1001 minor traits for magic swords


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jonesy

A Wicked Kendragon
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. :p

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. :angel:

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.
 

vrock

First Post
251) Fool Killer - The person who requested this sword wasn't specific enough when asking for the enchantment, and ended up with a weapon that acted as a bane vs. court jesters
 

TheAuldGrump

First Post
252) Foe Marker - This sword normally glows with a pearly light, when within 30 feet of a target that has taken at least 1 point of damage from this sword the glow becomes an angry red, regardless of how much time has passed, the wound has healed, or if the target has been raised, reincarnated, resurrected, or has become undead since being wounded. Invisible targets still trigger the ruddy glow.

The Auld Grump
 
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jonesy

A Wicked Kendragon
252) Foe Marker - This sword normally glows with a pearly light, when within 30 feet of a target that has taken at least 1 point of damage from this sword the glow becomes an angry red, regardless of how much time has passed, the wound has healed, or if the target has been raised, reincarnated, resurrected, or has become undead since being wounded. Invisible targets still trigger the ruddy glow.

Have a PC find that for sale in a town. With a price tag that clearly shows that the price has been dropping steadily as interest for the sword has been slow for some reason. He (hopefully) buys is, starts using it, learns of what it does. Then one day, the party comes to this town. And the sword glows for every single person there. :angel:
 

TheAuldGrump

First Post
253) Amateur - the swords bonus replaces the wielder's Base Attack Bonus rather than being added to it - very useful for those with a poor BAB but becoming useless or detrimental to more skilled combatants.

254) Pinking - the sword deals exactly 1 point on a successful hit, regardless of to hit or strength bonuses. Used primarily for nonlethal duels, where both opponents will be similarly armed.

255) Biased - the sword deals half damage to a specific race, class, or alignment, typically limiting its usefulness against the creators.

The Auld Grump
 

TheAuldGrump

First Post
256) Noisy - This weapon makes a loud *CLANG* when it rolls a threat, the target must make a DC 15 Fort save or be deafened for one hour as if within the radius of a thunderstone.

The Auld Grump
 

jonesy

A Wicked Kendragon
257) Combat Dancer. Once per battle, the wielder of this sword may freely swap places with a character within 10 feet of him. If that character is friendly, the wielder may make an immediate additional free place swap with a second character 10 feet from the friendly character. He also looks dashing while doing this and has +1 to CHA until the end of his next round.

258) Perfect Guardian. If the wielder is within 10 feet of a friendly character he may declare to be his bodyguard. As long as he remains within 10 feet of that character all melee attacks directed at the friendly character will instead be directed against the wielder. The wielder also has +5 to intimidate until he moves away from his protectee. If the protectee is using the perform skill, this also counts against ranged attacks by archers.

259) The Mighty Longsword of the Greatest Warrior Ever. This is a talking sword, which will eagerly tell everyone that it used to belong to the greatest warrior in the current campaign setting, and stories about the exploits of that warrior. This is all true. What the sword won't tell is that it is only a normal annoying talking sword, and that the warrior in question threw it away in disgust.

260) Steppe Master. This katana is engraved with images of soldiers on horseback. The wielder of this sword gains the Ranger-like ability Favoured Terrain (Horseback).
 

TheAuldGrump

First Post
259) The Mighty Longsword of the Greatest Warrior Ever. This is a talking sword, which will eagerly tell everyone that it used to belong to the greatest warrior in the current campaign setting, and stories about the exploits of that warrior. This is all true. What the sword won't tell is that it is only a normal annoying talking sword, and that the warrior in question threw it away in disgust.

261) The Keeper of Legends - this weapon remembers the great deeds of all that have wielded it in battle, and whether they died holding it or passed it on. It can also recite those that failed, villains, cads, rakes, and cowards, to be remembered with shame. Speaking with it grants a +2 bonus to appropriate Knowledge checks - history, etc..

In the hands of those who are brave the sword grants an extra +1 moral bonus, those that it deems cowards receive a -1 moral penalty.

The Auld Grump
 

Nookie

Explorer
262) Grim reaper: This sword hates those that cheat death. It is bane against anyone who has came back from the dead or have cheated death in some other fashion I.e. Undead or someone who rolled a natural 20 on a death effect.
 

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