
* Intelligence: Not intelligent
* If used two-handed, has a 10% chance of disarming an opponent on a successful "to-hit" roll. It can only disarm an opponent using a one-handed weapon.
* On a natural 20, if the opponent is wielding a non-magical weapon, it will shatter that weapon. If the opponent is wielding a magical weapon, he must save vs. Paralyzation (bonus equal to weapon plus) or be disarmed.
* If the wielder concentrates on this sword for more than one round, it will point in the direction of the nearest of the other two swords. If the other sword lies on another plane, the bastard sword will point straight up. There is no range limit on this power.
* The Bastard sword was created for one purpose: to destroy the other two swords. If this sword is drawn in the presence of one of the other two blades, the wielder must make a save vs. spells at -4. Failure to save causes the wielder to enter a berserk rage, and attack whoever is holding the other sword. If the save is made, the wielder becomes aware of the special purpose of the weapon, but resists the rage.
* In combat with someone wielding one of the other Baarane's Swords, if a natural 18, 19, or 20 is rolled, the other sword is destroyed. A magical explosion occurs doing 5d4+20 points of damage to all within a 20' radius of the combat. If this weapon manages to destroy both of the other swords, it loses all it's special abilities, but retains those abilities common to all three swords.
The Good and Evil swords were created as an experiment by Baarane. Considering them too powerful, he secured them in a vault, where they were later stolen by adventurers. Outraged and angered, Baarane created the Bastard Sword in order to exact revenge on those who had stolen from him. Expecting that an Adventurer's natural curiosity would do his work for him, he presented the Bastard Sword to an adventuring acquaintance as a gift. In time, he knew, someone who used the Bastard Sword would follow it's gentle tugs and... He would have his revenge!!!
Baarane felt that whatever powers remained in the Bastard Sword after the destruction of the other two would be suitable reward for the warrior strong enough to complete the task.
Bastard Sword of Paladins

Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This weapon behaves as a +5 Holy Avenger plus other powers:
1) Gives Holy avenger powers to any Lawful Good fighter class or subclass or Lawful Good cleric that can use a sword.
2) Makes owner completely immune to even magical diseases.
3) Causes all healing cast by owner to heal an extra point of damage.
4) Works as a mace of disruption using wielders level as level of cleric (not -2).
5) Edges glow a light red when within 60' of undead, or creatures from the lower planes.
The weapon doesn't glow except when owner desires or detect ability is activated. Detect is about as bright as a candle. When owner desires light, the sword glows like a Continual Light.
Crystal Sword

To hit/damage adjustment: +2 or +3
Special abilities: Language translation (see below)
A bastard sword 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 it's 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, dwarven or elven. Can be used 3-5 times a day, and each charge lasts for ten minutes.
Note: It can only be activated on command! It thus has a limited intelligence that only pertains to translation (which may not always be precise). The sword must (obviously) be clean to be useful for this purpose. The work to be translated must be clearly visible and of a sensible language. Possible option: only allow it to translate from one specific language to another.
Demon Bane

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 char's.
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 be rid of the sword if Remove Curse releases the demon from its imprisonment in the sword, free to cause mayhem on the party.

A Frostbrand Bastard Sword of pure white crystal. It has the powers of Cone of Cold and Wall of Ice per day each at the 10th level of ability. The powers are activated by the command word "Iceman".
Juris Est

Juris Est is an artifact that was created by the lords of Law. It was many years in the making, and has many wonderful powers.
Intelligence of 20. Ego of 20. Communicates telepathically with wielder. Lawfully aligned. +5/+5 vorpal bastard sword. Does triple damage to chaotic creatures. Protection from Chaos (wielder). Detect Chaos (twenty feet). Acts as a mace of disruption. Lightning bolts (6d6 once per melee round).Resurrect (as a twentieth level cleric) once per week. psionic ability: 400 points. All attack and defense modes. Major psionic disciplines: telekinesis and energy control. Minor disciplines: ESP, empathy, levitation and precognition.

Bastard sword +2
INT: 14
EGO: 10
Alignment: Chaotic Neutral (VERY slight evil tendency)
* Can detect secret doors within 5'
* Detect traps within 10'
* Can cast cure light wounds on owner 3 times/day
* Can fire 8 magic missiles per day (360' range) (no more than 4 per volley)
* Speaks demon, common, alignment, and 1 other language of the DM's choice
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 cabman demon.

This is a +3 two-handed bastard sword that can Control Weather 3 times per day. Once a week, the wielder may shapechange into a Storm Giant for the duration of 1 round per level of the wielder of the blade. The secret of forging these ancient weapons are said to have died with the ancient Shamanistic ancestors of various barbarian tribes (in my world)
Swords of Darkness

These bastard swords' blades are not made of steel of any kind, but from the very stuff of darkness, negative material. These blades ignore any kind of armor, slicing right through it (though not destroying it). When striking, they do 4d6 hp damage, draining the life force of the creature hit directly. They have no bonuses to hit per se. When passing through armor or other physical objects, it leaves a trail of ice crystals and coldness behind. Those struck by this kind of sword for more than 16 hp, must save vs. paralyzation, or be stunned for the next round. A very few (1% at best) of these swords has such a strong conduit to the negative material, that they do 6d6 hp damage, save vs. death magic or lose a level and save vs. paralyzation or be stunned for d4 rounds.
Sword of Ever-Hitting

Bastard sword
Player always hits, but a die roll is needed.
The player needs a 19 to hit the opponent, he rolls a 12 (with all bonuses), he hits but takes the remainder of [19 (to hit) - 12 (die roll) = 7 points of damage] 7 pts of damage. The catch is that the player doesn't know how the sword works and only a Detect Magic can help in finding it out or a cleric healing the charachter, after a Cure Light Wounds or such is cast.
If the charachters are low level, I wouldn't suggest it, only the healty fighters or bards can really use it with its negatives.
Note: creature needs a +1 magic weapon to hit, 1 additional point of damage is taken from the wielder of the sword, if +2, 2 points, ect...
Sword of Force (+2 Sword of Force Energy)
Normally in the form of a bastard sword, this sword bestows the benefit of the spell Shield when drawn.
The Faithful of Tempus

This is a truely ancient blade and is rumored to have been created by some of the earliest followers of the then young God, Tempus Lord of Battles. The weapon is a Bastard Sword with a double serated edge and the blade is wholly covered in runic designs of mostly unknown origin. The blade is always covered with small splashes of blood and it doesn't matter how many times and how thoroughly you clean it, it will still
regain the blood splashes after a while. The pommel of the sword contains a blood red ruby of the design of a drop of blood.
The faithful reacts as a +2 weapon to figure to-hit numbers. Once per day the wielder can invoke Battlerage upon himself and 1 person per 3 levels of experience. This is handled as you would a Beserker-fighter. The Beserker gains a +2 to hit and +3 to damage (this is not included in the +2 for the wielder i.e. +4; +5 for
wielder) but suffers a -1 on armor class. The Beserker's hitpoints may fall to as low as -20 before he is slain. If he is on a negative hit point when the final foe falls he must make a system shock or too be slain. Immediatly his hit point's are adjusted to 1 if he succeeds the check. If anybody of Lawful alignment tries to wield the faithful they take 4d4 hp of damage - no save, due to the chaotic nature of the blade.

The whiteblade is of off world origin, it's metal is white, and it's steel handle is wrapped in some white leather. It's powers are somewhat mysterious as they have no visible effects. It is just a bit longer than a bastard sword, but still easily wielded one or two handed.
The whiteblade was crafted to fight undead, and is actually extra-planar in origin, being the weapon of an angel. In the hands of a good warrior it acts as a defender +4. it's only other power is that it renders its wielder completely immune to the draining effects of all undead and demons. It has a benign intelligence of 15, meaning that while it is aware of its nature, it has no driving desire to accomplish anything... And as long as it is doing it's job, it's happy.

Broad Swords

This sword is +3 as to what it can hit. However, it has no pluses to hit since it hits on any roll other then one. It does only one point of damage with each hit (+ one-half the strength bonus). This makes it a kind of mixed blessing.
Broad Sword of Warriors

Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This +5 weapon has many special powers:
1) It acts as a sword of defense.
2) Any magic weapon attacking the wielder of the weapon becomes the reverse of its normal pluses (a +3 weapon becomes a -3, a -1 cursed sword become a +1 sword) for purposes of attacking the wielder.
3) When sword is in hand the wielder is immune to dismemberment (such as from a sword of sharpness or a vorpal weapon).
4) Damage from this weapon cannot be healed by regeneration. If it kills a vampire, the vampire stays gaseous until it gets hit by sunlight (which destroys it) or restored with a Wish, even if this takes years.
5) Works as a ring of vampiric regeneration.
6) Sword pings (same sound as when 2 swords connect) when owner in danger.
The weapon doesn't glow except when owner desires or detect ability is activated. Detect Magic is about as bright as a candle. When owner desires light, the sword glows like a Continual Light.
(pronounced "Cal-ed-velch")

Broad sword +1/+2
This broad sword is of dwarven make, which is evident by its heaviness and extra-wide blade (extra 1" wide). The tip is broken off, but since broad swords are used for slashing, it has no effect on to hit and dam. The sword has three blood grooves on one side, yet only two on the other side, which also bears an inscription in ancient dwarven: "Honor above all else" (translated). The guard and handle are of a single bar of adamantite, bent at the half, and with a spiral twist, ending in a Y-shaped cross guard. Caledvwlch is the family sword of Sir Gwalchmei (a current PC), and was presented to Gwalchmei's grandfather of six generations ago, Pwynt. It was given to Pwynt by a clan of dwarves for defeating a dragon plaguing their home. His own sword was broken in the pitched battle, so he fought on with only his bare-hands (or so legend says).
Caledvwlch is a weapon of exceptional quality which has just recently become magical, due to the blessing of the FR god, Tyr. It functions as a holy sword for paladins of Torm or Tyr, and does double damage to all directly opposed to Torm or Tyr.

A long time ago, there was an apprentice Dark Elf, just learning his first life binding rituals. One night, after eating too much fermented fungus, he decided, "I'm going to create a Chicken Sword." He gathered some of his colleagues to discuss the idea, and after plenty of fermented fungus, they agreed with him.
That night, they snick among the human's farms, and stole as many chickens as they could. At precisely midnight, they began their foul (fowl?) rituals...
They created the CHICKENSWORD!
At first examination, it appears to be an ordinary Broadsword +1, with a chicken's head on the pommel. However, when the wielder enters combat, the sword will cluck loudly, showing the wrath of the chickens to all!!
Every morning, at precisely sunrise, if the sword is not in its sheathe, it will crow loudly for all to hear!!
When pulled from its sheathe, the Chicken Sword will crow, also, alerting all to the presence of the champion of chickens!!!!
The Chicken Sword has not been seen since the young elves created it- it is believed that they threw it out while suffering from a very LARGE hangover...

This weapon is a shining bastard sword, with a emblem of a large Cross upon the base of the blade. When the magic of the sword is involked, this cross begins to emit a blinding white aura and proceeds to lash out and attach to a opponents chest. This cross will drain a portion of the victims vitality, return to the word, and transfer this stolen energy to the master of the blade. The magic cross inflicts 1d6 HP per/level of the wielder. This function can only be called upon up to twice a day. Note that the cross can be parried with a magical weapon, and if it is successfully blocked, the cross will automatically hit the swords owner.

This Broadsword is obviously of Dwarven make for it is made entirely of iron. It is a +2 weapon that weighs 7 pounds. It has the power of Move Earth once a day and Earthquake one a month all at the 11th level of use. Use of the Earthquake is so much power that it requires the invoker to save versus Death Magic at -2 or permanently lose a point of constitution from the ordeal. Earthshatter is so well made and the metal folded so many times over and over in its forging that it will always make its save versus crushing blow. It speaks the languages of Gnome, Dwarf, Earth Elemental, and Xorn. Earthshatter can also Detect Sloping Passages, Stonework Traps, and Approximate Depth Underground in a 10' Radius. The Earthshatter sword has to be first be 'keyed' to an owner. This is done by covering the sword in mud and the owner buries it for two days. After this he must clean it in a underground waterfall speaking the dwarven word for Earth. To its 'keyed' owner it weighs 7 pounds, to others it weighs a full 75 pounds!! It has an intelligence of 14 and an ego of 15.
Elf Slayers

Magical adj.: special (see explanation)
Intelligence: nil
Magical abilities: Hitting a full blooded faerie causes triple damage
Hitting a partially faerie folk causes double damage
Magic of armor created by faerie folk is nullified by swords
Owner gains +5 save vs. magic regardless if it is unsheathed or not.
If the result of the 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 DMG#1, encounter tables) 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 broad swords.
God Slayer

This is a three bladed broad sword. The interesting part is that the two outside blades can be fired as projectile weapons. They have a 20' range and do 2d8 damage (They are +2 to hit). Both can be fired at the same time, but they have to have the same target.
3-blades weapon acts as a magical +4 broad sword doing triple damage.
2-blades weapon acts as a magical +4 broad sword doing double damage.
1-blade weapon acts as a magical +5 broad sword that that does 2d20 points of damage vs. gods and demi-gods.
Note: the blades return to the hilt after 24 hr.
(This weapon was thought up by a friend of mine but it looks a lot like a sword from a movie I once saw. Don't blame me!)
Hell's Fury

A Broadsword Flame Tongue made of pure red iron that is always warm to the touch. The sword can feed upon the heat of the user to feed its fury. In game turns it has fire powers that cost hit points to use. All powers are at the 7th level of ability.
Burning Hands - Costs the wielder 1d6 Hit Points.
Fireball - Costs the wielder 1d10 Hit Points.
Wall of Fire - Costs the wielder 1d12+1 Hit Points.
The sword can speak the languages of Fire Elementals and has a special purpose to snuff out anything related to cold or water. If it takes over its user he or she will be force to engage in combat of such creatures or to dump on the floor all liquids and actions such as this to oppose the enemies (Cold/Water) of the sword. It has an intelligence of 14 and ego of 17.

A mighty broadsword , set with rubies, emeralds, sapphires, black opals, white opals, and polished mithiril. Its size and weight seem perfectly balanced, and it seems to hum with potent magical force locked within its beauty. The Gold Piece for the Weapon alone is 10,000 Gold Pieces! It is a Broadsword +2, 4d6 Cold, Fire, Acid, Electrical, or Wind Blasts with a 30 foot range twice per day total, not each.

This broad sword 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.
Throwing Broad Sword +1
You throw it, it attacks up to two targets and returns the same round. The wielder has to make a DEX check to catch it on its flight back or take full damage.
Wizard Bane

+1/+2 (vs. magic users) Broad sword
Intelligence: 12
Ego: 6
Alignment: Chaotic Neutral
Communicates: semi-empathy
* Can detect magic/magical beings within 15'
* While grasped, gives wielder +2 save versus magic
* Paralyzes any mage it hits for 1-4 rounds

Bane of the Dead

It's a +5 dagger that is particularly nasty against undead, such as vampires. Can't remember all of the stats, but the curse is: must take control of the dagger(willpower checks over a week period). If failed, the wielder begins to believe he/she is a vampire. Over the next few days, he will become convinced he is a vampire, staying out of the son and slaying others for blood. The victim will eventually be driven to his death by the dagger's urgings. DM's discretion on how long.
A shabby looking dagger that on rare occasion (randomly determined) causes a small fiery blast for 6d4 damage when it strikes its target. The weapon is not damaged by this.
Blood Claw

This throwing dagger is +3 to hit and damage. Upon hitting a creature that is possessive of blood as life force (i.e. not undead or slimes or crystalline or stone creatures etc.) the dagger will automatically grow barbs and burrow itself to the hilt inside the target. Every round after the round in which it has struck, the dagger will drain an additional 2d4 hp until the creature dies or the dagger is removed. Removal of the dagger will cause the victim an additional 3d4 hp damage due to the extensive barbs.
Butt Driller

+1 dagger normally
+3 if used from behind (great for thieves!)
An evil +4 golden dagger 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 +2 dagger, 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.
Daemon Firebee's Blade

We once used a weapon that belonged to a man named Daemon Firebee. It was a small sword to the point of being a long dagger. When the person used this, he would begin losing subtle things. I first got a hold of it when I saw my friend disappear over a ridge in the claws of a gargoyle. So I thought. It turned out, my friend had turned into a type of gargoyle and had actually take a virgin boy from the village to Queen Myteroria (our name for the supreme evil). I started using this weapon to "avenge" my friend and seek him out. With every battle, a new power was discovered. My DM was quite good actually. I never realized that all those golden opportunities to get XP and gold were warped. I was seeing the events as he wanted me to see them and slowly changing into a dragon-man. At first it was explained to me that I was growing stronger with the blade.
I was tanning because of the sun and wearing less do to the heat. To show you a bit of what i mean by warped, here's a typical sight for me. While wondering with the rest of the group, you feel a strong inclination to answer Mother Nature's call. While relieving yourself, you see a large man in blue tying a small girl to a tree. He unsheathes his sword and places at the middle of the tattered dress the young black. He removes the right strap and pulls it down her arm revealing a nasty scar. He then reaches to the front of his robe and you can see no more of his hand as his back is to you.
At this, I lunged after the man and split him in two with this magical blade. It shown brightly as I cut the girl form the tree, so I thought the Blade was proud of the Noble deed I had performed. The girl explained she was a magic user but would not tell me why she had been tied up. She promised me the gift of flight within two days and disappeared. The next day I had grown wings from my back and Thought i had been made an angel, or at least a demi-god for the wonderful deeds I had been doing.
In reality, the man in blue was a bounty hunter who had finally caught the Wicked Witch of the West (corny, I know) and I had unleashed this badion. The wings were simply the next step in the conversion and the witch, being one of the more powerful and old demons, recognized it. The truth was displayed before me and I finally discovered a problem when the DM added that I felt no remorse for the valiant knight.
Just a suggestion, but if you do decide to have a Long dagger of morphing, make it as addictive as crack and as subtle as a summer breeze. Let the fights spew forth from unsavory bad guys (who happen to be guardsmen, bounty hunters, knights, paladins, etc.) and give the possessor little choice but to fight. Explain to the group the subtle difference they see in the other as fatigue, exhaustion, drug use, etc. Let the player feel he is in control while modifying and adjusting everything to fit you. After the third use, outward signs should appear. By then, let some of the people know what is really going on through legend, gossip, or flat out black in white (a history book).After the seventh time using it, it should be obvious to all but the player (send him out of the room, call the others at home) but it should also have firm grasp on him. If you wish, the curse was broken by a Paladin, Cleric, and Wizard in our game. We also had the blade heated for removing symbols by a blacksmith. The alignment might not return all the way but the player should still be allowed choice. Incidentally, if you go about removing the curse while the player is asleep (so he won't put up a fight) make sure he is not satisfied with just victory once he gets into another fight. The dagger will no longer reward him with adrenaline and Magic.
Dagger of Alignment Detection
This weapon appears to be a well-made dagger with five small gems set in the hilt. It radiates magic. When a command word is spoken and the dagger is pointed casually in the direction of a person or object within 30', one or more of the jewels will glow to indicate the alignment of the creature or thing (such as a magic sword) pointed at. The usual code of such daggers use is as follows:
emerald=good, diamond=neutral, ruby=evil, topaz=chaotic, sapphire=lawful.
Thus, the emerald and sapphire set in an alignment dagger will glow if it is pointed at a lawful good character.
The target to be identified must be visible to the holder of the dagger. The weapon's aim is not especially accurate; if is pointed in the general direction of more than one creature or object of different alignments, the gems will glow alternately in rapid succession, making their message difficult to interpret. The alignment dagger is a normal weapon in all other respects, giving the holder no combat bonuses.
Dagger of Burning

This dagger appears to be a normal dagger, but when a victim is attacked the dagger will start to heat up. The feeling is like having a hot poker stuck into the wound. Hits do additional 1d4 points of damage. To the touch the dagger will feel of normal temperature until it draws blood- that activates the burning. The dagger will change color and eventually assume the coloration of heated metal if used long enough. The 'good effect' is that wounds don't continue to bleed after being stabbed...
Dagger of Disease

This blade ia a dagger +1. This peculiar yet vicious weapon gives the victim a deadly disease, on a roll of 19 or 20, that causes one hit point of damage every turn unless a successful saving throw is made versus death magic. Only a cure disease can get rid of the ailment.

Note: this weapon does not afflict paladins or any others (unicorns etc.), who are immune to disease. This weapon cannot be used by paladins either.
Dagger of Divining

This magical dagger +2 allows the user to divine the location of a certain substance (chosen below) once per day. The substance must be within 20 feet. Note: The substace is predetermined at it's time of creation.

1d20 Roll:

1-5 Water
6-9 Fresh Food
10-11 Platinum
11-13 Precious Stones
14-16 Gold
17-19 Silver
20 Magic Items
Dagger of Grimm

A normal looking dagger, decorated only by a symbol of an open hand on the handle. The weapon is enchanted to +1, but radiates more magic than this might warrant. The reason for the surprisingly large dweomer becomes apparent when the wielder first tries to put the dagger down. As the wielder's hand opens the dagger vanishes, and a tattoo of a dagger appears on the palm of the wielder. The tattoo will remain until the command word is spoken, upon which the dagger will instantly re-appear in the wielder's hand, the tattoo gone. While the dagger is in tattoo form it will not radiate any noticeable dweomer.
Obviously the advantage of this blade is that it is extremely well concealed against most forms of detection. Only very specific searching with Detect Magic or such like will arouse even the slightest suspicion.
A word of warning. If the wielder did not read the command word on the handle of the dagger before trying to put it down (and it becoming the tattoo) for the first time, he will be unable to remove the tattoo, nor get the dagger to reappear. The command word is not visible in the tattoo, which is an exact likeness of the dagger. Here are a few suggestions for command words:
deploy open hand manifest
perforate conspicuous scratch
Formed in the Forgotten Realms by a mage who was working for an assassin. The assassin named Grimm was being paid extremely well to kill a member of a ruling noble family in Waterdeep. The only conditions of the contract was that "death must be by a cold steel edge". The target had been warned of the attempt on his life, and was being guarded day and night. All visitors were strip searched and scanned magically to ensure no harm could come to the nobleman. And so Grimm devised his weapon, one that could be smuggled in and out with ease. Grimm paid well for the dagger, and gained access to his prey under the ruse that he could inform the lord of the identity of his intended assailant. The ruse worked, and as the lord welcomed Grimm to his study and bade him to tell his story quickly, Grimm spoke his command word and claimed his blade. The Lord's two guards were caught completely off guard and Grimm plunged the dagger into the Lord's heart, spitting these words into the dying man's face,
"Your pursuer is ME!"
Grimm fled the building before the alarm was raised, returning his dagger to its tattoo form. The guards were looking for a man carrying a bloodied knife, but none was found.
Grimm escaped Waterdeep and headed for his safe house in the upper levels of the dungeons nearby, known as Undermountain. The nobleman's family immediately announced a reward for information leading to the capture and execution of the assassin. The mage who had manufactured the blade came forward, motivated by greed, and told a false story about being approached by a man matching the description of the assassin, asking for magical assistance for the attack on the Lord. However, the mage was known for his previous crimes, and he was imprisoned. But he had already given the High Justice the information they needed to track down the assassin. They descended on Grimm's lair in Waterdeep, from which he nearly escaped but was finally slain by the youngest son of the dead lord. As Grimm's last breath was gasped, a dagger shimmered into existence in the dying man's hand, then fell from his grasp, its only decoration a small symbol of an open hand...
Dagger of Happiness

Similar to a Dagger of Venom, it is +1 and its hilt holds 6 doses of a sedative/happy drug. When striking an opponent, there is a 10% chance of the dagger injecting the drug into the opponents system. The opponent then makes a save vs. poison. If the creature attacked fails its save, one round later it sits on the ground with a smile on its face (faces, what passes for a face). This obviously doesn't affect things not affected by poison or that don't have blood per se. The effects last 1d4 + 1 Turns. If the creature attacked makes its save, all further saves against this poison are at -2 per injection during the above duration, because the drug is still in the being's system. Since the drug is slow acting, there is more of a chance that it will be injected over a normal Dagger of Venom - which is 5% - on a natural 20.
Dagger of Healing

This dagger heals the damage it would have normally caused (yes, it's not really a variant on an existing item, but it is twisted, especially when first presented to a PC by an NPC healer).
Dagger of Nixus

This dagger will double the number of magic missiles a mage can cast - however the only drawback(s) are that the caster must actually strike the opponent with the dagger (in melee or missile) in the round the spell is cast (the throwing is the somatic component). Regardless of a hit or miss the spell is "lost" from memory (or the points are deducted). Also, the dagger must be recovered in order to do so again. Hitting with the dagger causes normal damage, but the user will gain a +2 to hit if thrown (no bonus for melee combat), so a hit inflicts an additional d4 (plus strength adjustment) damage above the magic missiles.
Dagger of Shadows

This +1 dagger increases shadows around the wielder. This makes them invisible in heavy shadows and adds +30% to hide in shadows normally. It has no effect out in the open on a sunny day or within a continual light spell.
Dagger of Stupidity

This cursed item (Dagger -2) decreases the users Intelligance score by 1d6 points (predetermined and remains the same throughout the item's existence). This affliction can be removed by remove curse or wish. After it is removed, the player regains 1 point of Intelligence lost per every 2 days.
Dagger of the Sword Coasts

+5/+5 Dagger
The blade of the dagger is about 1.5 ft long and is made of a quite dull metal (However it has been enchanted to +5). The handle of the dagger is bound in a pale leather (human skin) but it is the pommel which makes this dagger stand out. The Pommel is carved to represent the face of a leering gargoyle with its mouth open (The mouth is stopped with a large piece of cork at present, preventing communication). The eyes of the gargoyle are luminous white pearls. The dagger is weighted in such a way that it makes throwing impossible (any attempt to throw this dagger always misses).
When the special power of the dagger is used these become blood red and glow slightly.
The dagger has verbal capabilities and is sarcastic, cutting and rude. When a hit of natural 19/20 is inflicted upon any creature which bleeds the dagger will stay in the wound and cannot be removed. The mouth will spray blood/icore out of the mouth in the pommel of the dagger. The blood loss inflicts a further 2D4 for the next two rounds.
XP: 5,000
Sale Value: 7,000 GP
Dagger of Thieves

Once upon a time, a mage guild got together and decided it was a good idea to create a magic item for each of the classes. Being mages, they created items for each school of magic, a staff for the druids, a harp for the bards, and a magic shape-shifting weapon for the clerics. They also created three swords and a dagger. One of these is the weapon here described. This weapon behaves as a Dagger of Venom +3 with the following additional powers
1) Doubles dagger damage when used in a backstab (2-8/2-6).
2) +10% on all thief abilities that get a DEX bonus.
3) Blade color changes to black when within 10' of a trap.
4) Owner is immune to poison.
The weapon doesn't glow except when owner desires or detect ability is activated. Detect is about as bright as a candle. When owner desires light, the dagger glows like a Light spell.
Dagger Tip

This item appears to be the tip of a dagger which has been broken off a complete weapon. It has a hole crudely drilled in one end, so that it can be worn on a necklace or bracelet, like a charm. When a command word is spoken, the Dagger Tip falls from whatever it is attached to, becoming a +2 Dagger. An additional command word will make the dagger invisible. The grip is hollow: the pommel unscrews to reveal a compartment containing thief's tools. Repeating the command word causes the dagger to shrink back to its original form. The small size and relatively harmless appearance of the Dagger Tip makes it an easily concealed weapon!
Dagger +2, +4 Vs. Women & Children

Subject says all. A favored weapon by all cruel hearted assassins & antipaladins in my campaign.

This extremely powerful dagger is made of pure adamantite, and is therefore unbreakable by all means available to humanity, magical or mundane. The dagger is CONSIDERED +3 FOR HIT DETERMINATION, AND DOES +3 DAMAGE. Darkfang slices through metal armor like paper, NEGATING ALL NON-MAGIC BODY ARMOR PROTECTION, BUT NOT THE BONUS FOR SHIELD USE, OR ANY DEXTERITY BONUS. Magical armor allows the BONUS ONLY to be added to the opponents adjusted armor class (a man in +2 plate mail with a +1 shield and dexterity bonus of +3 would be considered AC 3 [+3 total magic bonus +1 for shield +3 for DEX = +7 to be subtracted from base 10] instead of -4. Against the adjusted bonus, Darkfang receives no further "to hit" modifier. DUE TO THEIR ENHANCED HARDNESS, ARMORS OF +3 OR BETTER USE THEIR REGULAR BASE INSTEAD OF 10. Against natural armor classes, and against armors of +3 or better (hard enough to resist the black blade, though it will certainly scratch or even pierce the armor to some degree, except that of adamantite) DARKFANG IS AT +3 TO HIT.
On a natural 20, or 19 if this is a hit, Darkfang cleaves the major blood vessels of the opponent's neck (if applicable) killing it in 1d3 rounds, and incapacitating it in one round.
Furthermore, Darkfang can completely HEAL ITS WIELDER ONCE PER MONTH, and may do so at its discretion.
Because of its powerful magical nature, the black blade possesses a personality and exceptional ego. Only a thief of a neutral alignment may wield the dagger (any neutral alignment, though the dagger prefers chaotic neutral, and neutral good will often receive sneering remarks from the weapon). Any other aligned person will find the dagger resisting all of his actions, to the point of the dagger outright forcing a weak-willed user to impale himself. DARKFANG MAY SPEAK ALOUD (AND OFTEN DOES) OR COMMUNICATE TELEPATHICALLY TO THE WIELDER.
Darkfang's vanity is such that NO OTHER MELEE WEAPON USED BY THE WIELDER WILL BE TOLERATED. AN OFF HAND WEAPON IS ACCEPTABLE, as long as it is no larger than a short sword (an ego thing to Darkfang) and as long as DARKFANG ALWAYS REMAINS IN THE PRIMARY HAND. Violators of this will find themselves much at odds with a weapon of near-artifact power.
Darkfang's most famous owner was Kragg Darthanon, a Torethian warrior/thief who wielded the blade in the Second Shadow War (my pre-Dragonshadow DMing days). Both dagger and man disappeared several years later.
[out of respect for the player, if anybody uses this item, please either give it a new name or have
it endlessly prattle on about a thief named Kragg who was a better owner than the present one]
Diamond Dagger
The diamond dagger is a dagger who's blade is made of magically reinforced diamond. The blade will cut any non-magical material (flesh of 'magical' monsters is non-magical) easily. It will act as a reduce any armor class to 9 if the armor worn, animal hide, etc., is non-magical, although any bonuses for dexterity, etc., is still applicable. The dagger still acts as a +3 dagger and will do so against magical armor too. It will also cut most any material, stone like butter, metals like sand, and wood like flesh. The damage done by the dagger is as a short sword. The dagger has no bonuses at all against materials that are made or alloys of mithril or adamantite. It can be used to cut open chests, doors, carve stone, shape metal, etc. The dagger is balanced for throwing, and will always hit blade first and always (not mithral and adamantite) sink in to the hilt, which is made of steel and adamantite. This dagger need never make saving throws, unless it is being hit with (not hitting) a weapon or object of mithral or adamantite, whereupon it will shatter if failed.
Elven Dagger
This weapon, created for elven warrior commanders, is fashioned of a mithral-silver and steel alloy. It possesses the ability to detect giant-class creatures at a range of 200' outdoors, 100' indoors or underground (for a list of giant-class creatures, see Unearthed Arcana page 22). The blade of this dagger glows a faint white-blue color when such a creature is at the extreme range of its detection ability. The glow intensifies as the giant-class creature gets closer, until the blade is shining with the equivalent of a light spell.
This dagger is +3 to hit and to damage giant-class creatures only. When attacking other creatures, it is considered to be a +1 magical weapon, but it strikes and wounds as a normal dagger. If desired, the dagger can be commanded to dim its light or to withhold its radiance when stealth and concealment are important. The blade glows only when giant-class creatures are near, not by any command. Any giant-class creature that holds or touches the weapon receives 1-4 hp damage per round of contact.
Faz'al Notchar's Enchanted Dagger

A simple blade with no abilities other than being imbued with mend. Faz'al has experienced desert warfare and this knife could be used to slice open an enemies tent, step inside, then use the enchanted blade upper edge to seal the fabric. It can hit creatures that can only be hit by magical weapons, but with no damage bonus.
Hulkhorn "The Bloodblade"

Hulkornís origins are shrouded in mystery. Uhas of the Suel house Neheli mentions the weapon in his "Chronicles of Secret Times," which has led some observers to speculate that Lord Vecna himself may have been the weaponís creator. Others dispute this, however, noting that its construction style and balance are characteristic of gnomic weapon design approximately 1,100 years ago. Its association with blood and the "corruption" of the white pearls when its powers are used, they say, indicates that the crafter was probably a priest of Urdlen.
Regardless, the dagger has had a long and colourful history. Its first recorded wielder is Dítoum, a weapons-master of house Neheli who recovered it from an agent of the Spidered Throne of Vecna shortly after the Rain of Colourless Fire. The dagger remained in the hands of the Keoish for many years, and was often given to the Empireís trusted agents for missions of importance. Presented to General Zhirnov by King Tavish I in honour of his success against the Giant-kin of the Crystalmists in 321 CY, it was lost in the confusion when the aging general attempted to assassinate Vladimir Sulekos prior to his coronation as "Tavish II."
Subsequent accounts of the weapon's appearance are fragmentary. The sage Nico of Port Toli reports identifying the weapon for the mercenary Yevstafo in 453 CY. Yevstafo was found dead in the port of Blue several years later, however, and the weapon was not seen again until 497 CY, when weapon-master Durim of Irongate reported seeing the blade in the possession of one Currail, an adventurer from a small provinces of the Pomarj peninsula named Danreigh. Currail was reportedly slain when the Pomarj was overrun, and there have been scattered but persistent reports of the weaponís use among the Pomarj humanoids until shortly before the Greyhawk Wars.
The last reported sighting of Hulkorn was extremely recent. Agents of Greyhawk positively identified the blade in the hands of "Ace," one of their contacts who is currently head of the temple of Syrul in Fax. Despite his half-orc background, he is said to be a prominent member of the covert resistance against the cityís occupation by Turrosh Mak and his humanoids.
The blade of the dagger is about 12" long and is made of a very dull-looking metal. The handle is bound in a pale leather (human skin), but it is the pommel which makes this weapon stand out. Carved to represent the face of a leering gargoyle with its mouth open, it has eyes of luminous white pearls which become blood red and glow slightly when the weaponís special power is used. Hulkorn is weighted in such a way that throwing it is impossible; such attempts always miss.
The dagger, which currently claims that its name is "Hulkorn," has verbal capabilities and is sarcastic, cutting and rude. It is also neutral evil in alignment, though it will allow any class or alignment to wield it without ill effects. It is a +5 weapon.
When a hit of natural 19/20 is inflicted upon any creature, the dagger will stay in the wound and cannot be removed. Blood/ichor will then spray out of the gargoyleís mouth in Hulkorn's pommel, inflicting a further 2D4 for the next two rounds. This power is obviously ineffective against creatures like undead, golems, etc. which lack a circulatory system.
Experience: 2,000
Lecrucia the Thirsty

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 intelligence of 17, wisdom of 17, ego of 17.
Her powers are:
1) +0 base to hit/damage
2) +2 vs. high elves
3) +3 vs. grey and drow elves
4) +1 vs. things with blood
5) +6 vs. vampires (they have a lot of blood)
6) 2d12 blood drain AT LECRUCIA'S WILL (sustains her life force)
Lecrucia will turn against her master if he won't let her drink. If she gains control, she will plunge herself into her slaves 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.
Masteran's Throwing Dagger of Instant Return

This item is most likely found in the hand of an enemy mage or a dead mage while spelunking in a dungeon crawl. It is a beautifully made dagger. The hand it is found in usually has calluses. The dagger once thrown is bonded to the thrower. If thrown it returns instantly to the hand thrown from. If dropped it returns to the hand dropped from. In fact nothing will remove it from the hand it was thrown from. (the spells holding it on are pretty powerful so most dispel magics won't work as an easy solution).
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.

EGO: 14
Intelligence: 9
Alignment: Neutral
Special Purpose: slay evil
On the mention of the word "vorpal", a nifty dagger of my own devising came into mind. This is a dagger known as "Razor", and it is justly named so. In appearance, the dagger's blade is edged in diamond, and the rest of it is made of mithril & adamantium alloys. The dagger's handle is encrusted with various rubies and gems, and the hilt is studded with a rare pearl from the depths of a ancient sea that has the imprisoned soul of a sahaugin noble contained within it. The pearl is highly enchanted, it anti-venom upon the wielder.
Razor's blade [on a natural 20] extends magically to the length of a long sword in order to sever an opponents head. The only pitfall of this is that Razor has no magical bonus's to "hit", thus, if the DM rules it, it cannot affect a creature requiring a + to hit it. So you can try to cut the head off a vampire, the dagger may not be successful, heh heh.
Another benefit of Razor is that it cuts through any object as if it were butter, metal armor, leather, chain links offer no resistance upon it's strikes. Because of this it will always inflict 4 HP of damage to any opponent who is so struck by Razor's edge.
The dagger can detect intelligent life in a 30 feet radius when grasped and commanded, it does so by vibrating and pointing in the general direction of the creature it detects. The dagger glows blue when danger is upon the wielder, and it confers a 50% ability to "feather fall" if a opponent should fall from a precarious position.
Razor is quite intelligent, the sorcerer who aided in its forging housed the life essence of his familiar in the blade, a Black Crow.
Shadrax's Blade (Metalbane)

A dagger +4 used by an evil mage. It could be thrown to double normal range and would return to the wielder's hand. On command, the dagger could be electrified, causing 20 points of electrical damage plus normal damage (save vs. spell for half). When electrified, the blade also ignored metal armor of any sort.
The electrify could be performed 5 times per day, no more than once per round. If I remember correctly, the dagger's remaining 'charges' could be fired as a lightning bolt, causing 2d6+2 damage per charge remaining (again, save for half.) All in all, a very nasty weapon.

This long, thin-bladed dagger possesses its wielder with a desire to steal and kill, turning the wielder toward a shade of selven 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 d6 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.
Silent Blade
A dagger that when it is drawn from it's sheath activates a Silence 20 yard spell. It was, of course, made for a thief...
It was by the way +3 and was not made to be thrown. It also has a small compartment in the hilt big enough to hold a few gems or a ring or two...
Squeaking Dagger of Throwing

Something for the thief of the party... The incredibly keen (and I don't mean sharp!) Dagger of Throwing, which totally loses it at the prospect of action... Picture this:
The thief is stealthily sneaking around the not-very-alert guard, making brilliant "Move Silently" rolls, when this blasted knife starts squeaking "There's one! Ooh! Ooh! Pick me! Pick me! Throw me at him, I'll get the job done! Go on, you know you want to..." (etc. etc.).
And of course, you can never get rid of it, like the Cat in the Hat, it always comes back.
Sword of Pain
Once per day, these daggers inflict damage as does a symbol of pain to the target they hit, provided maximum damage is done.
Throwing Dagger

This little gem is neat. It is a dagger that is enchanted to have incredible bonuses to hit when thrown. In fact, it is so enchanted that it tends to have the nasty habit of throwing itself. Any time the character points at something (or even makes a gesture that could be mistaken as pointing or indicating) the dagger will immediately launch itself at that object. After it strikes, it will wait a bit until it returns to the wielder. This object could be intelligent and extremely apologetic ("Sorry about that... Reflex!").
Thrown Dagger of Backstabbing
This dagger allows the thief to backstab one category higher (from x3 to x4) once per day on a thrown backstab. It will return once per day and for the rest of the day will function as a dagger +1.
Vampiric Crysdagger
This is a +1 dagger which sheds no light. When wielded by a thief, it does vampiric touch (3d6 dmg) once per day.

Quasi-relic. Dagger +2 (+3 vs. larger than human).
INT 17, EGO 19.
Known languages: Ogre, Bugbear, Lizard Man, Fire & Hill Giant.
Can read magical runes.
Detects Good/Evil 100' radius and invisible objects 1' radius.
Teleport once per day (to known location).
Special Purpose: Slay non-human monsters
Special Purpose Power: Paralysis 1d4 rounds, save vs. magic.
Notice no alignment. This has helped promote the vigilant search that develops whenever this weapon is known to be around. It has been pawned for @30,000 GP by one player in our group who was an assassin. Needless to say, he retrieved the dagger after the sale. Oh, 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.

This small dagger has been powered with an extremely potent dweomer. It has no plusses or any other bonuses when used in regular combat. However, when the true name of any creature seen by the wielder at some time in his or her life is spoken aloud, and the dagger thrown, the dagger will automatically strike that creature, wherever that creature may be. Thus if necessary, the dagger will sail through the planes to seek and hit the creature. Upon hitting under such circumstances, the effect of a harm spell will automatically affect the target, and then damage for the dagger will have to be calculated. Note that this does not necessarily kill the victim. First roll d4 for hit points left, then d4 for hit points lost due to the dagger. There is only one of these daggers known to be around, and this was the item that finally brought low the infamous Piraz the Mad. The hand that threw the blade is thought to have been that of Saicha La Vallee, Azith Dengg's wife. Her powers and actions throughout the long wars are a mystery. It is certain that she played a large role behind the scenes in organizing the campaign led by her husband.


Blindside is a +5 Katana. However, the blade is invisible. Once the blade is lifted, the wielder is able to see the blade but no one else. I remember it was intelligent, granting the wielder the ability to see invisible objects and turn invisible so many times per day. I know the first attack also allowed gained additional pluses due to the fact that the blade couldn't be seen. The blade was either CE or NE.
Katana of Tentok noh Minowara

This is as the name states a Katana that was wielded by the famous Samurai Tentok noh Minowara. He supposedly and according to legend used this Magical blade to perform the most astounding feats of striking difficult targets. The Blade has the silver luster of a polished blade and never losses it. The cutting-edge is a marvel of sharpness. The katana is kept in bamboo sheath.
The katana is unbreakable. It cuts as a Sword of Sharpness but only at +2. The real power of the blade is in it that the wielder may perform Called-Shots without any penalties what-so-ever. If the target is knocked out during a called shot the katana automatically severes the head of the victim. Called shots may be performed 4 times per day. The sheath has healing proprierties as a cure light wounds spell. The user has but to will the healing to activate it, up to 3 times per day.

+2 Butter Knife of Asteriaka

This weapon has the appearance of a rather dingy butter knife, much the same size as all other butter knives, with a pearl inlayed handle and the motif of a wyvern scratched into the bottom of the hilt. It looks like it could be part of a set. It hits as a +2 weapon, doing 1-2 points of damage if your lucky. Because it looks like a butter knife, Adventures may not be inclined to think its a weapon of any worth. Probably the only way anyone would notice anything different about the knife is if it is left in the dark, when they will notice a slight glow surrounding the blade. This light is the equivalent of a match about to die out and is useless as a light source. The butter knife does come with a scabbard, which looks much like a leather dagger scabbard but a little smaller and has a similar motif embroidered into it. The scabbard has the power of a heal spell once every full moon. If the spell is used *one* the night of the full moon, the scabbard will be able to cast the heal spell twice that day.
The story that surrounds this weapon, involves a mad mage, a church tit, a beef sandwich and a spell that went wrong and is best left untold...
Gorbaal's Luck

Cutlass +1
This cutlass has a basket hilt which looks like a ship's rigging, in that it is a bunch of intertwined ropes which meet at the sword's pommel. Gorbaal's Luck gives the wielder a +2 to parrying and has a +2 to hit and damage when used for punching. It also gives the owner several unique benefits:
1) The owner can climb ropes or rigging at their normal Movement Rate
2) While held, the owner has absolute direction
3) The sword floats in water, but will sink while held
4) The wielder cannot drown
There are no command words needed for these uses.

A mere Throwing Knife +1 but when used to make Called Shots with it cancels out any negative modifiers for the Shot!!

Wackyknife is a creation of our awesome DM. It is +1 to hit, +5 to damage, and it can hit creatures that need +5 weapons to hit.
The knife is Chaotic Neutral (my character is Chaotic Good, but Wacky's influence is pushing me toward neutral). It has 17 intelligence, and a whopping ego (I don't remember the exact number). In fact, he insists that I use his as my lead weapon. It acts as a weapon of speed, and has quite a few special powers.
It can cast comical cantrips (fart, burp, sneeze, trip, etc.) 5 times per day. It can do this on it's own, without my knowing it, or I can ask it to do it.
It allows me to cast Web, Stinking Cloud, Haste, and Tasha's Uncontrollable Hideous Laughter, once per day each.
On a natural 20 to hit, there is a random effect... Cause Serious Wounds, Shock (5d6 damage), Reduce, Polymorph, Plane Shift... What I do remember though, is that if I roll a 20 to hit, and then a 20 on the list of random effects (1-20), I also disintegrate the target.
Another thing, twice per day I can yell "Lizard Lips" at the top of my lungs, and throw it. It acts as a Wand of Wonder directed at the target. ;-)
It returns when thrown, except it might get into trouble on the way. For instance, the DM rolled on 1d4 to determine which of the 4 party members Wacky passed by on his way back to me, and one of my friends ended up with his belt being cut, and his pants around his ankles, for no apparent reason.


A Kopesh Sword +1, +4 versus Reptiles. It has the ability to speak in the tongue of all reptiles and also has the ability to Charm Reptiles twice per day at the 7th ability of use. It has an intelligence of 14 and and ego of 11.

Long Swords
Antimagical Long Sword

It was a longsword possessed by a high-level fighter NPC in one of my campaigns. The sword was of fine quality (+1 on to hit/damage rolls) but otherwise unremarkable, until it came into contact with magic. It could ignore most spells (Wall of Force, etc.) and helped to protect its user from magical attacks. It could damage creatures that could only be hurt by magic weapons (it negated their special resistances, which are caused by their magical natures) and it hacked right through those pesky Stoneskin and Armor spells.
Best of all, since it wasn't magical, it didn't radiate magic when detected for! The entire party believed for the longest time that a ring (with a conveniently-cast Nystul's Magic Aura made permanent on it) the NPC wore was in fact a Ring of Spell Turning!
Baarane's Long Sword
There are three swords created by the legendary weapon forger Baarane. They are a long sword, short sword, and bastard sword. All weapons have some properties in common. All three are:
* +2 weapons to hit and damage (considered +4 for attacking creatures which require a certain + to-hit)
* After the first round of combat, the wielder will ALWAYS strike first in the round, regardless of dexterity or other modifiers.
* All radiate Continual Light in a 60' radius. Light CANNOT be controlled by the wielder: it is ALWAYS on when the weapon is drawn.
* When wielded, the light pouring from the blade creates a "strobe" effect in front of the wielder, adding 2 to his AC for all frontal attacks.
* Color Spray/Hypnotic Pattern (and similar spells) have no effect on the wielder or on anyone standing behind the wielder within the radius of light emitted by the blade.
* Blade can cast Jump spell at will, up to 5 times/day.
* Each blade has it's own set of additional properties.
Baarane's Long Sword
(additional properties)
* Alignment: Evil
* Intelligence: 10
* EGO: 4
* This weapon cannot speak, but can communicate empathically with the wielder.
* This weapon will cast Fumble on anyone of Good Alignment who attempts to draw the weapon, or is stuck by the weapon. Normal saving throws apply.
* Can Haste the wielder for up to five rounds per week. The five rounds do not need to be used during the same combat, or even the same day. The Haste ability can be switched on and off. No aging occurs to the wielder.
* The Long Sword will ALWAYS lead it's master into combats, without regard for the wielder's ability to withstand attacks.
* This weapon h
where revoltingly ugly? isn't that what we all are in another persons mind? we are ugly to someone somewhere which i guess makes us all hideous........

or maybe I'm just stupid
nomad kinky 070716
Cole It's what I am, I can see that now.
I believed in carebears and cupcakes before,
back when it meant something to believe in yourself.
Now that's all just crap.
Now I see the flaws - the undending list of flaws
reflected in your eyes, your tone, your words.
I fall apart, crumbled from the inside
my pride scattered on the floor
all I have to offer, spread around my feet
I cry these tears until they dry,
then I try to pick myself back up.
I try to gather the pieces and put myself together.
What I was, though, just won't stick to ugly,
hideous woman that I am.
Thank you for your clarity.
Soon I'll find my sanity
and forget trying to be pretty.
what's it to you?
who go