1001 minor traits for magic swords

redboxrazor

First Post
157) Prism Blade

This blade pulses rapidly, changing from one vibrant color to another. Whenever the wielder scores a critical hit with this weapon, the weapon flashes with colorful, blinding light; the victim must succeed on a Will save or suffer under the effects of a Color Spray, as the spell. The DC for this save is equal to the amount of damage dealt by the qualifying attack.

One a natural attack roll of 1, the wielder accidentally triggers the blade, and must succeed on DC 12 Will save or become subject to the spell's effects.
 

log in or register to remove this ad

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
158: the drunken master- the wielder must always be drinking, the more drunk the better of a swords man he becomes, however, all of the exertion causes sobriety, so he/she must get to drinking all o the time.
 

TarionzCousin

Second Most Angelic Devil Ever
159. "SHHHHINNNNGGGG!"
When drawn from the scabbard, this blade makes a very loud sound of metal scraping upon metal, granting its wielder an immediate Intimidate check at PC's level +2.

If the check succeeds, the opponent suffers a Fear effect and must flee for 1d3 rounds.
 

jonesy

A Wicked Kendragon
160) The Craft.

Who's the black steel dirk
That's a war machine with all those crits?
Craft, ya, damn right

Who is the blade that would risk his neck
For his owners life?
Craft, can you dig it?

Who's the knife that won't cop out
When there's danger all about?
Craft, right on

They say this cat Craft is a bad mother
Shut your mouth
But I'm talkin' 'bout Craft
Then we can dig it

He's a complicated dirk
But no one understands him but his owner
The Craft
 

Systole

First Post
161) Halving blade: Upon command, this two-handed sword splits into a pair of one-handed swords with the same enchantments as the larger weapon. This is a move action that does not draw attacks of opportunity. This action can be combined with a single move if the wielder's BAB is +1 or higher. If for some reason the wielder's off-hand is in use, one of the smaller weapons drops to the ground at the wielder's feet.
 

Herobizkit

Adventurer
162) Blade of the Hornet: This unusually thin and brittle-appearing Rapier/Foil has a special power when grasped by an arcane spell-caster. Once per round, the user may expend a spell slot to give the Rapier an unearthly agility; the spell-caster may strike X+1 times per round at a single opponent at his BAB, X being the number of the spell slot used. These strikes must be aimed at the same target. The blade ignores armor as per the Brilliant enchantment, but the blade also can affect Undead/Incorporeal as if it were Magic. The sword has no magical bonus to hit or damage, but Strength applies as usual.

For the purpose of Weapon Proficiency, the Rapier is considered a Wand.
 


Herobizkit

Adventurer
164) Dancing Blade: This +1 rapier grants a +5 circumstance bonus to all Perform (Dance) checks when held. Quirk: ONLY when held or wielded.

165) Yellow Belly: This ornate, lavish +3 thundering flaming greatsword is pretty, but terrified of combat. If forced to engage in melee, any hit on the wielder forces the sword into a panic; the sword casts expeditious retreat on the wielder and compels her to move away from the foe in the most direct route possible. (as per cause fear)
 

TarionzCousin

Second Most Angelic Devil Ever
Guardian Blade.

This +3 blade will vibrate wildly and give off a metallic ring when certain conditions are met:

1. A being larger than a moth (size can vary) enters a predetermined perimeter drawn earlier with the blade.
2. The wielder of the blade (in a scabbard at the belt) is alseep.
3. The pre-set password is not spoken.

Essentially, this blade allows its wielder to sleep somewhat secure.

After the blade sounds its alarm, it functions normally for the next ten minutes. After that it must rest for six hours: its alarm won't function and it is an ordinary, masterwork weapon--it loses the magic bonus until it has recovered.
 


Remove ads

Top