1001 minor traits for magic swords

jonesy

A Wicked Kendragon
278) Comeback Fighter. If the wielder of this sword suffers a singular strike which causes him more than twice his maximum hit points of damage he may once per combat ignore half of the damage of that strike.

279) Mountain Force. This sword strikes with incredible weight and makes moving the wielder from his spot difficult. Any non-magical action by an opponent which would normally cause the wielder to be moved in any direction has a 50% automatic failure chance. Actions like overrun or charge are likewise automatically blocked and turned back 50% of the time. This only applies when the wielder is standing on solid ground.

280) Ferocious Scrapper. When fighting against opponents with a higher base hit point maximum the wielder of this sword gets to reduce all damage inflicted against him by those foes with melee weapons by 1 point.

281) Broken Stance. This sword has an odd center of balance which makes the wielders stance appear haphazard and rank amateur. This is only an appearance as all melee attacks against him have a 5% chance of missing entirely.

282) Brazen Recovery. The wielder of this sword may once per combat remove all stunning, dazing or morale affecting effects affecting him.
 

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cattoy

First Post
283 - Can Opener: This blade weighs 25% more than a normal blade of its type and suffers a -1 penalty to hit vs opponents wearing light or no armor, but gains a +1 to hit vs opponents wearing heavy armor. If a target is using a shield, the armor type shifts one class closer to heavy.
 

Ampersand999

First Post
284. Plane Render. On a mere swing of the sword, the sword has a 10% chance of cutting the plane and creating a planar tear that would allow anyone to enter into it and enter the next immediate plane, whether it is another material plane coterminous to it, or an plane that surrounds like, like the ethereal plane or shadow plane (it may even start pulling people into the next plane). If the swing happens with the space of a sleeping or meditating player, there is a 10% chance the tear would allow passage to the Dream Plane. Planar tears remain there permanently, or until the tear is mended.

285. Sword of Gar's Men. If you point this sword a particular direction, it will start moving in that particular direction. Once wielded, the character can not unwield the sword unless the magic phrase is said. The sword magically speaks telling you what landmarks you are passing through, and can by adjusting a gold band on the sword's hilt, the language and voice that is said. (I.e. Elven male, elven female, etc. There are even a kender male and female voices) (By the way, the code phrase is "Tom Tom.")
 


Aaron L

Hero
I tried for the feel of some of the sillier 1st Edition Gygaxian magic items (I always loved those silly ones.) I hope it came of right; it's an homage, not a parody. :D



Grume Blade


+2 short sword, rapier, or longsword

One side of this bright silvery-grey mithral bladed shortsword is smooth and straight, but the other has evenly spaced jet-black adamantine teeth or tines running half the length of the blade, starting at it's base. The sword grants +4 to Sunder attempts against any other light or one-handed bladed weapon due to these "Teeth of Grume." In addition, these "Teeth" may be used to cause 1d4 Slashing damage to any objects upon which they may be brought to bear in a sawing motion (such as the bars of a cage) as an adamantine weapon, ignoring Hardness of up to 20.

At will, the toothed adamantine "Teeth" of the blade may be combed through the wielders hair for 1 minute (10 Rounds) to create a fabulous hairstyling effect, causing the hair to assume any shape or style the wielder desires (without altering the length or color of the hair) and with the addition of water, oil, or similar liquid will retain a pleasing sheen. The wielder's hair will remain in this state regardless of the weather ("Raining or Blowing"), combat, mussing, or sudden movement, with even high or severe winds only causing the hairstyle to sway attractively in the breeze. Even total immersion in water will merely cause the hair to be momentarily slicked back in a flattering manner, and it will quickly resume it's fabulous hairstyle, shape and level of desired dryness in a matter of moments. This effect gives the wielder of the sword a +2 bonus to Diplomacy, or a +4 against members of the opposite gender of similar races and/or anyone who would find the wielder sexually attractive.

However, after sleeping for any length of time, the recipient of this hairstyling will be afflicted with the Dreaded Bedhead, causing his or her hair to stand on edge in all directions, giving the afflicted being such a frightful appearance as to inflict a -4 penalty on all Diplomacy rolls, but granting a +4 bonus to Intimidate. Note that that Dreaded Bedhead may not be intentionally invoked to receive this Intimidate bonus.

In addition, once per month (30 Days) the "Teeth"of the blade may be combed through the wielder's hair for 2 minutes (20 Rounds) and cause the hair to change color to any desired shade or tone the wielder can imagine, from pitch black ("Black Number One") to fire red to electric blue, whether a naturally occurring hair color in his or her race or not. This effect lasts for one month (30 Days), after which time the hair will have grown out enough that the "Roots are Showing," causing a -2 penalty to Diplomacy checks due to this uncouth condition.

Mostly occurring as short swords, but may also be created as rapiers or, very rarely, longswords. It is believed that this weapon enhancement was created by the elves, as they do not naturally sleep and are therefore not usually subject to the Dreaded Bedhead. However, if an elf is affected by a Sleep spell while under the hairstyling effects of a Grume blade, the elf will be afflicted by an attack of the DreadedBedhead so severe it will not subside for a full day!

Cost: 10,310 gp for short sword, 10,320 gp for rapier, or 10,315 gp for longsword.
 

Ampersand999

First Post
287. The Laughing Tooth. Granted by a Trickster God, this +5 Vorpal and Keen Energy Rapier has a critical hit range of 13 - 20 /x3. On a critical hit the blade will cause the armor, clothing, anything cut clean through. Heck, it even cut through a two-dimensional shadow from its host and made him a full three-dimensional shade. It does have a very annoying hyena-like laugh that you can't even try to get it to stop laughing. You can with a verbal command transform the blade into a coyote's tooth for easy storage, however. (It may still laugh however.)
 
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TheAuldGrump

First Post
288.) Teacher - this rapier does exactly one point of damage on a successful hit, regardless of STR or feats, on a critical hit it inflicts one point of nonlethal damage in addition. The area hit is marked with a glowing red dot for ten minutes. The weapon is intended as a tool for teaching swordplay, demonstrating a failure of defense without inflicting serious injury.

The Auld Grump
 

Ampersand999

First Post
289. Bouncer. This Bastard Sword has a +1 bonus inside man-made structures and a +3 bonus in taverns, inns and hotels. It is sentient because it has a soul of a bartender (who speaks in a Jersey accent). This grants the the wielder a +2 bonus in brewing and cooking skills.

290. Letter Opener. This thin +1 masterwork dagger looks like a simple letter opener. It grants the wielder the ability to fully comprehend any language (and grants barbarians literacy).
 

cattoy

First Post
291: Glory Hound - This blade gains a +1 bonus to attack and damage rolls as long as this blade is the only source of damage to a target. As soon as this is no longer the case, this blade inflicts a -1 penalty to attack and damage rolls vs that target. This blade cannot be used to inflict sneak attack damage.
 
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RigaMortus2

First Post
292: Deadly Replicatation: Upon picking up the sword, the wielder dies. The wielder and all his belongings instantly disappear (including the sword). Any creatures (such as a familiar) or organic materials (such as plants) the wielder was holding do not disappear, they safely fall to the ground. 1d4 hours later, a Clone of the wielder materializes, along with all possessions they were wearing. They have all the same memories as their former self, including what just happened to them. The wielder is in effect the same person for all intents and purposes. Clones are immune to the sword's effect.
 

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