Sword Snake

monstrosity · CR 3 · from Gallery of Magical Blades
Sword Snake
StatisticValue
# Appearing1
AC-2
HD1-6 (varies)
THAC0Varies depending on strength
No. At2(slash/bite)
DamageSmall(1-6/1-2) Medium(1-8/1-4) Large(1-12/1-6)
Special AttacksPoison
Special DefensesImmune to sleep/charm/cold spells
Magic ResistanceSmall(10%) Medium(20%) Large(30%)
IntelligenceVery intelligent
AlignmentVaries
Sizeshort to two-handed
XPYOU DECIDE!!!!

Description

<aaw254@uriacc.bitnet>

The sword snakes were first invented by an eccentric wizard that got confused while trying to enchant an item. The result was the sword snakes. The sword snakes have three different levels of growth. At 1-2 HD the sword snake appears as a short sword. It's poison is very weak save at +2 or you skin begins to harden until it becomes metallic (1-4 hr. and then death). At 3-4 HD the sword snake appears as a long sword and its poison is capable of killing in 1-2 hours, save applicable. AT 5-6 HD the sword snake appears as a two-handed sword and it's poison is capable of killing in 1 hour, save at -2. The poison also has one other possible effect, If the character saves, there is a slim chance 5% that the characters skin will harden anyway, but the character will not die, instead the skin will become natural and give the person a natural AC of -2.

Also due to the nature of the sword snake if its alignment matches that of the person picking it up, the sword will not attack and instead will function as a +4 weapon of the appropriate type. The snake will also defend it's owner and has a telepathic link with him/her. The snake is capable of detecting danger in a 30' radius. If the wielders alignment changes, or if the snake when found decides that it would be suicidal to attack than the snake will wait until an opportune moment (when the party is sleeping) to slither off, or if it is in it's alignment it might crawl all over the sleeping adventurers cutting them to ribbons.

The sword snake looks like a normal sword, except it's hilt is made of gold and the pommel looks like a snakes head ready to strike, they always have some sort of gemstone for eyes and their blades are always razor sharp. A heat metal or any type of spell like that (if it works) will kill a sword snake.

Also in this section of the source

Sword +1, Deplorable Talker

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

Sword +1, +5 vs. Masonry

This weapon acts like a normal (NORMAL?!) +1 sword, 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.

Sword +1, +5 vs. Wielder

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.

Sword +1, +9 Backstabber

<Paul David Walker: pdwalker@hk.super.net>

The sword functioned as a +1 sword in normal combat, but during a backstab it would be +9. The problem is, that if it hits with a successful backstab attack, the wielder is dimensioned door'ed in a random direction and distance away.

Sylvanglade

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

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

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

TalkingBlade

+2 hit +2 Damage INT 14

Sword of Dancing once a day (or life/death situation)

Str and Con bonus once per day (or life/death situation) +1 each.

The sword alignment is Lawful Good.

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

Talox

<brwheeler@internt.com>

A blade with the power to cut through almost any surface, not including dragons or anything with very thick armour. Anything like a lightly armoured creature can be cut in half without effort. It shoots burning blade shaped light missiles which can also penetrate the same substances. It has a blue blade with a longblack handle which ends with the head of a Griffin carved in it.

The Crystal Blades (StormBlades)

<a_copeab@ccsvax.sfasu.edu>

  • Magical adj.: +3 swords (There are nine)

  • Intelligence: 16

  • Ego: 16

  • 4 long swords — Extremes (LG, CG, LE, CE)

  • 2 broad swords — Neutral Good and Neutral Evil

  • 2 short swords — Lawful Neutral and Chaotic Neutral

  • 1 two-handed sword — Neutral (Pure)

Magical abilities:

  • Detect Law/Chaos (30' radius)
  • Dispel Magic (2/day)
  • Lightning Bolt (8 HD; 1/day; 360' range)
  • Invisibility (on wielder/sword; 3/day)
  • Become Ethereal (owner/gear affected; 1/day at will)
  • No plusses lost as the swords go to other planes.
  • Speaks 4 languages two of which are common & old common (DM chooses others but they may not be dragon, demon, devil, titan, etc.

Each sword's blade is made of Glassteeled Adamite, 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.

The Demon Sword of Yargash

<Steve Ferguson: steve@mwpc.mcit.med.umich.edu>

The Demon Sword of Yargash was created hundreds of years ago, when a particular power of the lower planes grew angry with one of his balor servants. The result was that the balor, suffering the wrath of his lord, was transformed into a sword. This weapon was given to other servants to deliver to the prime material plane and place it in the hands of whomever they chose.

The servants, being the chaotic ones they were, chose not a patron of evil. Rather, they decided to ensure that the sword was found by a knight, a paragon of goodness. They thought it would torment the beast trapped within if he were to be used by a righteous and lawful warrior for the purpose of good. The sword, using it's telepathic ability and ultimately superior intelligence was able to dupe its owner. The chaos which the sword caused while in the hands of this 'virtuous' knight was incredible, the knight ever thinking he was completely innocent, until he was excommunicated from the church for his heinous acts.

Yargash, the balor trapped within the sword, communicates only telepathically and only with its owner. It finds great pleasure in being wielded by lawful good knights on the road to purity and laying them low. It does this through duplicity. It first tells the knight that the powers of the sword must remain secret and that he (the knight) must not tell anyone of the sword's true magical nature. This, according to the sword, is because even the owner's truest companions would fall to infighting because of their desire for such a powerful weapon (that is bull - unless they are already predisposed to do so - as is nearly everything else the sword tells the owner). At some point during their initial encounter, the demon will tell its new owner that it can assist him in achieving unheard of glory and honor if only the owner will trust the weapon and its power without reservation. A knight who willingly agrees at this point is virtually doomed. This gives the demon free reign to use its 'suggestion' ability and the owner should generally not receive a saving throw (except in acts of complete self-destruction). The sword will use its powers in line with the wielder's goals at first. Gradually, it gets the wielder to make small moral compromises as situations prevent themselves. As time goes by, with the assistance of suggestions, the sword increases the size of these moral compromises until the character has committed several heinous chaotic acts. If your player is not particularly sharp, he may even do these things willingly at the bequest of the sword, not realizing what is happening.

The weapon has a number of powers, all derived from the magical powers of the balor. A particularly mischievous DM might gradually transform the owner into a demon himself. Legend lore spells should reveal that all of the previous owners were lawful good knights. Obscure references to vague downfalls may be gleaned with repeated successes at divining the history of the item. Most notable among the power is the weapon's ability to burst into flame as a flametongue sword (although not the same bonuses). This does some amount of additional damage (1-4, 1-6, 2-8, whatever you deem appropriate) to creatures harmed by fire. Note that in no circumstance is the character ever in control of the weapon. The weapon chooses if and when to use the powers. Usually, it will cooperate with the character's wishes. Occasionally, it will use a power at an inopportune time to get the PC into trouble. If the PC later questions it, the sword will apologize if it did anything wrong and feign ignorance of proper behavior. This continues until the knight is no longer in the favor of his deity and/or government and becomes an outcast. Usually, by this time, even the most daft of players figures out what is going on and seeks to destroy the sword.

The only creatures who can unmake the weapon are greater powers of the abyss. The sword's goal is to lead its owner on a glorious quest to slay the power who created it. At that point, Yargash may (at the DM's option) take control of the owner as a host and transform his body entirely into a balor demon. Without proper protections, this will destroy the knight's body.

This weapon will never overtly threaten a PC's life. As a matter of fact, it is a nice weapon (+4 enchantment in my game, you decide based on yours). However, it will seek to cause chaos and difficulty for its owner, very subtly, at every turn. Mischievous DM's wanting a nice treat for their power gamers can have a great time with this. I know I have.

As for specific powers, pick whichever ones of the tan'ari you wish to use. You can make it as powerful as suits your taste. Personally, I use the flame ability, detect evil/magic/good, dispel magic, and teleport without error. This is meant to be a weapon of great power. But with great power comes great responsibility. Most PC's forget that.

The Fang of Ssussathilasiss

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

  • History: long ago (ages) The Suzerain of the blue dragons of The great desert (Anauroch if you like) was approaching his final days and decided to begin the competitions for a new suzerain. A group of less than lawful dragons began constructing a plot against the elder that involved the help of the human Archmage Tyvek.

Tyvek and the Chaotic blues used many powerful necromantic magic to weaken Ssuss and placed his spirit into the blade (it is thought that Tyvek craved magical might and was able to convince the rogue blues to allow him to trap rather than kill the elder blue's spirit). Thus was Created the Fang of Sss.

  • Campaign use: due to his vaunted immortality, the blade may still be in the hands of Tyvek. In this case it is of utmost importance to rid him of the blade as it is quite powerful, and could allow the now Warrior/mage to carve out a sizable empire. Which, we all know, would be ruled with a tyrannical and iron fist. Or you can use it a ...as a nifty lure to get your PC's into the desert. Fighters that hear legends of it's prowess may well be leading the party (ahead of the mages).

Powers:

  • Constant: +4,+5 vs. Blue Dragons (slayer) Invoked: 3/day, a blast of lightning 5' wide and 100 ft long. It inflicts 24d8+12 points of damage.
  • 3/day, a Fireball, which has range 200' feet (hurled by blade) and inflicts 15d6 damage.
  • Immunities: the bearer of the fang is immune to both flame and electricity.
  • Curse: the bearer loses 3 points of charisma to humans and demi-humas due to his/her greedy nature. Will begin acting LE, and the DM should attempt to lure the PC into behaving miserly. Blue dragons however, will recognize the blade, and treat it's owner as kindred, though not the ruling Suzerain! This particular dragon may hear of the mortal and come gunning for him.
  • Cataclysm: there is a 1% cumulative chance that a 10 mile radius Lightning Storm will strike the area. there are 432 bolts called down upon random targets, these bolts inflict 10d10 points of damage.

Methods of destruction:

  • Slay all surviving relatives of the Traitorous group of Blue dragons.
  • Travel back in time and slay the actual traitors AND Tyvek.
  • Give the blade to Tiamat willingly, and ask for a reward. (the reward has a 85% chance of being a swift death, otherwise she may well raise them a level and ask them to leave. Later it will be found out that the spirit now serves as a consort to the queen dragon, a fate not wholly unacceptable to the blue).

The Magic Sword

[Note: this is a hook for you - come up with a better name! It's not hard]

<Neelakantan Krishnaswami: neelk@athena.mit.edu>

<The Magic Sword> is a +1 magic blade. It is very sharp and glows. The sword has an intelligence of 12, which means it will probably be smarter than most of the fighter-type PCs who try to wield it. <The Magic Sword> is aware of this fact, and will mercilessly taunt the wielder by using words like "defenestrate."

It does not matter if the wielder is actually more intelligent than <The Magic Sword>, because it has been conditioned by so many dumb owners that it will automatically assume its wielder is slightly less intelligent than a garden slug.

Powers:

Unknown. <The Magic Sword> lies a lot, and, since most of its wielders have in fact been INT 6 fighters, they were very unclear on just what it can do. Even the mighty Gonad the Barbarian in the end met his end at the hands of <The Magic Sword> since it managed to convince him that one of its powers was "Feather Fall". In fact, it was telling the truth, but the spell duration ran out before Gonad reached the ground. It has at times claimed to have the power to cast fireballs, but this was because its wielder was a slightly confused mage who supplied the spells himself...

To be honest, it is not certain that <The Magic Sword> is actually a +1 weapon. It is a slacker and does not actually like going out and chopping people into little tiny pieces. By claiming to be only +1, it won't be used in combat against really nasty monsters, which are the only kind anyone impressive enough to possess <The Magic Sword> ever face. It is not clear how all these INT 6 fighters ever lasted long enough to became powerful enough to get <The Magic Sword>.

The Swords of Law

<Hasof: lion@gwis2.circ.gwu.edu>

These three swords were created by (Vulcan or similar god) with the purpose of helping in the struggle against entropy. From time to time when the old empires have tired, the gods dispense one of these swords to a great warrior, who will forge a new empire with its aid. The swords are LG, LN, and LE, respectively. The best known of these swords is Excalibur (whose powers have been discussed elsewhere) her sisters,

Hauorech +4

Align LN.

Abilities:

  • Char +2
  • Detect Lie
  • Cast command at will
  • Circle of protection from hostile magic 10'
Kochtamar +3

Align LE

Abilities:

  • Char +3
  • Detect Lie
  • Fear Aura
  • Provides Magic Resistance 50%

The swords are rumored to have other abilities, and there are many rumors that with their powers there are also curses. Some sages have suggested that Excalibur's curse was that those closest betray. Kochtamar was last wielded by Tamarlane, whose empire collapsed shortly after his death. Hauorech was wielders have shown a tendency towards eventual corruption as the days of battle end, and only cold passionless law remains.

The Tony Sword

<James Vincett: jvincett@gpu.srv.ualberta.ca>

This is a +5 weapon. The pommel is the shape of a head, the head bald and the face bearded. The sword talks incessantly, gibbering away about any topic, constantly pestering its owner for attention. If it is alone, it weeps constantly about its isolation, and can be heard to a range of 10". Because of its big mouth, chances for random encounters are tripled (monsters want to silence the source of irritation). When used in combat, the sword screams whenever it hits something, and berates its owner for using it in such a rough manner.

This will test the limit of what players will put up with to have such a fine weapon.

Thief Bane

<William O. Nielsen: nielsen@gdls.com>

A sword that whenever it is used to backstab or hit an opponent from behind, it displaces the front of the blade to appear behind the user and hit him. This would spell bad news for cowardly and/or backstabbing thieves.

Urt Gollen

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

Urt Gollen is a backstabbing weapon made from the bone of a black dragon thigh bone. Its handle is composed of dark stone and wood, possible ebony and basalt, the bone spur is a gleaming black and continually oozes acid, the wielder can halt this at will. When used to backstab, Urt Gollen inflicts 3-12 points of damage and its acid causes 2-40 points of damage per round for 5 rounds unless washed off.

Widowmaker

<Steve Linton: sal@cs.st-and.ac.uk>

+0 (or -2 if you want it cursed) +5 vs anyone who is married (and beserkely attacks them).

Wrong-Way-Cursed Sword

<U58563@uicvm.uic.edu>

Sticks to the wound. Maybe also the hand, if it's a "Wrong-Way-Double-Cursed" one. So, someone sticks you with it, twists it around and is really nasty, your friend kills him, goes to pull it out... Get acquainted, and try not to drift too far apart while you're riding.

Two-handed swords

Biter

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

Biter is a +3 estoc, a weapon inspired by the german estoc, in essence a two handed, 3 foot long stiletto. It ignores nonmagical armor, which means that leather +5 will only help you achieve AC 8 against it. Biter was actually made by good mages for the purpose of defeating evil warriors, but is non-intelligent and can be wielded by anyone, it strikes as +5 for purpose of who can be hit by it.

DoomBringer

<Jason Choi: ujchoi@uxa.ecn.bgu.edu>

Certainly this two handed sword lives up to its namesake. It is quite an extraordinarily evil weapon, bearing the powers of black magic in its overall creation. It is a rare 'Final Word' Type sword, which means any opponent who strikes the master of this Runesword will be automatically hit by it eventually. But the evil dweomer of DoomBringer allows it to steal the life-force of its victims (on a 17 or better score). The victim must make a save versus spells or Lose his soul forever to the ever hungry Demonic spirit of the sword. The blade has no active bonus +'s to hit or damage, but it can affect any creatures requiring a + to affect it.

Those of CE alignment wielding DoomBringer gain a extra edge. They are granted a special resistance to Magic cast at them, a 45% MR. The wielder of this sword absorbs the stolen energy from all of his or her victims...The blade will be considered 'Cursed' while in the hands of an Evil person, and cannot be removed by normal means.

Doombringer

<Jason Choi: ujchoi@uxa.ecn.bgu.edu>

  • Intelligence: 17
  • EGO: 9
  • Alignment: Neutral Evil

+4 Two Handed Sword

This sword was created by a half drow sorcerer in my campaign. Its sentience is the result of a magic jarred soul of a unknown demon within its glass blade. The blade is wrought of carefully carved glass treated with a Glassteel & Permanency spell. The sword acts as a ring of vampiric regeneration when used in combat. All damage inflicted upon a foe, the wielder gains the stolen vitality. On a score of a unmodified "To hit" roll, the victim struck has to make a save vs. wands at -4 or wither for 1d8 years. The stolen energy is given the wielder in the form of added Energy Levels (1 level per year/absorbed) for a limited time (10 rounds).

DragonDeath

<Jim Vassilakos>

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

  • Note: regardless of circumstances, the weapon may dance only once per day.

Dragonfang

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

A beast of a two handed sword, almost intelligent I might add. Dragonfang was always changing the size of his blade... From dagger to two handed sword sized... A nice attribute, especially for sneaking him around. Dragonfang had the 5 crown, and 5 serpent marks (+5 weapon) and tended to hit whatever you were aiming at of his own accord. Aside from being just a brute of a weapon, Dragonfang had a disturbing (to wizards) habit of tearing up magical barriers...10% cumulative chance per round... The longest I ever saw him go before ripping it down was 5 rounds....

Dragonswords

Here's a sword (actually 3) I created for my home built campaign. They are the dragon's tongues and are all two-handed swords.

Background

The dragons' tongues were forged by a Grand master of Balance (in my campaign I have three orders of monks LN-order of balance, LG-order of flowers, LE-order of darkness) to counter extremes. He wanted to keep the balance, with a powerful weapon that in itself is balanced. He sought out a huge, ancient red dragon and gold dragon and slew them both (fist ed. dragons remember & a 21st level monk). These two dragons were the most powerful of their kind and completely, totally opposed in their ethos. With the help of a powerful wizard and Primus, God type in Nirvana, he fused the tongues of the two dragons together to create a powerful, but highly unstable, instrument of neutrality. He used this two handed sword to keep the balance in his realm for five years at which point the opposed spirits within the sword split apart in a fiery cataclysm (always wanted to say that) and were tossed to opposite ends of the planet. Now, only in time of great need can one (one of great power and representative of neutrality) call upon the two swords to join together to put down an extreme.

Abilities

Gold dragon (flame) tongue:

Acts as normal flame tongue (as in DMG) & when attacking CE beings the wielder receives a +1 bonus to hit and +2 bonus to damage & if an evil being attempts to pick up this item they must save vs. Magic or be slain, 3-30 pt. damage if save is made.

Red dragon (flame) tongue:

Has the same abilities but effecting good instead of evil.

Abilities of the two joined together:

Normal flame tongue properties, and the union of the two spirits awakens them from their dormant state (the weapon will only stay together for 1-4 days at which point it will separate and can not be rejoined for 10 years). The wielder is immune to all flame and can issue forth a cone of fire from the blade causing 10-100 pt. of damage three times a day. The wielder may also cast any MU spell from 1st through 3rd level once a day.

Final Justice

<Thomas Weigel: nsbos0340@nsula.edu>

Final Justice is a great sword (I suppose it is most similar to a two handed sword) of power. It is +1 to hit in general, +2 versus Neutral characters or monsters, +3 against Evil or Chaotic alignments, and +5 against Chaotic Evil. In addition, those creatures which are from the infernal planes take double damage from the blade when it strikes (bonuses to damage are added after the doubling, not before).

The sword has a form of ESP, and is capable of telling if another creature has broken a law or committed a truly evil act (or both) within the past 24 hours. Breaking the law consists only of those things which might be punishable by death or something similar (such as being blinded or de-handed). Truly evil acts include murder (without excellent reason), rape, torture, and knowingly sentencing (by word, deed, or silence) another person to any of these.

If it senses such a person nearby, the sword will urge its bearer to take the person to the authorities, or kill the person if no authorities are present (although it is not adverse to killing regardless as long as good enough reason exists). Note that if the bearer is such a person, the sword will urge the bearer to do so to himself! Indeed, in this case an Ego check must be made not to obey...

Final Justice has an Intelligence of 13 and an Ego of 18 (but has an Ego of 25 versus any bearer who has committed an act of evil or broken a law under the normal conditions for the sword). Final Justice is considered to be Lawful Good (painfully so).

God's Edges

<Tim Dickinson: dickinst@crl1.crl.aecl.ca>

When the Devil Wars of ancient Therakesh brought many dark and evil years to those lands, there was one champion of good who led the vanguard against wickedness: the Paladin Dyrm. Lord Dyrm was ordained by the God of Therakesh, and given a sword of such vast power that darkness could never stand against it. To be sure, Dyrm used this blade, called God's Edges, to such effect that Therakesh was purged within 5 years.

Now God's Edges resides in the State Capital's Cathedral, placed there by Lord Dyrm after the Devil Wars. The protection of the Priests of God have kept it safe, though several attempts at theft have been made over the years.

God's Edges is a +4 two-handed sword of incredible design. It is sentient, and has an intelligence of 17 and an ego of 22 (!). It can communicate telepathically with its possessor. It's of Lawful Good align, and can perform the following at will: detect evil in 100', and find and disarm any trap within 50'. Any evil creature struck by God's Edges will be affected by the permanent explosive runes inscribed on the blade at each hit.

Horgon

<ben@ocvaxc>

Two-handed frost brand Sword

  • Intelligence: 14
  • Languages: Chaotic Neutral, Common, and Gargoyle

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

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

Horgon's primary goal is glory.

Ice Maiden

<Andy Richards: ajr@uplx.co.uk>

This is a two-handed sword (5 ft long) of polished blue steel. It is always cool to the touch. The sword is intelligent (INT 13, EGO 17) and communicates via telepathy.

Little is known about the origin of the sword. It has recently featured in tales recounted by mercenaries returning from the Theocracy of the Pale where skirmishes against the Snow and Frost Barbarians have been widespread. It is said to have been created by the Ice-Mage Zuberin who makes his home among the glacial northern wastes. Rumor has it that the sword was given to the chief of the Frost Barbarians in exchange for the service of one hundred hand picked warriors. The limited investigations into its origin conducted by more reliable sources favor the view that Iuz himself may have had a hand in its creation.

The sword has the following powers (functions at 14th level where applicable):

  • Acts as a Frost Brand (+3, +6 vs. fire based creatures, fire resistance for possessor).
  • Bonded to Para-Elemental plane of Ice so that a successful hit inflicts an additional 2-8 points of cold damage.
  • 2/day can inflict a Vampiric Touch on a successful hit.
  • 1/day can cast a Wall of Ice.
  • Wielder is granted (single) Weapon Specialization.

Versus cold based attacks the owner saves at -2 and takes an additional point of damage per die. Note that the sword is never damaged by cold based attacks.

The sword will only surrender its powers to a new owner if they can answer the following riddle:

I am sometimes black,
Yet you may see through me,
I float upon myself,
But in the sun's eyes I am nothing.

Each time the hilt is grasped this riddle will be posed telepathically to the wielder. The answer to the riddle is "ice", if this answer is not given the sword ceases communication and functions as a Frost Brand. The sword will give each wielder 3 guesses before it considers them too stupid and gives up asking. From this point on the sword will forever function as a straight Frost Brand for that character.

If the sword has a special purpose it is unknown at this time.

IronFist

<Gian Luca Sacco: gls@cdi.cdc.com>

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 polymorph itself into a huge arm with powers equivalent to the Bigby's Crushing Hand spell. This can be done three times per day.

Kobold's Doom

<Jeff Hildebrand: jrah@space.honeywell.com>

I played with a guy whose character had an intelligent 2-handed sword that hated kobolds. It was loud, and real dumb. It was +3 +3, so the character really wanted to use it in tough situations, but if we were against 4 ogres and 1 kobold, the fighter would draw his sword and run off after the kobold leaving us to fight the ogres...

Rogenwhor, Sword of Might

<kl81@maristb>

Two-handed sword +3

Wielder is compelled to call sword by full name, while the sword keeps saying, "The name's Roger!".

He gets offended when people refer to him as a bastard sword, and replies, "Hey, I don't call you a bastard <enter race here>!", unless, of course, it is a half-elf wielding it, in which case he would just mutter to himself.

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

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

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

Rogenwohr (pronounced ROW JEN WHORE) is crafted of adamant, mythril, and platinum. The blade is pure adamant, while the hilt is made of a mixture of mythril, and platinum.

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

Spell-Sucker

<Bill Schwartz (Urklore the Iron - Leader of Anime Adventurers): urklore@tiac.net>

Two Handed Sword +1, +2 vs. Magic-using foes, gives 17% Magic Resistance. When it hits a wizard or the like, a random spell of the victim is sucked from his mind and then inscribed on the blade, unless a save vs. spells is made. This save is made at a -1 for every 2 points caused by the blade's base damage (1d10/3d6 plus the weapon bonus). There are usually 1-4 runes (also known as spells) already inscribed on such a blade when found. Inscribing a spell off of the sword is treated as if it were a scroll, causing the spell to fade off the blade while being transcribed. A massive Two Handed Sword, its blade of solid gold is inscribed with many spells used in battles of war. The gold piece value for the weapon alone is 25,000!

Spirit's Reach

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

This weapon is a two handed sword. Its handle and hilt are done in a bird motif, the primary elements are ivory and silver in a bird shape. The blade is nondescript and made of a dull grey metal that holds a keen edge, its composition is indeterminable by mortal magic. Spirit's Reach is +3,+5 vs. outer planar evils. Its primary purpose is to defeat both agents of the blood war, it accomplishes this through the power of disintegration (as DMG section for special purpose). Its most remarkable ability is that it carries damage across planes to the true body of the fiend it is slaying, so if it is killed in a hit point for hit point fight on this plane it will die on it's home plane. The disintegration power does not carry across the planes. Spirit's Reach is possessed by the spirit of a Coatl, granting its owner the ability to go ethereal as the psi devotion 3 times a day for a duration of 2 turns. It speaks aloud and telepathically to its owner and can translate any language.

Spirit's Reach is CG aligned and will not allow itself to fall into evil possession.

Demons can sense the nature of this damage and will take appropriate action against the wielder.

Starblade

<Robert Johan Enters: whisper@wpi.wpi.edu>

These mighty blades are huge two handed swords. Nine are known to exist, one for each alignment. These blades are extremely powerful, and one will only allow itself to be used by mortals if some dire threat exists to its alignment that said mortal can somehow rectify. The blades are +7 for to hit and damage purposes. They are highly intelligent (INT 25), and will only cooperate with an individual of the same alignment. The sword is too heavy to be used by anyone with a strength below 25, however if the sword allows itself to be used, then it will bestow such strength on its wielder while being in active use. Furthermore the sword will bond with the wielder, fusing its life force with that of the wielder. This effectively gives the wielder an additional 100 hp while in contact with the blade. (For damage purposes, if for example a fifty hp creature wields a starblade, every third hp of damage suffered will be subtracted from the char itself etc.) The sword is in telepathic link with the wielder, allowing the wielder to use the 25 intelligence toward illusions detecting purposes. Furthermore, regardless of alignment, all swords bestow the following powers upon their wielders: detect magic, detect invisibility, detect evil/good, dispel illusion on touch, immunity to fear and charm/sleep type powers and spells, IR 120', UV 120', Globe of invulnerability, tongues.

Then there are powers dependent on which alignment the blade is.

Alignment of SwordPower Once/DayPower Twice/DayPower Four/Day
Lawful GoodHoly WordHealLightn Bolt
Neutral GoodHoly WordHealShock Grasp
Chaotic GoodHoly WordPolymorph SelfShock Grasp
Lawful NeutralPrism SprayDim DoorIce Storm
True NeutralPrism SprayTeleport no errCone Cold
Chaotic NeutralPrism SprayDim DoorIce Storm
Lawful EvilUnholy WordPolymorph OtherBurn Hands
Neutral EvilUnholy WordHarmBurn Hands
Chaotic EvilUnholy WordHarmFire Ball

All effects of once per day are at 24th lvl., all effects of twice per day are at 16th lvl., all effects of four times a day are at 8th level. Should the wielder be slain while wielding the sword, thus also having depleted the sword's hit points, the sword 'dies' on this plane, and will automatically be transported to its own alignment's plane to be 'regenerated', a process that takes d10 years. During the Azithian Race wars, four of these blades were known to have been in use. The Chaotic Good blade was in the hands of the brilliant general Sarpedon of Cron Shander. Cron Shander sided with Piraz the Mad, and was leveled in the final days of the war, when Piraz was already killed. Azith Dengg is rumored to have been personally responsible for the kill. The Lawful Neutral blade was wielded by the sorcerer Szartax VI, descendant of the warrior to whom is named the armor. He used it to great effect in the defense of the Capital of Szartax. He killed Anchises, when his strike team, by then grown into a veritable army of drow, goblins and human thugs, attempted a too bold stroke of torching the cities grain supplies. Due to the sword Szartax VI saw through their covering illusions, not one in ten of Anchises' band survived the trap laid for them. The Neutral Evil and Chaotic Evil blades were used to great effect by the great drow and ogre generals Phaedra and Megaera. The current locations of none of the blades is known, though the lawful evil sword is most likely in the hands of the Royal House of the Drow. Both Szartax VI and Sarpedon were members of the Council of Twelve.

StarFighter

+2 two handed sword

Creates a faerie fire around any opponent within 10' radius of wielder.

Sword of Piraz the Mad

<Robert Johan Enters: whisper@wpi.wpi.edu>

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

Sword of Warding

<Robert Johan Enters: whisper@wpi.wpi.edu>

This two handed sword +3 sheds a light that is harmful to undead. The light will act as a cleric of level 12 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 toting.

The Sword of Rax

<Cassius Di Cianni: cassius@dcc.unicamp.br>

Background:

The Sword of Rax was given to Jazhi of Rax, Overking of Aerdy, ruler of the Great Kingdom, circa the year of 196 (Common Year), as a gift from the dwarves of the Iron Hills. The sword eventually became one of the symbols of the Celestial House of Rax. Approximately one hundred and sixty years later, when Nyrond was fighting against the Great Kingdom for its independence, and decadence began to creep into the Celestial House, Prince Harwak of Rax refused to accept the policies imposed by his mad father. The Overking accused him of treason and sentenced his own son to death. The Prince then stole the Sword and ran away, swearing that some day one of his descendants would reclaim the Malachite Throne and restore the glory and honor of the Great Kingdom. About eighty years later, the last ruler of the House of Rax fell to assassination during the Turmoil Between Crowns, when the demon-seeing House of Naelex ascended the Malachite Throne.

In order to hide his identity from the assassins sent out by his father, Prince Harwak adopted a new name. Unfortunately, historical records are vague and conflicting at best, regarding the name assumed by the Prince. Legend has it, however, that the Sword of Rax was passed from father to son over the generations, and remained in possession of the rightful heir to the Malachite Throne at least until circa 480 CY, when the blade was presumably lost in a battle against the forces of Iuz.

Game aspects:

The Sword of Rax is a +3 two-handed sword, which has a special bond with the Elemental Plane of Earth. If the wielder drives the sword point first in the ground and summons the strength of the Land, he can greatly augment his own physical strength. If the wielder lets the force of the Land flow through the blade and into his body for one round, his strength is increased to 18/00. If he does this for two rounds, it is enhanced to 19, and to 20 if it is done for three rounds, which is the maximum strength the sword can give him (the strength of a stone giant).

For this power to work, the sword must be thrust into natural ground or an artificial floor composed of some solid mineral (like stone or metal) which is in direct contact with the natural ground. Therefore, the power will not work on a wooden floor, a ship at sea or on the second floor of a building. The wielder may absorb a maximum of three rounds of energy per day, but may divide it in more than one activation of the power. This way, he can increase his strength to 18/00 three times per day, to 18/00 and to 19 once each, or to 20 once. The augmented strength lasts for 2d4+2 rounds.

Legend has it that once every century the rightful heir to the Malachite Throne (and only him) can use the Sword of Rax to summon one hundred 24 hit dice earth elementals, as long as the proper words are known and this is done to protect the Great Kingdom.

Treasure Sword

<Victor Danilchenko: x30kb%cunyvm@ugw.utcc.utoronto.ca>

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

Trollkiller

<Graeme Adamson: graeme.adamson@digitec.co.za>

There was one sword in a campaign I ran, called Trollkiller. It was a black, 6' long, +3 two-handed sword, and ended up in the hands of the party's (female) paladin. The blade worked as advertised except when trolls were nearby, when the blade would vibrate, and the wielder would be forced to attack, doing double damage. If the wielder tried to use another weapon, it teleported to the wielder's hands. It also hated mind flayers, except that it had no bonuses, and caused only half-damage. Needless to say, there always seemed to be trolls and mind flayers around. This sword scared the hell out of the party, because you couldn't get rid of it either (it always returned).

Urt Gollen

<Micheal J. Korvak: fsmtw1%alaska.bitnet@utarlvm1.uta.edu>

Never much liked this guy, but he deserves mention. Urt Gollen was a drow Necromancer of no small measure, and to escape his doom, he set up a chain contingency to attempt to magic jar him into the body of whatever being slayed him... It worked in a way... He was slain by a dancing sword WHILE it was dancing... I've never heard from him... But rumor has it that he still possesses at least half of his wizardry abilities... I know not his level of hitting power.

Hellblades

<Bill Schwartz (Urklore the Iron - Leader of Anime Adventurers): urklore@tiac.net>

It was rumored many a year ago that during the great wars when the Elves united to battle the Dark Elves and to cause them to flee to the vast underground, Gulgaraith, a well experienced fighter/mage Dark Elf, forged numerous swords of great power to help in those wars. This is how The Hellblades came to surface on the mortal world of man. Nobody knows how many blades were actually forged and enchanted and how many still exist after so many centuries. All that is know is that they are weapons of quite evil power.

Overall Effect

Each sword functions as a modified Sword of Sharpness, they are all +3 weapons and sever a random limb (not neck/head though) on a natural roll of 18-19. They shed light on command of their natural color in a 30' radius. These weapons are so powerful and evilly enchanted that if broken they will simply reform themselves and if ever torn away from their owner they will simply slide closer to get within the presence of their owner, distance not being a factor, though it may take some time to get to its owner if the distance is very great. However, their most known power is the ability, on a natural 20, to suck the victim's soul form his body, thus killing the victim outright, and feed upon it. The possessor of a Hellblade is also fed by the sword some of the soul's life essence as well. This translates into the victim receiving one of the victim's powers, attributes, etc., as chosen by the DM. The owner is continuously fed the soul and retains the added power as long as he holds onto the sword, letting go of the sword 'breaks' the umbilical cord of the sword to the owner. The swords continuously feeds on the soul until it strikes another victim with a natural 20 where the process starts all over again and the owner loses the power of the old soul and gains another. If a Hellblade sucks an exceptionally powerful soul (10+Level/HD) the possessor must immediately make a Wis-4 check or the sword will become 'frenzied' and cause (actually force) the user to attack for 1d4 rounds the nearest living thing in hope of additional 'feeding'! Those slain by a Hellblade are dead, and cannot be raised or resurrected short of a wish. Note that undead and the like have no soul and on a natural roll of 20 only Sharpness Severing occurs. Each Hellblade also has an ego, Intelligence, and a defensive power to help its owner. Hellblades cannot however talk, use Telepathy, and the like. If a Hellblade ever comes within 50' of another each possessor of the blade must make a Wisdom check at -5 or be forced to slay the other. This save is made per round until one of the other is slain, the swords are separated from the radius, or the swords are some how separated by a different dimension or such (such as putting it in a Portable Hole or Bag of Holding).

Known Hellblades
Excalibur Junior

A perverted twisted version of that saintly weapon. It glows with a purple radiance and has the power of Armor (purple glow) thrice per day for its possessor at the 12 level of ability. It is a Broadsword with an intelligence of15 and an ego of 10.

Souleater

A Broadsword that glows with a blackish radiance. It has the ability to Ghost Armor its possessor thrice per day at the 12th level of ability. It has an intelligence of 16 and an ego of 10.

Soulsucker

A Longsword that glows with a sickly Greenish/Yellowish radiance. This sword grants its possessor 37% Magic Resistance when held and the ability to Minor Globe of Invulnerability its owner thrice per day at the 12 level of ability. It has an intelligance of 17 and an ego of 12.

Soulzapper

A Greatsword of pure black Steel, it glows with a bright red radiance of the fires of hell itself. It grants its user Fire Resistance and has the power to Mirror Image it possessor thrice per day at the 12 level of ability. It has an intelligence of 17 and an ego of 12.

Soulskinner

A Shortsword that glows with a yellowish radiance, it has the ability to Stoneskin its possessor thrice per day at the 12 level of ability. It has an intelligance of 17 and an ego of 10.

Souldrainer

A Broadsword that glows with a sickly purplish/yellowish radiance. This sword has the ability to Negative Plane Protection its possessor thrice per day at the 12th level of use. It has an intelligence of 17 and an ego of10.

Lifesucker

A Broadsword that glows with a whitish radiance. It permanently protects the user as a Resist Cold spell and can Protection From Good its possessor thrice per day at the 12th level of use. It has an intelligence of 16 and an ego of 12.

Hellbearer

A Broadsword that glows with a colorless radiance! It has three powers that it can grant on its possessor once a day each instead of one power thrice per day. All powers function at the 12th level of ability and are as followed: Improved Invisibility, Alter Self, and Non-Detection. It has an intelligence of 17 and an ego of 14.

Soulswallower

A massive Two-Handed sword that glows with a rainbow multi-colored radiance. It can Anti-Magic Shell is possessor thrice per day at the 12th level of ability. It has an intelligence of 17 and an ego of 15.

Soultaster

A Shortsword that glows with a bluish radiance that can Waterbreathe and Blur its possessor Thrice per day each at the 6th level of use. It has an intelligence of 15 and an ego of 12.

Souldevourer

A Bastard Sword that glows with a Grayish radiance. The sword can only do once per day Tenser's Transformation on its possessor but at the 13th level of use. It has an intelligence of 16 and an ego of 13.

Lifeeater

A Scimitar that glows with a pure ruby radiance and can Haste its possessor thrice per day at the 12th level of use. Note the user is aged two years per use of the Haste power. It has an intelligence of 17 and an ego of 10.

Lifelicker

A Broadsword that glows with a black radiance. This sword can Raise Dead its possessor only thrice per day at the 12th level of ability. The possessor will simply 'rise' back up from the dead with 1hit point and one constitution less but will still be able to function normally without the needed rest. It has an intelligence of 17 and an ego of 17.

The Twelve Swords

<krautp@sncad.snc.edu>

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

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

Game Statistic:

They may be treated as a long sword and/or a bastard sword. All of the swords are unbreakable (except as noted in Shieldbreaker's description).

They retain an extremely keen edge no matter what they cut or are struck against.

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

Shieldbreaker (Sword of Force)
  • Symbol: warhammer

The most powerful of the twelve. As Vulcan's prized weapon, he invested a great deal of his essence into the blade. The Sword prevents any harm to come to the wielder from any type of weapon or spell (direct or indirect/physical or mental). As long as someone is engaging the wielder in combat he cannot release the Sword (he does not have to draw it, and may release it after all opponents disengage). The only thing that the Sword will not effect is unharmed opponents: if anyone or thing that attacks without weapons (or spells) the Sword will pass, harmlessly, through them as if they were made of air. The other disadvantage is that the Sword increases it's strength by drawing from the wielder, for every five rounds of combat it reduces the wielder's Strength by one (i.e. 2 points of STR per turn). The wielder is not effected by this loss until all combat is done and the magic of the Sword no longer supports him. If the wielder is below one point of Strength, he will be comatose until he reaches 1 point; regaining one point a day. After this he will regain 3 points per day for total rest, or 1 point a day for resting and traveling (riding ONLY).

COMBAT EFFECTS:

Dispels all spells used against wielder.

For every person who attacks the wielder with a weapon or spell (in melee range) the sword will: d100:

  • 1 - 20% Destroys their weapon.
  • 21 - 40% Cuts off one hand/arm
  • 41 - 45% Cuts off both hands/arms
  • 46 - 50% Cuts off one leg
  • 51 -100% Kills (no save)

There is no save for any of these effects. Magic armor offers no benefit at all, nor will a Stoneskin absorb the damage.

Stonecutter (Sword of Siege)
  • Symbol: block with a wedge of it cut out

All 820 monsters in the Netbook Bestiary