1001 minor traits for magic swords

Dannyalcatraz

Schmoderator
Staff member
Supporter
394) Gas-Face Killah- Whenever the wielder scores a critical hit in combat with this weapon, he may instead choose to strike and do damage to a foe who has flanked him.
 

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jonesy

A Wicked Kendragon
395) Acme air solidity. In a situation where the ground under the wielder's feet for some reason falls away or is removed the wielder of this blade is able to continue walking on the air as if the ground was still there. This effect is dispelled the moment she looks down.

396) Acme damage impermanence. No amount of damage inflicted upon the wielder of this blade will cause _visible_ bodily or equipment damage upon her, other than a slight layer of soot on her face (which can be easily wiped away with a single hand gesture).

397) Acme impact resilience. Falling down from any height will cause the wielder of this blade to hit the ground flat, then bounce up into a standing position, without damage inflicted upon her.

398) Acme doom shadow. Any air based attack directed against the wielder of this blade will cause a shadow to appear beneath her. The shadow will grow in size as the attack gets closer. This doesn't make air attacks any easier to dodge, but it does mean that they are always detected by the wielder when they are launched.
 

Nookie

Explorer
399) Kobold Blade. This weapon of kobold make is trapped only allows its owner to weild it this takes the form of it Fumbling more often. on a roll of one or two the weilder must roll a reflex save dc 12 or drop the weapon.
400) The dentest. This weapon only does blunt damage on a critical hit it nocks the teeth out of its targets mouth ruining their bite attack and makeing all charisma based checks with a -2 penalty.
 


Dannyalcatraz

Schmoderator
Staff member
Supporter
402) Prismatic Piecer: this rapier has a glowing aurora of multicolored light. The light is as bright as a torch. Anyone struck by the blade will suddenly experience the taste of mixed fruit in their mouth, and must make a concentration check with a -1 penalty to the roll per HP of damage done (by blade damage only) or be distracted enough to take a -2 penalty to their AC.

403) Scintillating Sabre: once per combat, this blade's edge catches the light falling on it in such a way as to act like the Flare cantrip to a single foe. This ability does not work in conditions with less than a torch's level of illumination.
 

HRSegovia

Explorer
This one is from an old book of D&D practical jokes:

A cursed, barbarian's sword that insults him when it is swung:
"You hit like a girl!"
"Is that all you got?"
"Why couldn't I have been found by a REAL barbarian?"
etc

He will likely always be out of rages by the end of the day.
 

Nookie

Explorer
assuming the un numbered cursed barbarian insult sword is 404)

405) Encumbering weapon. on a critical hit this weapon sticks to the opponent and becomes ten times heavier. a dc 20 strength check removes the weapon.

Anyone notice these weapons are getting a bit above the Minor magical bonus are suffering power ceep :p
 

darjr

I crit!
406) Power Creep.

This sword exhibits one and only one of the 405 previous powers in this thread, each for one day, then switches to the next.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
406. Magnetic - causes light (one lb or less) weight objects to be attracted to it, one item per round, closest first. If the weight of items attracted = 1/2 the present weight, it receives a -1 to attack, but an additional +1 damage for the mass to velocity damage factor thingy whoza whatsit
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
(Scott's is actually 407.)

408) Magentic- whenever this blade strikes an arcane caster, that creature glows bright magenta.
 

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