227) Warpwood. This +1 terbutje allows the wielder to see through trees and things made of wood as if they were translucent pieces of paper, up to a thickness of two meters.
228) Gorefear. Damage made with this sword will cause the opponent to bleed, but the blood will instantly turn to ash as it leaves the target. There is a 10% chance that the ash will disturb or hinder the opponent enough to grant him -1 to his next attack.
229) Ravenjay. The wielder of this sword may choose one opponent by pointing at him with the sword. The sword will then heckle that opponent with sharp comments about his fighting ability, prowess, family members, looks, and whatnot. This will make the opponent unable to attack anyone other than the wielder of this sword, unless he makes a Will save (DC 15).
230) The Expedient Organizer. This sword will triple the speed at which its owner can perform mundane tasks such as filing reports, making food, setting up camp, reading maps, scribing scrolls, counting money, etc.
231) The Long Edge of the Law. This short sword has an effective striking range twice that of a normal short sword. It's actual size however is unaffected.
232) Scheherazade. The wielder of this starknife can, once per night, tell a story that will convince someone not to kill her that night.
233) Flowers of the Fey. This sword emits a fragrance, which grants the user +2 to CHA. Once per day the wielder may use the sword, by slashing at soil, to create a 5 foot by 5 foot patch of beautiful flowers with the same fragrance. If someone picks up one of the flowers it will grant them +1 to CHA, but the flower will wilt after 1 hour. Two flowers do not grant +2, but the sword and one flower will grant +3 (until the flower wilts).
234) The Brilliant Bridger. The wielder of this sword can, once per day, summon a bridge made of brilliant light 5 feet wide and 5 feet long for 10 turns. For every level of the wielder 5 feet are added to the length.
235) Goldenboy. The wielder of this sword will be plagued by increasingly random and off the wall encounters with the opposite sex.
236) Snakefoil. The slender blade of this rapier has an oily surface, which weaves hypnotic light patterns into the air. Opponents who aren't snakes receive -1 to their attacks.
237) The Doorknob. This sword allows its user to open doors or windors from 5 feet further away than he would otherwise be able to.
238) Striking Hope. The wielder of this sword becomes immune to morale checks for the day if he scores two criticals in a row.
239) Baron Lightfoot. The wielder of this sword gains +1 to dex, +1 to reflex saves, +1 to AC, and a +5 foot movement speed, as long as THE PLAYER keeps humming a song.
240) Keep Far Away. This sword is, by will of the original owner, the ruler of a keep somewhere far away. By finding the keep and showing this sword he receives the keys to the keep from the mayor of the town the keep is in. He also become the arch-nemesis of the other keep on the other side of the town belonging to the other owner of the other sword.
241) Darkbeam. The wielder of this sword can, once per night, make the sword emit an invisible beam 5 feet wide and 30 feet long which instantly extinguishes all non-magical light sources within the area of effect. The beam will stay in the place it was cast into, and will last 5 rounds.
242) Inverser. When faced with three opponents, this is a +3 sword. When faced against two it is a +2 sword. When there is only one opponent it is a +1 sword. +3 is the maximum.
243) Code of Fight. The wielder of this sword is unable to talk about any of the fights he has been in, unless he drops the sword.
244) Dead Play. If the wielder of this sword is prone, he becomes invisible, as per the level 2 wiz spell.
245) Threecat. This sword has three lives. If it is sundered, a life is taken away. When the third life is taken away the sword is sundered as normal.
246) By Fight The Sword. This is a +2 sword. It appears as only the hilt. When the wielder enters combat the blade appears as if it was always there.
247) Sleepwell. The wielder of this sword will wake up in such excellent mood that he receives a +1 bonus to ALL checks for the next 5 rounds.
248) Waller. The wielder of this sword can, once per day, create out of thin air a brick wall 5 feet wide, 10 feet high, and 15 feet long. A part of the wall has to be at least 5 feet from the wielder, and the area the wall is created into must be clear of everything but normal air.
249) Angel Summoner. This longsword can call forth a random angel, once per day. The angel isn't bound to do the wielders bidding, but rather has to be convinced.
250) BMX Bandit. The wielder of this sword gains +1 to dexterity and acrobatics. It grants a +1 attack bonus againsts Bugs, Molds, and Xtabay. The wielder also receives a +1 attack bonus when the opponent is flatfooted.