ARandomGod
First Post
Vampiric sword... The sword always hits, but if your attack would normally miss, it adjusts the roll upwards until it would hit, and takes 1HP from you for every point it adjusted (It only threatens a critical if an actual critical threat was rolled).
Sword of Sight. As long as the sword being carried on a character it's attuned to it grants that character Devils Sight (Like darkvision but functions in magical darkness as well) with an unlimited range and a +5 unnamed bonus to spot. It also grants "Farsight" (a house ability which counters any distance penalty to spot).
When the sword is first wielded a wielder who is not blind (has sight) gets a terrible headache, giving him -2 to all rolls for 24 hours. This also attunes the sword to the wielder. Over the course of that time the wearer's normal sight is slowly destroyed as the retina's burn out from the magically enhanced sight. After this time the wearer is permanently blind (but may not notice it, the magical enhancements to sight function whether he's physically blind or not).
Cure blindness will cure the blindness normally, but the headache will immediately return and the vision will be lost again unless a remove curse is also cast on the afflicted.
If the curse and blindness are both cured, the curse will be reapplied the next time the sword is wielded.
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It's an interesting curse. Overall it's a very good thing to have, but there are any number of reasons why a character might lose his sword. Being disarmed will also make you blind. Panicked will blind you as you drop whatever you're carrying and run blindly (Literally!). You also really, REALLY can't allow someone to take your sword away from you so that you can see the king, head mage, whoever unarmed.
Sword of Sight. As long as the sword being carried on a character it's attuned to it grants that character Devils Sight (Like darkvision but functions in magical darkness as well) with an unlimited range and a +5 unnamed bonus to spot. It also grants "Farsight" (a house ability which counters any distance penalty to spot).
When the sword is first wielded a wielder who is not blind (has sight) gets a terrible headache, giving him -2 to all rolls for 24 hours. This also attunes the sword to the wielder. Over the course of that time the wearer's normal sight is slowly destroyed as the retina's burn out from the magically enhanced sight. After this time the wearer is permanently blind (but may not notice it, the magical enhancements to sight function whether he's physically blind or not).
Cure blindness will cure the blindness normally, but the headache will immediately return and the vision will be lost again unless a remove curse is also cast on the afflicted.
If the curse and blindness are both cured, the curse will be reapplied the next time the sword is wielded.
****
It's an interesting curse. Overall it's a very good thing to have, but there are any number of reasons why a character might lose his sword. Being disarmed will also make you blind. Panicked will blind you as you drop whatever you're carrying and run blindly (Literally!). You also really, REALLY can't allow someone to take your sword away from you so that you can see the king, head mage, whoever unarmed.