Below are 10 magical swords with powers that are somewhere in the range of +1 to +2 and should actually be interesting. Some are vaguely unsettling, others very situational and others potentially annoying. I think the list can be easily used to make even better swords (improved bonuses and no side effects) or cursed weapons (worse side effects).
D10
|
Name & Description
|
|
Powers
|
Complications
|
|
1
|
Phantom Sword - Seemingly
brittle and ancient, this blade is haunted by the spirits of its past
wielders. After the first round of
combat (where it is useless) a shimmering spectral blade coalesces around the
weapon’s blackened core of rotted iron.
|
|
Ignores up to 5 points of armor, but does not affect natural armor or
magical warding.
|
Haunted by the souls of ambitious warriors, may push wielder into
berserker rage. Save vs. Wisdom after 1D6 rounds of combat.
|
|
2
|
Searing Sword – a blunt
blade of blackened steel, the magic of this weapon heats it to red hot as
battle continues. As it begins to glow
and crackle, runes of power shine menacingly on the blade and pommel.
|
|
Each combat round after the first the searing sword gains a +1
cumulative damage bonus and may ignite flammable objects.
|
Each combat round after the first the weapon heats, burning the
wielder for damage equal to its damage bonus. Heavy gauntlets reduce this by
1.
|
|
3
|
Necromancer’s Spine – A
white metal weapon, usually a smallsword or rapier, with etchings of bones
and mocking skeletons along its blade.
The weapon’s magic is not strictly
martial, but humanoids slain with it will quickly rise from death and battle
on behalf of the sword’s wielder.
|
|
Humanoids killed with the sword will return from death in 1D4 rounds
to serve their killer as undead thralls.
Without necromantic training these undead will serve for 1D4 turns
after rising.
|
Sometimes the dead raised by the Necromancer’s Spine will turn on the
sword’s wielder after battle. When no
enemies are available to attack the sword’s thralls must check (1 in 6
chance) or turn on their master.
|
|
4
|
Glass Sword – clear, translucent
or solid and smoky these swords of alchemical glass were once made in numbers
to equip the legions of the ancients.
They are preternaturally sharp, and on a solid strike are capable of
easily bisecting even an armored enemy.
|
|
Exploding damage - on a strike doing maximum damage the weapon will
do an additional die of damage. This effect stacks, with every roll of
maximum damage allowing an additional die.
|
On an attack roll of 1 (or if used to hack or pry at stone, metal or
wood) even alchemical glass may shatter, destroying the weapon. Roll a 1D6 and on a 1 the blade shatters.
|
|
5
|
Headsman’s Blade – A huge unwieldy
two handed sword, engraved with at least one pithy maxim about the
inevitability of death, and encrusted the decorative silverwork depicting skulls,
scales and law scrolls this sword actively seeks to behead enemies.
|
|
On an attack roll of ‘20’ the huge sword will cleave the head of any
enemy with HD of up to double the wielder’s.
This is usually fatal.
|
The Headsman’s Blade is difficult to use even for a trained warrior
of great strength and it’s wielder will strike at a -1 to hit.
|
|
6
|
Living Blade– A paddle of wood,
more club than sword, it is carved with a pattern of thorns and leaves. The weapon is still alive and its magical
thornwood edges bite and tear at enemies just as a steel blade would. The Living Sword also possesses the ability
to grasp and entangle opponents.
|
|
When an opponent rolls a ‘1’ to attack while facing the Living blade,
their weapon has become entangled the Blade’s tendril to be snatched and cast
1D4x10’ away.
|
The weapon has a mind of its own and becomes frustrated when it fails
to kill an enemy in combat. At the end
of any combat where it does not kill an opponent the blade will tear at it’s
wielder’s wrist drinking 1D4 HP of blood.
|
|
7
|
Warded Blade – Well crafted
from the finest steel, etched with righteous glyphs of power, these weapons
are forged for holy warriors. They
revile and repel magic, offering great protection from the corruption of
arcane magic.
|
|
All spells cast against the wearer of a Warded Blade require a Save
vs. Spells by the Caster to invoke. This is in addition to any other save
attempts against their effects.
|
All arcane spells cast by allies of the wielder require a Save vs.
Spells by the caster to succeed.
|
|
8
|
Stone Cleaver – A heavy
blade of gray stone cracked and reeking of elemental power this weapon is
carved from the heart stone of a powerful earth spirit and inlaid with geometric
sigils in black marble.
|
|
On a successful strike the wound will begin to petrify, slowing the
victim and making them strike last in any subsequent round.
|
The petrifying power of the cleaver works on the wielder as well who will
have a -2 to initiative (or always strike last in a round if using group
initiative – though before the cleaver’s victims).
|
|
9
|
Cold Iron Sword - resembling a bar mace, the cross section
of this pitted iron weapon is cross shaped, and the whole item has a crude
unfinished look. The Sword’s rough appearance derives from its
manufacture. Cold forged from raw meteoric
iron, uncorrupted by the earth it is capable of banishing devils, demons and other outsider entities.
|
|
When any creature of non-terrestrial origin is struck for maximum
damage, it is instantly banished to its home plane.
|
Outsider creatures hate this weapon, and can sense it’s
presence. Regardless of their original
intentions they will seek to destroy it, either demanding it be turned over
to them or slaying its owner to seize it.
|
|
10
|
Blooddrinker Blade – Sinuous
and red, with a hilt of tarnished brass and ten glyphs of diabolic power
along its blade, the Blooddrinker feasts on the souls those it slays and allows its wielder to regain
his strength by devouring any scraps that remain.
|
|
After battle the owner of the blade may lick the blood off of it regaining
1 HP as long as it has struck an enemy.
For each enemy actually slain with the blade it will heal 1D4 HP.
|
Wielding a Blooddrinker blade takes its toll on the wielder as well
as the weapon’s victims, and the sword will syphon 1HP per HD from any future
HP rolls made by the wielder.
|