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1001 minor traits for magic swords
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<blockquote data-quote="DanotheSlender" data-source="post: 6078473" data-attributes="member: 6703724"><p>323) Magebane, against all non magic using enemies this is simply a +2 longsword, against any magic using (be it spell or innate magic ability) the blade gains an additional +2 to hit and damage, and on a natural 20 acts as a blade of slaying instantly killing the target creature. </p><p></p><p>324) the Leveling blade, this sword gains strength and levels with it's user. If attained at 1st level the sword acts as a normal weapon but will still have a magic aura about it if detect magic or other magic sensing ability is used. When the character reaches 3rd the blade gains +1 status, this progression continues every other level until +5 is achieved (GM discretion on the advancement rate and magic bonus). Upon reaching this bonus other effects can be added based on the weilders combat style, alignment and GM discretion. If found at higher levels all bonuses apply making it level appropriate as per GM discretion.</p><p></p><p>325) The Vorpal Wave, 1/day this +3 broadsword can be activated by command word when the command is given the blade crackles with a red electric spark up the length of the blade, then when brandished at a group of foes an expanding (3'wide at the weilder 20' wide at the end) crescent wave emerges and extends out to 30'. All foes within this area of effect will take 1d8 damage, and must make a dex save or lose a limb (as per vorpal sword or sword of sharpness in 2nd ed rules).</p><p></p><p>325)The Questors Blade, this finely silvered longsword initally appears as a +2 weapon, the hilt looks somewhat incomplete as it has settings for several small gemstones but none are in their settings, the pommel and the ends of the crossguards are empty as are one large and 2 small areas directly over the blade. After the first battle where the weilder successfully slays an opponent (either gets the killing blow on a big baddie or solo kills something smaller) the weilder will "know" there is something more to the blade and be compelled to find out more about it (research/ legend lore etc). There are 6 gemstones missing from the sword which will grant additional powers:</p><p>Pommel stone: Emerald, adds +1 to the blade, and acts a a ring of free action when weilded.</p><p>Crossguard 1 Sapphire, the sword now acts as a ring of warmth when equipped in its scabbard or weilded.</p><p>Crossguard 2 Sapphire, adds +1 to the blade and acts as a ring of fire resistance when equipped in its scabbard or weilded.</p><p>Small gem over blade 1 Ruby allows weilder to summon the blade (teleport) to his hand instantly if it is within 60'.</p><p>Small gem over blade 2 Ruby Adds +1 to the blade and acts as a ring of regeneration when equipped in its scabbard or weilded.</p><p>Central gem over blade Diamond adds +1 to the blade 1/day can cast a 6d6 lightning bolt (per spell).</p><p>Not just any gemstone can be used, they must be quested for or discovered in the course of a campaign. ( I had a character with this sword, and did solo quests to find 3 of the gems. The others were discovered with my group, at the beginning of the adventure the DM passed me a note saying "you feel a great need to go on this adventure". I was 18th level when i found the last gem.)</p><p></p><p>326) Blood Sacrifice, this black bladed bastard sword is thirsty and must taste blood at least once every 3 days or it is not happy and will bite the weilder for 1d6 damage when the hilt is grabbed. If satiated every 3 days, either by self sacrifice (min 1 point of damage self inflicted by the weilder) or in combat it acts as normal. Normaly the sword acts as a +3 vampiric blade, healing the weilder half of the damage it inflicts on the foes. If the sword deals max rolled damage on a successful hit the sword gains an additional +1 for the rest of the day. This bonus is cumulative, if max damage is rolled 3 times in a single day or combat the sword gains a total of +3 up to a max of the Gms discretion.</p><p></p><p>327) The Swan Blade this longsword is always found with its special scabbard, which is set up to be worn on the back and drawn over the shoulder. 1/day upon command a large pair of white feathered swans wings will sprout from the blade/scabbard and allow the weilder to fly at a move rate of 90 for up to 3 hours. the maximum amout of weight that can be carried aloft is based on the full encumbrance weight of the character a backpack cannot be worn, unless it is used as a "frontpack" or worn backward. In all other instances the sword is considered to be +3. The blade can be weilded in flight but must be in the scabbard when activated.</p><p></p><p>328) The Dagger of Cleansing, This +2 dagger has the unique property of "cleansing" anything it cuts. While it does damage like any other blade, those cut are cured of diseases and poisons. This includes restoring rotten meat to being safely edible (no affect on the taste however). Otyughs, and similar disease ridden creatures, cut with the blade must make a will save or be cleansed (taking 1d4+2 X3 damage)</p></blockquote><p></p>
[QUOTE="DanotheSlender, post: 6078473, member: 6703724"] 323) Magebane, against all non magic using enemies this is simply a +2 longsword, against any magic using (be it spell or innate magic ability) the blade gains an additional +2 to hit and damage, and on a natural 20 acts as a blade of slaying instantly killing the target creature. 324) the Leveling blade, this sword gains strength and levels with it's user. If attained at 1st level the sword acts as a normal weapon but will still have a magic aura about it if detect magic or other magic sensing ability is used. When the character reaches 3rd the blade gains +1 status, this progression continues every other level until +5 is achieved (GM discretion on the advancement rate and magic bonus). Upon reaching this bonus other effects can be added based on the weilders combat style, alignment and GM discretion. If found at higher levels all bonuses apply making it level appropriate as per GM discretion. 325) The Vorpal Wave, 1/day this +3 broadsword can be activated by command word when the command is given the blade crackles with a red electric spark up the length of the blade, then when brandished at a group of foes an expanding (3'wide at the weilder 20' wide at the end) crescent wave emerges and extends out to 30'. All foes within this area of effect will take 1d8 damage, and must make a dex save or lose a limb (as per vorpal sword or sword of sharpness in 2nd ed rules). 325)The Questors Blade, this finely silvered longsword initally appears as a +2 weapon, the hilt looks somewhat incomplete as it has settings for several small gemstones but none are in their settings, the pommel and the ends of the crossguards are empty as are one large and 2 small areas directly over the blade. After the first battle where the weilder successfully slays an opponent (either gets the killing blow on a big baddie or solo kills something smaller) the weilder will "know" there is something more to the blade and be compelled to find out more about it (research/ legend lore etc). There are 6 gemstones missing from the sword which will grant additional powers: Pommel stone: Emerald, adds +1 to the blade, and acts a a ring of free action when weilded. Crossguard 1 Sapphire, the sword now acts as a ring of warmth when equipped in its scabbard or weilded. Crossguard 2 Sapphire, adds +1 to the blade and acts as a ring of fire resistance when equipped in its scabbard or weilded. Small gem over blade 1 Ruby allows weilder to summon the blade (teleport) to his hand instantly if it is within 60'. Small gem over blade 2 Ruby Adds +1 to the blade and acts as a ring of regeneration when equipped in its scabbard or weilded. Central gem over blade Diamond adds +1 to the blade 1/day can cast a 6d6 lightning bolt (per spell). Not just any gemstone can be used, they must be quested for or discovered in the course of a campaign. ( I had a character with this sword, and did solo quests to find 3 of the gems. The others were discovered with my group, at the beginning of the adventure the DM passed me a note saying "you feel a great need to go on this adventure". I was 18th level when i found the last gem.) 326) Blood Sacrifice, this black bladed bastard sword is thirsty and must taste blood at least once every 3 days or it is not happy and will bite the weilder for 1d6 damage when the hilt is grabbed. If satiated every 3 days, either by self sacrifice (min 1 point of damage self inflicted by the weilder) or in combat it acts as normal. Normaly the sword acts as a +3 vampiric blade, healing the weilder half of the damage it inflicts on the foes. If the sword deals max rolled damage on a successful hit the sword gains an additional +1 for the rest of the day. This bonus is cumulative, if max damage is rolled 3 times in a single day or combat the sword gains a total of +3 up to a max of the Gms discretion. 327) The Swan Blade this longsword is always found with its special scabbard, which is set up to be worn on the back and drawn over the shoulder. 1/day upon command a large pair of white feathered swans wings will sprout from the blade/scabbard and allow the weilder to fly at a move rate of 90 for up to 3 hours. the maximum amout of weight that can be carried aloft is based on the full encumbrance weight of the character a backpack cannot be worn, unless it is used as a "frontpack" or worn backward. In all other instances the sword is considered to be +3. The blade can be weilded in flight but must be in the scabbard when activated. 328) The Dagger of Cleansing, This +2 dagger has the unique property of "cleansing" anything it cuts. While it does damage like any other blade, those cut are cured of diseases and poisons. This includes restoring rotten meat to being safely edible (no affect on the taste however). Otyughs, and similar disease ridden creatures, cut with the blade must make a will save or be cleansed (taking 1d4+2 X3 damage) [/QUOTE]
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