WEAPONS Axe of Dread Axe, Golembane Axe of Kaolyn* Berserker Blade* Blade of Lathander Dagger, Fang* Dagger of Quickness Dagger, Random Target* Dagger of Resource* Dagger of Set Dagger of Slaying* Dagger, Warp Dart of Blinking* Flail, Dragonflail* Hammer of Vengeance* Harpoon, Howling* Javelin of Obliteration* Javelin, Wind-sweeper Lance, Wyrmsbane Mace, Ironstar* Mace, Ulundi (War-dancer) Runeblade* Scimitar, Magebane Scimitar, Moonblade Scimitar of the Teleri Spear, Fonhrad Spear, Forester's Friend (Dyerwaen)* Spear, Hadrion's* Spear, Tearulai Adjatha* Staff of Battle* Sword +3, Battle Blade Sword, Brightblade* Sword, Caeron-Uroth* Sword, Elenruth Sword, Flame of the North* Sword, Grimsteel Sword, Runya, "The Red Flame of Ascarnil" Sword, Sunblade* Sword of Silence Trident of the Sea King's Wrath * This item appears in Encyclopedia Magica and/or other sources, but is reprinted here in a modified form (as detailed for my campaign use). Axe of Dread: This wicked bronze-bladed axe +2 can be switched between hand axe and battle axe form at the bearer's mental command. Its handle is wrapped about with black snakeskin and its blade is graven with ancient runes in the Olman tongue of Oerth. The axe of dread gains a +4 bonus to hit and damage when used against a lawful good creature, but it acts as a -2 weapon if used against a chaotic evil creature. If it is ever wielded by a creature who is not chaotic evil, it will function as a cursed sword, automatically teleporting to the character's hand, unless a wish or the simultaneous casting of dispel evil and remove curse are applied. The weapon, forged in the Abyss in the deeps of time, retains its full magical bonus on all planes of existence. It radiates a continuous aura of dread equivalent to a scare spell (lawful good creatures save at -2). Further, on any successful hit on any lawful or good-aligned creature, the being struck must save vs. spells at -2 or be affected by a cause fear spell. Finally, by reading the three command words graven in ancient runes on the blade of the axe, the wielder can generate the following spell effects three times per day each (as a 9th level caster): burning hands, shield, and passwall. If any good- aligned character so much as touches the handle of the axe, he or she will gradually become possessed by the spirit of a succubus, slowly acquiring the powers and abilities of that creature while retaining his or her own class abilities and gradually coming ever more under the sway of the chaotic evil spirit bound to the axe, striking against his or her compatriots, especially when they are weakened or already engaged in combat. Axe, Golembane: This battle axe +1 was forged by barbarians of forests north of the Moonsea to combat the wizards of the southern regions who often sought to dominate them in the past. It has a blade of cold-wrought iron and gains a +2 bonus vs. any magic-using or enchanted creature. Its greatest power, however, is against golems and similar constructs. Against such creatures it has a +3 bonus and inflicts triple damage (i.e., 3d8+3) on every successful strike. Axe of Kaolyn: This hand axe +1 has a haft of highly polished ash and a blade of bluish- silver hue. It maintains its magical bonus on all planes. The blade of the axe of Kaolyn is graven with runes in the dwarvish tongue of Krynn, and any creature bearing the axe and chanting the rhyming runes for 2d4 rounds while swinging the axe through the air can effect a teleport spell once per day. In the hands of a dwarf, however, the true powers of the axe become evident. A dwarf need chant the rune for only 1d4 rounds while swinging the axe in order to effect a teleport without error effect for him- or herself and up to two other creatures who are in physical contact with the wielder. In addition, while chanting the rune the dwarf (though not any prospective passengers) becomes immune to any form of magical attack. Note that swinging the axe and chanting the rune preclude any other activity on the part of the wielder. Berserker Blade: This type of weapon is usually crafted by the master weaponsmiths of a Rashemaar berserker lodge and enchanted by the witches of Rashemen for the use of a prominent berserker as recognition for his her accomplishments. Berserker blades vary in power and type, as noted below, but all grant an increase in their magical bonus while the wielder is in a berserk state. A berserker blade's type and level of enchantment are determined as follows: Roll Type 01-15 Axe, Hand 16-40 Axe, Battle 41-50 Scimitar 51-70 Sword, Broad 71-90 Sword, Long 91-00 Sword, Two-handed Roll Bonus 01-70 +1/+3 71-90 +2/+4 91-99 +3/+5 00 +4/+6 Regardless of the results of the above rolls, all berserker blades share certain characteristics. The wielder always gains a +1 bonus to all saving throws vs. magic and is rendered immune to charm, hold, sleep, fear, and domination spells and psionic powers. In addition, the wielder of such a weapon can become berserk at will if he or she is already a berserker, and even if not a berserker the wielder can attempt to go berserk once per round by failing a Wisdom check, with a cumulative -1 penalty to his or her Wisdom per round after the first. While berserk, the wielder gains a +1 bonus to all attack rolls and +3 to damage, with these bonuses applying to all attacks made while berserk, even if not actually wielding the berserker blade (note, however, that the berserker blade must be in hand in order to initiate or leave the berserk state) or when fighting with two weapons. He or she also gains a five temporary bonus hit points, from which damage is subtracted before affecting the wielder's own hit points. While berserk, the wielder becomes immune to nearly all mind-affecting attacks. Fear forces a save vs. spells to avoid being forced out of his or her berserk. A charm monster or charm person or mammal spell forces a save vs. spell or else the wielder will treat the caster as his or her ally and will not attack, though any commands or requests from the caster will be ignored; note, however, that charm person will have no effect. Similarly, hold person is ineffective against a berserk character, while hold animal or hold monster will slow the wielder of the berserker blade if a save vs. spells is failed. A taunt spell or any analogous effect will automatically be successful against a berserk wielder of one of these weapons, and he or she suffers a -4 penalty to save vs. such effects even if not berserk, so long as the weapon is carried on his or her person. It should also be noted that any and all necromantic spells or effects directed at a berserk wielder, including death magic, energy drain, and curative magic, will not affect the character until after the berserk state is ended, at which point any such effects will take place in order. A berserk wielder cannot be stunned. This berserk state is not without drawbacks, however. While berserk, the wielder's Intelligence and Wisdom scores are reduced by 3 and all proficiency checks are made with a -3 penalty. The wielder will never use ranged weapons and must continue to fight each opponent that he or she attacks until that opponent is down (i.e., on the ground, though not necessarily dead). Once an opponent is felled, the berserk character must move to the next nearest enemy and attack until all enemies are down. If another character gets in between the berserk character and his or her next desired victim, or if any character interferes with the character or undertakes any action that could remotely be considered an attack (e.g., shoving the character out of the way of an oncoming spell or attack), the berserker blade wielder must make an Intelligence check (with the -3 penalty noted above) or deem the offending character an enemy and proceed to attempt to slice him or her to ribbons. This berserk state can be maintained even if there are no more obvious enemies to fight, for a maximum of five turns, or it may be ended earlier by the berserk character, so long as there are no obvious enemies available. When the character leaves the berserk state, any necromantic magic applied to him or her while berserk takes effect immediately, as noted above. Further, the character collapses with exhaustion, as if struck by a ray of enfeeblement with no save possible, and remains unconscious for one round for every round spent berserk. Blade of Lathander: This very rare type of weapon is typically crafted as a dagger or broadsword carved from purest rose quartz and set with a golden pommel carved to resemble a rising sun. The manufacture of this type of weapon was first undertaken at the Temple of Lathander in Saerloon, Sembia, and it was created with the intent of resolving fights with a minimum of bloodshed, especially fights against comrades who have been possessed or otherwise mentally controlled. A blade of Lathander is a +3 magical weapon and is unbreakable by any physical blow. In normal situations, it does not glow; however, if it is unsheathed within 10' of any creature under the influence of charms, mental compulsion, possession, geas, quest, domination, or any such similar effect it will glow with a bright pink radiance. The weapon's bonus to hit is doubled to +6 against any mentally controlled creature, and anytime a blade of Lathander successfully strikes a creature under such an influence, the creature that initiated the mental control must save vs. spell (no magic resistance check is allowed) or have that control broken. Further, if the creature initiating the mental control is evil, he or she suffers full normal damage from the blow inflicted upon the controlled creature (doubled if the controller is undead or native to the lower planes), and the controlled creature will actually suffer no damage from the blow if he or she is of good alignment. In addition to its power to shatter mental control and harm those who initiate it, a blade of Lathander is highly effective at forcing peaceful resolution to violent situations. Any sentient humanoid creature struck in melee by a blade of Lathander must save vs. spells or be charmed (cf. charm person) into surrendering to the wielder of the weapon and ceasing all hostile action (unless it is directly threatened or harmed, in which case the charm is broken and that creature can never again be charmed by that particular blade of Lathander). It should be noted that this power only applies to creatures with fewer hit dice or levels than the wielder of the blade of Lathander. Dagger, Fang: This sort of dagger is rare in the northern Realm but is a favored weapon of evil thieves and wizards in Thay and the southern Realms. When sheathed, a fang dagger appears to be a normal weapon. When drawn, it becomes a small emerald green snake head and body up to 6 inches long. The snake 'blade' has no edge and cannot be used for cutting or for parrying, nor does it alter the user's THAC0. It can strike creatures requiring magical weapons to hit, and a successful hit with a fang dagger inflicts 1 point of piercing damage and forces the victim to save vs. poison to avoid the effects of the weapon's venom (see below). If the save is made, the victim is forever immune to the venom of that particular fang dagger. The venom can never be exhausted, no matter how often the weapon is used. The fang dagger cannot move or attack on its own, but must be wielded as a weapon. It can be attacked as AC 6, and it has only 4 hit points, but it can only be affected by magical attacks and it must fail an item saving throw as leather with a +2 bonus in order to sustain damage from an attack. The type of poison delivered by a fang dagger is determined as follows (refer to Table 51 in the Dungeon Master's Guide for details of poison types): Roll (2d4) Poison 2 Type A 3 Type B 4 Type C 5 Type D 6 Type E 7 Type F 8 Type O Dagger of Quickness: This dagger +2 functions identically to a shortsword of quickness, allowing the wielder to automatically strike first in any given round, making his or her roll to hit prior to initiative dice being rolled. This does not in any way increase the number of attacks allowed to the wielder, however. Dagger, Random Target: This exquisitely balanced dagger +2 functions normally when used in melee, and when hurled its bonus is doubled to +4 and it will inflict double damage on any successful hit, and it will return to the thrower at the end of the same round that it is thrown. However, if it is hurled, its curse is activated, and it will randomly target any creature (including the thrower) within 30' of the thrower, with the attack then resolved normally. Once the curse has activated, the wielder will be compelled to avoid melee and to hurl the random target dagger every round until a given battle is over. The next time the thrower and his or her companions engage in combat, the random target dagger will reappear, even if discarded or physically destroyed, and will compel the thrower to hurl it every round of the battle, to the exclusion of any other activities (other than hurling other daggers), although if an enemy is able to get to the thrower and engage him or her in melee, that character may fight back in melee, wielding the random target dagger. As soon as he or she is no longer in melee, however, the urge to throw the dagger will again take over. Only a remove curse, exorcise, or wish will rid the character of the dagger. Dagger of Resource: These magical daggers always have handles of ebony, ivory, or some similarly valuable and exotic substance. A dagger of resource may be used as a magical weapon by any character, but when it is grasped by a thief he or she will discover two to four small studs along the crossguards. If these studs are pressed by a thief character, he or she can cause a number of special tools to spring out from the hilt of the dagger. Only one such tool may be utilized at a time. Note that it is impossible for anyone not a thief to so much as find these studs, much less use them, but a thief could push one of the studs to activate a tool and then pass the dagger to another character for him or her to use the tool. If the stud is depressed again or if one turn passes without the dagger being held by a living creature, the tool will return to the hilt of the dagger. The number of studs (and corresponding tools) and magical bonus of a dagger of resource is determined as follows: Roll Bonus Tools 1-3 +4 1. Thieves picks and tools of excellent quality, adding 10% bonus to open locks and remove (but not find) traps. 2. Small box with extra-dimensional space large enough to hold: one dagger, two potions, twenty gems, or fifty coins. 4-5 +3 As above, plus: 3. lens of detection 6 +2 As above, plus: 4. gem of brightness with 3d10 charges Dagger of Set: This wicked wavy-bladed dagger +2 looks very much like a writhing serpent. It is most often used as a throwing dagger, but it can be used in melee. If it is thrown and misses, it will return at the end of the round, but if the wielder is not a worshipper of Set it will make an attack at the wielder on its return flight, attacking with a THACO of 15. On any successful hit, a dagger of Set will remain in the wound, inflicting an automatic 1d4+2 points of damage per round as the blade extends and lengthens, writhing inwards, seeking its victims heart, with a 5% cumulative chance per round of finding it and killing the target immediately. It can be pulled out of the wound with a successful bend bars/lift gates roll; however, for each round that a dagger of Set remains in the wound, the victim's effective Strength score is reduced by two. A remove curse spell will immediately cause the dagger to stop writhing inwards and will forestall any chance of it killing the victim, but it still must be pulled out of the victim, inflicting 1d4 points of damage plus 2 points for every round that it remained in the wound. A dispel magic spell will have no effect, but a wand of negation or rod of cancellation will stop it. In addition to the above, on any to hit roll of a natural 20 (a natural 19 if thrown), the target must make an unmodified save vs. death magic or be struck through the heart and instantly killed by the blow. On a natural 20 when throwing a dagger of Set, the target is automatically killed with no saving throw allowed. Note that creatures without hearts or with totally alien physiology obviously cannot be affected by this power. A creature larger than size L cannot be instantly killed by a dagger of Set, but they can be killed as it burrows inwards, at half the normal chance (rounding down). Please note that, while these daggers are most commonly manufactured by and associated with the cult of Set, they are not intelligent and are not aligned. Dagger of Slaying: Sometimes also called Hecate's hand, this rune-carved, jet black knife functions in all respects as a dagger +3. In addition, any creature killed with it will have his or her spirit banished to the lower planes to endure an eternity of torment, rather than going to its own proper final resting place, and that creature cannot be brought back to life by any means unless a wish is first used to free the creature's spirit or soul from its dreadful bondage. In the hands of an evil character, it will return at the end of any round in which it is thrown. In addition to this dreadful property, a dagger of slaying can be used to store two to five (in this case, three) baneful necromantic spells, including reversed curative spells. These spells can be of any level, ranging from cause light wounds or chill touch to include enervation, energy drain, slay living, poison, harm, or even destruction. If of evil alignment, the wielder will be immediately apprised of the presence of such stored spells and will be able to activate them by mental command. If touched by a good character, the dagger of slaying will unleash one such stored spell per contact, starting with the highest-level spell stored. An evilly aligned wielder can activate one of these stored spells on any successful hit. The stored spell will only affect the creature struck, even if the spell normally affects an area, and they can only be activated by a successful hit, regardless of whether the stored spell is normally a ranged spell or must be delivered by touch. A spell can be willed to take effect whether the dagger of slaying is used in melee or hurled at an opponent. No more than one spell can be activated at a time. Note that while the storage capacity of an individual dagger of slaying is determined at the time the weapon is created, the specific spells within it can be changed at any time. Replacing spells in the dagger of slaying require only that it be submerged in fresh human, demi-human, or humanoid blood and the desired spells cast upon it, up to the maximum number of spells that can be stored. However, spells already stored within a dagger of slaying cannot be replaced; they must be discharged into another creature before they can be replaced with another spell. Dagger, Warp: This slim blade initially appears to all tests to be a simple dagger +1, shedding a silvery light in a 5' radius whenever drawn, but the first time that it is wielded in combat its special properties will become evident. When used in combat, the weapon's blade visibly 'warps' into and out of existence. The glow of the blade fades along with the blade itself, creating a strobe-like effect that dispels magical darkness within a 5' radius of the blade and negates the effects of fire charm, hypnotic pattern, a robe of scintillating colors and any other similar visual enchantments within 20'. The strobe effect also allows the wielder to see the true location of displaced creatures. The wielder of the blade receives a +1 bonus on saving throws vs. any light-based attack, and he or she always receives a saving throw vs. color spray, even if below 6th level. More importantly, the 'warp' function of the blade allows it to ignore armor (including bracers of defense) when attacking a target wearing such. Magical bonuses still apply to Armor Class, however, as do Dexterity modifiers (e.g., a fighter with plate mail +5, a shield +1 and a 15 Dexterity would be attacked as AC 3, rather than AC -5). Once per day, the bearer of a warp dagger can grasp the hilt and view the Astral and Ethereal planes within a 30 yard radius for a number of rounds equal to the bearer's Intelligence score, plus 1d4 rounds. This enables the caster to see any out-of-phase or duo-dimensional creatures, as well as creatures in the Astral and Ethereal planes. The bearer can also see magical gates, phase door spells, and similar transdimensional effects. While this viewing power is available only once per day, the wielder can attack such creatures any time that they are known or believed to be present. A warp dagger never decreases in 'plus' on other planes. When used against creatures not native to the plane that it is currently on, its bonus is increased to +2 and it scores double damage. This also applies to attacks on Astral or Ethereal creatures while the wielder is on the Prime Material Plane. When used against a creature whose essence is split between planes (e.g., any astrally-projected creature, most energy-draining undead, any duo-dimensional creature), its bonus is increased to +3 and it scores triple damage. Note that if it is used against a duo-dimensional creature who is already in-phase, the warp dagger would score a total of six times normal damage. Dart of Blinking: These magical darts, whose bonus should be determined on the following table, are a great blessing to characters who seek to hurl missiles into melee, as a dart of blinking is incapable of hitting any creature other than the one intended by the thrower, teleporting past other creatures interposing between the thrower and the target. These darts have the added bonus of blinking past solid obstacles as well, even through solid stone or steel walls, so taking cover behind such barriers is of little help against these weapons. All modifications to a target's Armor Class as a result of cover or concealment modifiers are therefore halved (the thrower's aim can still be thrown off by such obstructions). If a dart of blinking misses its intended target, there is a 50% chance that it is destroyed, but if it is not destroyed it will teleport back to the thrower. The magical bonus and number of darts of blinking likely to be found are as follows: Roll Bonus Number 1-4 +1 4d4 5-7 +2 3d4 8-9 +3 2d4 10 +4 1d4 Elvish Blade: This knife, fashioned for heroic elven warriors, is crafted of an alloy of mithril, silver, iron, and another metal known only to elves. It possesses the ability to detect giant-class creatures within 60 yards outdoors or 60 feet indoors, glowing with a faint blue-white radiance and giving off a faint shimmering, ringing sound when such a creature is within this range, with the glow intensifying as such creatures come nearer, until the blade is shining with the equivalent of a light spell when such creatures are within 10', and any such creature within 10' that is sensitive to bright light will suffer a -1 penalty to attack rolls. It will also glow with a faint blue-white radiance when any evil creature is within 10' (unless its alignment is magically screened or disguised). An elvish blade is normally a +1 magical weapon, but its bonus increases to +2 against evil creatures and +3 against giant-class creatures of all types. The radiance of the elvish blade cannot be dimmed, so the weapon must be sheathed if stealth or concealment is required. The blade glows only in the presence of evil or giant-class creatures, not by the command of its wielder, and it will shed no radiance otherwise. Any giant-class creature that holds or touches the weapon will suffer 1d4 points of cold damage per round of contact, though any other creature may wield it safely. Flail, Dragonflail: This footman's flail has an 8 inch diameter head of smooth, silvery metal attached to the handle by a 2' long chain. It gives off a silvery glow in a 5' radius whenever its handle is grasped, and it glows brightly (20' radius) whenever it is within 100 yards of a dragon of any type. A dragonflail has no magical bonus, but it is able to effectively strike creatures requiring magical weapons (of any plus) to hit. Against reptiles of all sorts, it gains a +1 bonus to hit and inflicts double normal damage. Against dragons of any type, it gains a +2 bonus to hit and inflicts double normal damage, plus a bonus equal to one point per level or hit die of the wielder (e.g., an 18th level cleric wielding it against a dragon would inflict 4d4+18 points of damage on a successful hit). If used while mounted, a dragonflail will transform itself into a horseman's flail with the same properties as above, save that when used against a dragon while mounted the bonus damage is equal to the level or hit dice of the wielder plus the level or hit dice of the mount, counting bonuses of +3 or greater as an additional hit die (e.g., the above 18th-level cleric using a dragonflail while riding a heavy warhorse would inflict 2d4+24 points of damage (2d4+2 for double weapon damage + 18 points for his or her own level + 4 points for the 3+3 hit die heavy warhorse). Hammer of Vengeance: This mighty weapon requires a Strength score of at least 18 to wield. It normally functions as a two-handed warhammer +2. However, when it is used against any creature that has previously struck the wielder during the current battle, its bonus is increased to +4. If the wielder was struck during the current round, the damage dice inflicted by the hammer of vengeance are also doubled. The wielder of the hammer will also always be able to get in a final attack if he or she is killed or knocked unconscious by an opponent within melee range, even if he or she has already taken all normal attacks allowed for the round. When a hammer of vengeance is used against an opponent wearing metal armor, an additional special power comes into play. On any natural roll to hit of 20 (18 or better if the target has previously wounded the wielder), any non-magical metal armor will be instantly smashed to bits by the impact of the hammer of vengeance, and even magical armor must save vs. crushing blow to avoid destruction in this fashion. Harpoon, Howling: This weapon is enchanted with a +3 bonus. When it is hurled, it creates a horrifying howl in a 10' wide path between the thrower and the target and emanating in a cone-shaped configuration from the point of impact of the howling harpoon, 40 feet long and 30 feet across at its far end. All victims in the cone must roll a successful save vs. paralyzation or run in abject terror away from the thrower of the howling harpoon for 2d6 turns. the harpoon continues to wail for 1d4 rounds. Any victims who stay in the cone of noise must re-roll saving throws every round. If the harpoon's target is not killed, it immediately must flee in fear, with no saving throw allowed, unless it is completely immune to fear. If the harpoon remains stuck in the victim (20-80% chance), all creatures that come near its flight must save, in the area as described above. When used in melee, the howling harpoon emits a horrifying moaning, acting as a scare spell against any creature in melee with the wielder and as a cause fear spell on any creature actually struck by it. In order to pull out a howling harpoon, a successful Open Doors roll must be made by the target or by another creature who can get close enough to the target (who is usually fleeing at full tilt away from the hurler) to grasp the harpoon. Failure inflicts a point of damage for the attempt (and a cause fear spell on the creature trying to remove it, if someone other than the impaled victim). Success removes the weapon but inflicts a second damage roll for the weapon as the barbed tip tears at the target's flesh as it is pulled out. Javelin of Obliteration: This deadly missile can be wielded in melee, functioning as a javelin +1. If hurled, however, its true power becomes evident. On a successful hit, any creature with 4 or fewer hit dice is instantly blasted out of existence with no saving throw allowed, being vaporized on impact, leaving nothing but a puff of black smoke. Any items carried may save vs. disintegration to avoid destruction. A target with 4+1 to 8 hit dice struck by a javelin of obliteration must make a save vs. death magic or suffer a similar fate, and will suffer 6d8 points of damage even if the save is made. A target with 8+1 or more hit dice will suffer 6d8 points of damage on a failed save and 3d8 on a successful save. A javelin of obliteration is destroyed on any successful hit when it is hurled. If it misses when thrown, it may be recovered for later use. Javelin, Wind-sweeper: This rare type of javelin, the secret of making which is lost today, is fashioned of polished sablewood and tipped with a silver-inlaid head of iron. It functions in all respects as a javelin +2 if used in melee, but it may also be hurled, inflicting double normal damage on a successful hit and flying back to the thrower's hand at the end of the round after it was thrown. A wind- sweeper, known as a sulcana in the ancient Eóthar tongue of the culture that fashioned them, suffers no penalties to hit due to wind conditions, and in fact if it is thrown in the same direction as the wind is blowing it will inflict triple damage on a successful hit rather than double damage. Lance, Wyrmsbane: This 15' shaft of ash is topped with a gleaming spike of silvery steel. It acts as a heavy lance +2 when mounted or as a pike +2 when afoot. When it is used against dragons of any type or their kin (including dragonnels, hydras, and chimerae), its magical bonus increases to +3, and against any true dragon it inflicts double damage dice. When used against any aquatic- or water-dwelling dragon (including black dragons, bronze dragons, and dragon turtles), it inflicts triple normal damage dice. It emits a loud, angry droning sound when within 50 yards of any dragon (within 100 yards of any water-dwelling or aquatic dragon), which always awakens a sleeping dragon. Wyrmsbane was forged by the forces of good during the Second Dragon War of Krynn, and it is attuned to magical items that are similarly dedicated to the good deities of Krynn. It can always divine the direction to the nearest such magical item, regardless of distance, and it will reveal the distance to the item to the nearest order of magnitude in miles (e.g., within 1, 10, 100, 1,000, or 10,000 miles) whenever such is concentrated upon for a full round. Mace, Ironstar: This all-metal footman's maces were crafted long-ago by the now-extinct Ironstar dwarven clan, made of a single piece of a special alloy called darksteel. An ironstar mace is unbreakable by any degree of physical force and cannot be rusted or corroded by acid. It otherwise makes its item saving throws as hard metal with a +2 bonus. It weighs only a single pound and has a speed factor of only 3, and yet its hardness and striking power are such that it inflicts double the normal amount of damage for a footman's mace; i.e., 2d6+2 vs. man-sized or smaller targets and 2d6 versus larger targets. It gains no bonus to hit and is not actually enchanted, but it can successfully harm creatures that require magical weapons to hit, regardless of the normal 'plus' required. The ironstar mace also has the power to shatter armor at a blow. On any natural roll to hit of 20, the blow will resound with a rolling boom like the sound of thunder, inflicting an additional 2d12 points of damage and requiring the target to save vs. breath weapon or be stunned for 2d8 rounds, being stunned for one round even if the save is made. If the target is wearing plate mail or plate armor of any type, the damage from this strike is halved but the suit of armor must save vs. crushing blow at -4 or be shattered and destroyed. If the target is wearing metal armor of other types or bracers of defense, full damage is suffered from the 'shattering strike' and the armor must save vs. crushing blow at par to avoid destruction. Leather, studded leather, padded, and hide armor cannot be destroyed by this power. The wielder can attempt to invoke this 'shattering strike' intentionally for a given blow, which requires applying a +5 penalty to his or her initiative roll as he or she gathers his or her strength to channel through the ironstar mace into the blow. This may only be done once during a battle, but if a hit is successfully scored a 'shattering strike' will be inflicted, as noted above. This benefit applies only to the next successful hit with the ironstar mace during the round of preparation or the round thereafter, as the effect will be wasted beyond this point. Mace, Ulundi (War-dancer): This very rare type of mace, once thought to be unique, is carved from the heartwood of an ancient teak tree in the Jungles of Chult and seasoned with sacred herbs and magical oils for a year and a day. It functions as a horseman's mace +2, and the wielder always wins initiative in melee combat unless facing a foe with a weapon such as a scimitar of speed or shortsword of quickness. The wielder is made immune to hold, slow, fumble, and paralysis- inducing spells of any sort. The wielder may also leap twice per day, as per the jump spell (one leap per activation). The weapon is also very effective when used to parry, granting a +4 bonus to the wielder's Armor Class when so used. Finally, the wielder may invoke the mace's power of the battle dance once per day, lasting seven rounds. This power enables the wielder to propel him- or herself into a rapturous, acrobatic flurry of attacks and defense, granting one extra attack per round and a +2 bonus to Armor Class and saving throws vs. any dodgeable attacks. Further, the wielder becomes so quick in attack and evasion that he or she gains the benefits of a blink spell while the battle dance is in effect. He or she is not actually making short teleportational jumps, but is making actual physical leaps and tumbles to strike in combat and then spring away before a return attack can be made. Runeblade: The term runeblade is somewhat of a misnomer, since this enchantment may be laid upon any weapon, not merely swords and axes, though these weapons, along with hammers, are the ones most commonly enchanted in this fashion. These weapons are crafted by dwarven master smiths and, though they have no magical bonus, they can strike creatures requiring magical weapons to hit. In fact, runeblades resist enchantments and can pass through defensive barriers such as armor, shield, phantom armor, and stoneskin without impedance, though they do not protect the wielder from defensive magical effects such as fire shield. When attacking a foe using magical armor or using a magical shield, ring of protection, or similar item, the runeblade ignores all 'pluses' of magical defensive items when rolling to hit. Only the actual armor value and any Dexterity bonus are considered in determining the defender's Armor Class, plus any considerations for magical items without 'pluses' that modify Armor Class (e.g., boots of speed, bracers of defense, cloak of displacement). Runeblades cannot be rusted, corroded, or disintegrated, nor can they be damaged by magical attacks, although they are subject to breakage from massive physical force, non- magical damage, or breath weapons. In addition to the above qualities, each runeblade is inscribed with a dwarven rune of power. The rune may be activated by speaking its ancient dwarvish name, causing the rune to glow faintly for that round. Any creature struck by the runeblade during the round of activation will be subjected to the effects of the rune of power inscribed on the weapon. The rune may be invoked no more than six times per day. The runes of power most commonly inscribed on runeblades are as follows: Alhalbrin: All metal carried by the creature struck must save vs. magical fire (at -3 if non-magical) or be melted. Whether the metal saves or not, it becomes quite hot, inflicting 1d4 damage per 10 pounds of metal carried. Delhaubrin: All glass, crystal, ivory, bone, gems, or stones of any type carried by the creature struck must save vs. crushing blow (at -3 if non- magical) or be shattered. This also may affect the bones of the target, requiring an unmodified save vs. petrification to avoid suffering 2d6 additional points of damage (1d6 if the save made) and being stunned for one round by pain. Faerindyl: A flaming sphere (q.v.) is created, immolating the creature struck for 4d4 points of fire damage, with no save possible and then rolling away in a straight line in any direction desired at a move rate of 18. It will pass around all immovable objects in its path, bursting only when it impacts a wall or other surface larger than its own 10' radius, and will move through and over any smaller impediments. Creatures within 5' of the sphere take 1d4 damage. Creatures actually struck take 2d4 damage, and all exposed objects must save vs. magical fire. When the sphere bursts, all within 10' will take 4d4 fire damage (save for half). Sabras: A miniature blade barrier (q.v.) is created in a 10' radius around the target creature, lasting one round. All creatures within this area except for the wielder of the runeblade suffer 4d6 points of damage. A successful save vs. petrification will halve damage and allow a Dexterity check to be attempted at - 4 to avoid all damage. Thundaril: This rune has an effect equivalent to a polymorph other spell on any creature struck. The wielder chooses the form to be changed into, limited to any naturally-occurring animal type not larger than size S. Unlike the wizard spell, intelligence retention and system shock survival are automatic. Velurndyn: This power a reverse gravity (q.v.) spell, flinging the creature struck up to 30' straight up, and then releasing it to fall back down to the floor. Creatures unable to fly or levitate suffer normal falling damage if they strike a ceiling and normal falling damage again when falling back to the floor. These items are considered holy relics by dwarves, and they will usually try to bargain for their return from non-dwarven owners, or perhaps even waylay them or attempt to steal them. Anytime the rune power of a runeblade is invoked by a non-dwarf, there is a 7% (non-cumulative) chance that the weapon will vanish, randomly teleported elsewhere on the same plane by the will of the dwarven deities. Scimitar, Magebane: This is a plain steel scimitar +1, +4 vs. spell-using creatures. Its magical bonus affects creatures who cast spells, have innate spell-like abilities, or cast spells through the use of magical items, but it does not apply to creatures who use magical items with continuous effects but not activated spell-like powers, nor does it apply to psionic creatures. When used in melee with any creature capable of casting spells (as above), the wielder automatically wins initiative, attacking at the beginning of the round before initiative is even rolled. Scimitar, Moonblade: This huge curved white blade (roughly the size of a two-handed sword) weapon is similar in many ways to the sunblade sword, but is its opposite number in all respects. A moonblade is always evilly aligned, but in the hands of any evil creature it will function as a scimitar +2, as light and handy as a scimitar but inflicting 1d12 points of damage versus all targets, rather than the usual 1d8, plus the magical bonus. Against creatures of good alignment, its magical bonus is increased to +4, and it inflicts double damage against paladins, good-aligned priests, and creatures from the Upper Planes or the Positive Material Plane. Lycanthropes struck by a moonblade must save vs. spell every time they are hit or be forced into beast form and enraged (as a scarab of enraging enemies) versus all creatures other than the wielder of the moonblade. On a natural roll of 18 or better any target struck will automatically be illumined with ghostly white radiance equivalent to faerie fire for 2d4 rounds, providing a +2 bonus to creatures striking at the target. Further on a natural 20 the target must save vs. paralyzation at -2 (at -4 if good, at -8 if a good paladin, priest, or upper-planar creature) to avoid becoming 'moonstruck.' This effect lasts for 2d4 rounds and affects the target's mind as a confusion spell (50% chance) or as a scarab of enraging enemies (50% chance), though in the either case the victim will never attack the wielder of the moonblade as long as the effect persists. Whenever it is drawn, a moonblade gives off a pale white radiance in a 5' radius. In addition, a moon blade can also invoke a special moonlight power once per day. The wielder must swing the blade vigorously overhead, and this generates an area of moonlight in a 10' radius around the wielder, expanding by 5' per round for up to ten rounds. When the swinging stops, the moonlight remains present for a full turn. Within the area of effect of moonlight, darkness is lit with a faint radiance and bright lights are dimmed to the same dark twilight conditions. Creatures that normally suffer penalties for being in bright light suffer no penalties while within the area of moonlight, and no magical light effects short of a sunray will dispel its dim glow. Lycanthropes within the area of effect of the moonlight are affected as if under the light of a full moon, and magical items or spells requiring moonlight to function will work normally within the area of the moonlight. Scimitar of the Teleri: This keen-edged bronze scimitar was fashioned in the distant past by a powerful cabal of orcish shamans for use against their hated enemies, the elves. It functions in all respects as a scimitar of sharpness, and it does not lose potency on any plane. When wielded against elves or half-elves, however, it functions as both a sword of sharpness and a sword of wounding, with a +2 bonus to hit and damage (and a proportionately increased chance of severing). Due to a special curse laid on the weapon, anytime it is used by any creature other than an orc or half-orc within 60 yards of an elf or 30 yards of a half-elf, its bonus to hit and damage is doubled (though its chance of severing is not increased) and the wielder is affected as if using a cursed berserking sword, attacking any elves or half-elves first but then continuing to attack any creatures nearby other than orcs or half-orcs. Spear, Fonhrad: This type of spear was crafted by the elves of the Cormanthyr (and later of Myth Drannor) from rare, jet-black Dyr-wood, polished to an almost metallic gleam, tipped with a point crafted of translucent yellow cranor ('tree gold' in Nandor, a form of magically hardened treesap amber). The weapon functions as a spear +2 and can be thrown at up to double the normal range, suffering no range penalties, and in addition it automatically returns to the hand of its hurler after reaching its maximum throwing range or striking a creature. The magically treated head of the weapon also begins to glow within 100' of orcs, goblins, hobgoblins, bugbears, and ogres, with the glow increasing as such creatures come nearer. The weapon does not otherwise shed light. Spear, Forester's Friend (Dyerwaen): This spear, known as Dyerwaen in the wood elven tongue, was forged by elves of ancient Cormanthyr (which later became Myth Drannor) as a gesture of friendship to the humans moving into the area of modern Sembia, Cormyr, and the Dalelands. This dark ash wood spear has a head of bronze, graven with a rose, and it functions in all respects as a spear +2. It can be commanded to glow with a golden light in a 10' radius at the will of the wielder. In a forest setting, the bearer of the Forester's Friend can pass without trace or use invisibility to animals at will and can speak with animals once per day. The bearer can also remain unseen in forest environments if wearing non-metal armor or elven chain, effectively invisible if stationary and 90 percent invisible if moving at half- speed or slower, though this obviously is broken if the bearer attacks. He or she also gains the benefits of the Tracking, Weather Sense, and Direction Sense proficiencies while in wooded environments. If these proficiencies are already possessed, the Forester's Friend grants a +2 bonus to the proficiencies. The bearer of the spear gains a +1 reaction bonus with all elves and forest spirits (e.g., dryads, nymphs), +3 with wood elves. Spear, Hadrion's: This weapon was crafted in the distant past by priests of Heimdall for a warlord loyal to their cause to protect him in his battles. It was a spear +3, and because of its special blessing by Heimdall it maintained its magical bonus on all planes. In addition, its enchantments boosted the Strength score of the wielder by one point (or one level of exceptional strength, maximum 18/00). In the hands of a worshiper of the Norse deities, it also heightens the bearer's senses and reflexes in combat, granting a +1 bonus (+2 for a worshiper of Heimdall) to his or her Armor Class (unless entangled, held, slowed, or otherwise inhibited in movement) and negates all surprise attacks (including backstabbing attacks, which are resolved as normal back attacks), warning its owner mentally of the danger as long as it is held in hand (or even kept within arm's reach, if its owner is a worshiper of Heimdall). Hadrion made good use of this weapon in all of his campaigns, but rather than passing it on for use by others after he died he ordered it to be buried with his body in the family vaults. It is whispered by some that this was done without the approval of the church of Heimdall, who wished for the weapon to continue to be used to safeguard the faithful, and that the weapon was taken back by some divine servant of Heimdall to be bestowed upon another who was worthy of it. Spear, Tearulai Adjatha: This weapon is a singular item, forged in ancient days by the elves of Cormanthyr (later Myth Drannor). It is made of clear green laen, a substance formed of solidified magical energy magically bonded through the use of magical cold to the sap of certain sacred trees, bound about just below its blade with a collar of mithril set with three large emeralds. Its making is lost know, but this weapon is a true legacy of its makers. Tearulai Adjatha (its name means 'Drinker of the Wizard's Pain') is an intelligent spear +3, with an Intelligence score of 17 and an Ego of 20, with a Neutral Good alignment. It is able to read and can communicate by speech or telepathy in Cuivene (ancient elvish, still used by the gold elves), Nandor (wood elvish), Naiad (the ancient tongue of sprites, pixies, and faerie folk), Eothar (the ancient tongue of Cormyr and the Dales), and the dragonish tongues of silver and green dragons. The spear is extremely fond of itself and very selective about its choice of wielders. It greatly prefers elves to all other races, having fully inherited the elvish animosity and air of superiority to the lesser races (N'Tel'Quess in Cuivene, meaning simply 'not people'). It also is rather vain, preening its marvelous appearance, and it enjoys gemstones and having them used to decorate its carrying case. Being forged from laen, the spear is impervious to all known forms of attack, though it cannot teleport or travel the planes unless accompanying a living creature. It is transplanar, meaning that it retains its full powers on any and all planes, and it is also not subject to wild magic warping effects, whether due to chaotic planar effects, a wild magic area, or the effects of a mythal. It also possesses a number of special powers, which it will sometimes deign to reveal to others. It is able to detect gems in a 5' radius and can detect invisible in a 10' radius when asked to do so. It also has the ability to fly for up to one hour per day. Its bearer can pass without trace at will and can use the spear's power to pass plant 1/day. In addition, an elf or half-elf can use its power to polymorph self 1/day. Finally, the spear possesses a secret power that it generally only reveals to owners it deems worthy. Because of its construction from green laen, it has the power to act as a magical capacitor of sorts. When the spear touches any magical item, it can (at the bearer's will) siphon off magical energy, causing the item and the spear to both glow with a pale green-white radiance for as long as the two items remain touching. A single contact will destroy any potion, scroll, or magical missile while siphoning off its energies, charged magical items lose one charge per round, and any permanent magical item will lose the use of one power or effect for 1d6 turns for each round of continuous contact (after which these powers return). Contact can be continued for as long as desired, though contact for more than 10 rounds results in a cumulative 10% chance per round thereafter of feebleminding the bearer because of magical feedback. A given item can be drained no more than twice by the spear, regardless of length of contact, and future contact between the spear and the item will have no effect. The spear's magical absorptive capacity can also twist and destroy magical barriers, protections, and illusions that it touches. Whenever it touches a being or an area that is covered by an illusion, magical barrier, or other protective magic, there is a percentage chance that the spear will destroy the magic in question by disrupting its magical energy. The base chance is determined with each contact, determined by rolling 1d10 and subtracting the level of the spell in question. The resulting number should be multiplied by 10, and this is the percentage chance that the spear has successfully disrupted the defensive magic. If the resulting number is less than or equal to zero, then there is no chance of success in disrupting the barrier. Only one attempt can be made to breach or disrupt a given defensive magic (e.g., the first time that a creature using a protection from evil, stoneskin, invisibility, mirror image, or fire shield spell was struck the spell could be disrupted, but further hits on the same creature would have no chance to disrupt the magic). If multiple magics are in effect upon a single creature or object, the same 1d10 roll should be used for all magics, but separate percentage rolls should be made for each. In the event that the strike of the spear does not disrupt a given magical barrier, any ill effects from contacting the barrier are fully visited upon the wielder, as the magical energy is conducted through the weapon. The spear can breach even magic-proof barriers such as wall of force, anti-magic shell, prismatic wall, and the like, but it has no effect on magical warding spells (e.g., symbol, fire trap, glyph of warding), nor on contingency or permanency magic. For each round of contact with a magical item, Tearulai Adjatha gains 2 phantom hit points that can be called upon by the wielder at any time in the form of a pale green-white aura of protection. When it disrupts and absorbs defensive magic, it gains 1 phantom hit point per spell absorbed, regardless of level. These phantom hit points can be accumulated without known limit, but the spear itself consumes 1 point each day when it has points in storage, otherwise contenting itself with what it can glean from the weave of ambient magical energy in the world. This does not apply if the spear is within the area of a mythal, as in that environment there is an ample supply of ambient magic and the spear does not need to consume stored energy. When called into being, the defensive field surrounds the bearer and the spear with a glowing greenish white aura that completely blocks magical damage (including attacks by spells, magical item discharges, magical weapons, summoned or extraplanar creatures, magical constructs, breath weapons, or undead attacks), up to the limit of the hit point value of the defensive field. In the case of attacks that have special side effects (such as the paralyzing touch of a lich or the poison of a dagger of venom), if the full amount of damage that would be inflicted by the strike is absorbed, then the attack is considered not to have touched the wielder of the spear, and hence such normal special effects of a successful hit would not affect the wielder. Non-magical attacks are only partially deflected by the field, as half of the damage that would be inflicted is absorbed by the field and half is passed on to the wielder. Staff of Battle: This type of staff, usually of stout oak or bronzewood and bound with iron, functions as a quarterstaff +3 and is a potent weapon in melee. On any natural roll of 17 or higher, a weapon-using opponent must make two successful Dexterity checks or lose his or her weapon. A staff of battle is also empowered to always strike first in each round of combat, similarly to a shortsword of quickness. A staff of battle cannot be cut or damaged by any sharp weapon, and it provides an extra +3 bonus to the wielder's Armor Class when it is used to parry. The speed of its strike is so great that a blow with it cannot be effectively parried unless the defender has a Dexterity of 18 or greater or is using a similar weapon (e.g., scimitar of speed, sword of quickness, battle blade), and even then parrying will grant only half the normal benefit. Further, it attracts all missiles passing within 10' to itself, striking the staff and then falling harmlessly to the ground, and this includes magic missile and similar spells, which are harmlessly absorbed by the staff. Spells such as flame arrow and Melf's acid arrow are also attracted by the staff of battle, and though their physical damage is negated when they strike the staff, their secondary effects may affect the wielder (e.g., a successful roll to hit against the wielder with Melf's acid arrow would splash him or her with acid, while a flame arrow would burst in flames upon striking the staff, possibly injuring the wielder). A staff of battle also has two invoked powers. Twice per day, it can generate a field of repulsion in a 10' radius around the wielder, affecting all creatures within that radius for two full rounds, with no saving throw allowed. If this power is used, at least six rounds must pass for it to 'recharge' before it is again invoked. Once per day, it can be used be used for a 'thunderstrike.' Use of this power is declared after the roll to hit is made and may be invoked on any successful hit. It causes 2d6+6 points of damage to a size M or smaller target and 3d6+9 versus size L or larger. In addition, the target must save vs. breath weapon or be knocked prone and stunned for 1d2 rounds. Versus a non-living target of up to 10 cubic feet, it must save vs. crushing blow (or vs. 'giant fist' if a structure rather than an object) at -3 or be shattered. Sword +3, Battle Blade: This weapon is similar in virtually all respects to a staff of battle. It was first manufactured at the request of several notable warrior heroes of Myth Drannor whose weapon mastery lay in the area of bladesmanship and who saw the efficacy of the staff of battle in the hands of their companions. Only relatively few of these weapons were ever produced, however, as the time of their development was near the time of the fall of Myth Drannor. It is believed that of the half-dozen or so of these weapons that exist, all are longswords, though this fact is not certain. Like a staff of battle, a battle blade is a +3 magical weapon. On any natural roll of 17 or higher, a weapon-using opponent must make two successful Dexterity checks or lose his or her weapon. A battle blade is empowered to always strike first in each round of combat, similarly to a shortsword of quickness. A battle blade cannot be cut or damaged by any sharp weapon, and it provides an extra +3 bonus to the wielder's Armor Class when it is used to parry. The speed of its strike is so great that a blow with it cannot be effectively parried unless the defender has a Dexterity of 18 or greater or is using a similar weapon (e.g., scimitar of speed, sword of quickness), and even then parrying will grant only half the normal benefit. A battle blade also shares the other powers of a staff of battle, though with a few modifications. It absorbs all magic missiles passing within 10', but other missile attacks are unaffected by the sword unless they are directed at its wielder, in which case they are either deflected harmlessly to the ground (1-4 on 1d6) or deflected back toward their initiator (5-6 on 1d6) with a +1 bonus to hit and damage (and being considered +1 magical weapons for that attack only), using the THAC0 of the wielder or the initiator, whichever is better. A missile deflected back at its initiator arrives on initiative in the round following its deflection. Note that this missile protection functions only when the sword is held in hand, not when it is sheathed. Like a staff of battle, a battle blade also has two invoked powers. Twice per day, it can generate a field of repulsion in a 10' radius around the wielder, affecting all creatures within that radius for two full rounds, with no saving throw allowed. If this power is used, at least six rounds must pass for it to 'recharge' before it is again invoked. Once per day, it can be used be used for a 'thunderstrike.' Use of this power is declared after the roll to hit is made and may be invoked on any successful hit. A battle blade longsword inflicts 2d8+6 points of damage to size M or smaller targets and 2d12+6 versus size L or larger targets when this power is invoked. In addition, the target must save vs. breath weapon or be knocked prone and stunned for 1d2 rounds. Versus a non-living target of up to 10 cubic feet, it must save vs. crushing blow (or vs. 'giant fist' if a structure rather than an object) at -3 or be shattered. An additional power that was added to the battle blade that was not present in the earlier staff of battle is that it cannot be dropped, fumbled, or disarmed unless the wielder is in his or her right mind (i.e., not magically controlled or confused) and wishes to sheathe it, drop it, or toss it to another character. Thus, a grease spell will not loose the wielder's grip on it, nor can the weapon be trapped, snagged, stuck, or entangled by any creature or weapon. The wielder is also made completely immune to the fumble spell so long as the battle blade is in hand. Sword, Brightblade: This two-handed sword +3 is one of the finest weapons ever crafted by dwarves for humans, manufactured over two thousand years ago. The sword was a gift from a dwarven prince, Huorin Arthangh (Hylar for 'bright blade'), whose life was saved as a young warrior in the Orcgate Wars by a Narfellan war-chieftan named Vinas Emberden. Some three centuries later, when the Shield Dwarves perfected the making of steel in Northern Realms, Huorin Arthangh commissioned this matchless blade to be given to the descendants of his long-ago savior as a symbol of his eternal gratitude and respect. In honor of the gift, the descendants of Vinas Emberden have always called the sword Brightblade, and the family member entrusted with its use (normally the eldest child of the ruling house), held the title 'Keeper of the Arthangh.' This massive sword is as light and handy (i.e., same speed factor) as a broadsword, such that any character proficient in broadsword or two-handed sword may use the weapon. Brightblade cannot be rusted, corroded, nicked, or broken by any physical force, always retaining its mirror-bright sheen and razor edge. It radiates an aura of beneficent friendship that grants a +1 bonus to all reaction checks, +3 with dwarves, and empowers any creature grasping its hilt to understand any and all dwarven speech. It also grants a +1 bonus to saves vs. fear to any creature touching its hilt if the sword is sheathed, +3 if it is drawn, and when drawn all creatures within 10' receive a +1 bonus to saves vs. fear (and to morale for NPCs). Finally, the wielder can invoke the effect of a protection from evil spell once per day (at the wielder's level) when grasping the sword's hilt. It must be emphasized that Brightblade was forged and imbued with the highest ideals of heroism, and only one of noble heart, virtue, and courage can use it fully. If one of evil heart, weak beliefs, or cowardice uses it, it may shatter any time it is used. Sword, Caeron-Uroth: This sword was given to a young human ranger named Reortin by the wood elves of the Elven Court over 60 winters ago after he almost single-handedly saved a large settlement of wood elves under siege from a gnoll warband. The sword, whose name in Nandor means "Blade of the Forest," is a broad sword +3 in the hands of any creature who wields it. In the hands of any good-aligned ranger, it also grants all racial benefits of wood elves (including surprise bonuses, woodland stealth, excellent vision, movement through trees, and the like), as well as the ability to speak and understand Nandor, the tongue of the wood elves, and it also provides a +1 reaction bonus with all elves (save for drow, who have a -3 reaction penalty) and a +3 reaction bonus with wood elves. In the hands of a ranger of Neutral Good alignment (as Reortin himself was), the blade confers the power to speak with animals and cast animal friendship three times per day each at the wielder's level, and in addition it confers longevity upon its wielder, causing him or her to age at half the normal rate. Sword, Elenruth: This magical broadsword with hilts of silver was crafted of translucent silver-white laen, a magical crystalline material crafted in ancient times by the elves but whose making is thought to be lost now. It is nearly unbreakable, being as hard as diamond, though it appears as fragile and delicate as glass. The sword glows with a faint blue-white light whenever drawn, and when used in combat it performs as a broadsword +2, +3 vs. undead. When within 30' of any undead creature, Elenruth glows with a brilliant blue-white light in a 15' radius and gives off flares and sparks of silvery light. The strike of Elenruth delivers a charge of positive energy to undead creatures that burns their unlife away, causing an additional 1d6 points of damage per round to undead creatures other than skeletons and zombies and affecting them in a manner similar to a sword of wounding, preventing regeneration and causing their negative energy to bleed away, inflicting one extra point of damage every round for ten rounds for every successful hit with the sword. Sword, Flame of the North: This massive steel blade was manufactured in the heyday of the wizard-kingdom of Narfell. It passed through a succession of owners, most of whom were brash, impetuous warriors with a temperament suited to adventure and daring feats of bravery. The Flame of the North got its name because the sword was seen so often in battle in the hands of brave heroes, blazing with its bright blue flame on battlefields all across the Northern Realms. The last known owner of it was Lord Hund Hilgauntlet, War-Captain of the Hidden Kingdom of Alanar, who led most of the expeditions into the region of modern Impiltur at the behest of Anakin, the last king of Alanar (and later, as Alendus Crebus, the first king of Kemare), his childhood friend. This brave warrior was at the forefront of the forces supporting Anakin during the Alanaran Civil War, but less than a year later he was lost, along with the Flame of the North, in battle against the elves of the Grey Forest during the migration of the Alanaran people southwards from their ruined realm, culminating in the formation of the Kingdom of Kemare in the area of modern Impiltur. This famous blade has never been seen among men or elves or mentioned in any tale in the last thousand years, nor has its final fate ever been discovered. The Flame of the North is an executioner's sword +2, +4 vs. lawful evil creatures. The sword is not intelligent, but it is strongly aligned to chaotic good, and if any creature of another alignment touches the hilt of the sword it will become engulfed in blue flames, dealing 3d4 points of damage to the creature. Further contact with that creature will cause no further harm and the sword may be used. It is always +4 against lawful evil opponents, regardless of the alignment of the wielder, but its normal magical bonus is reduced by 2 for every alignment step that the wielder is away from chaotic good (i.e., ranging from 0 if neutral good or chaotic neutral to -6 for lawful evil), with his penalty applied to hit and damage. In the hands of a chaotic good wielder, the sword blazes constantly with blue- white flames, similar to very bright faerie fire, shedding light in a 20' radius. These flames cause no harm, but they cannot be extinguished short of destroying the sword. If the Flame of the North is brought within 20' of any lawful evil creature while it is unsheathed, the flames will flare brightly (regardless of the wielder's alignment) and the wielder will hear an inner voice chanting ("Strike. Strike. Strike."), though the sword has no coercive power to force the wielder to strike. This effect occurs regardless of any magical defenses that cloak or confuse the reading of true alignment; short of artifact or divine power, this detection is infallible. In addition, each round any lawful evil creature must save vs. spells or be wreathed in blue-white faerie fire for as long as it remains within 20' of the naked blade. The Flame of the North also protects the wielder from magical attack. All electrical attacks and magic missiles directed at the wielder are absorbed by the sword without harm to the wielder if the weapon is in hand; if the weapon is sheathed, the bearer will take half damage from such attacks if he or she grasps the hilt. In addition, when any other spell is cast directly at a creature wielding the Flame of the North, there is a 10% chance that it will be reflected back at its initiator. Area-effect spells are not so reflected, though multiple-target spells (e.g., hold person) can be reflected. The sword is extremely durable and always appears bright and shining. It cannot rust, tarnish, or be stained, nor can it be harmed by acid, heat, cold, or electricity. Sword, Grimsteel: This keen blade is of ancient manufacture and is rather plain, of unadorned cold-wrought iron with straight cross-guards and a hilt covered in worn brown bull hide. Grimsteel is not intelligent, but it is aligned lawful good and will not function in the hands of a character of any other alignment. In the hands of a lawful good character, however, it is a broadsword +2, +4 vs. fire-using/ dwelling creatures. Against evil creatures, its bonus to damage is doubled to +4, +8 against fire-using foes, though its bonus to hit is not changed. It also inflicts double damage dice against any creature native to the Abyss. On any natural roll to hit of 20, any target must save vs. breath weapon or be dazed by the force of Grimsteel's bite, suffering a -3 penalty on all die rolls for 1d6 rounds. Though Grimsteel's normal form is as a longsword, it may be changed by the bearer's mental command into a bastard sword or two-handed sword. When so willed by the wielder or when it is dropped or sheathed, it immediately resumes the form of a broadsword. Sword, Runya, "The Red Flame of Ascarnil": This bastard sword +2, +3 vs. giant-class creatures is of fine steel with copper inlay on its blade, giving it the appearance of licking flames. It was the favored weapon of the famed ranger Ascarnil, who is thought to have perished in the lands of Thar while hunting ogres and trolls. Runya glows with a yellow light when within one mile of orcs or ogres and with a red light when within three miles of trolls. It may be commanded to burst into intense reddish flames by its wielder, adding 2d4 points of fire damage to every successful hit with it. Runya has a limited sentience, and it absolutely despises trolls. It inflicts double damage to them on any successful hit (in addition to fire damage, if the blade is aflame), and damage from its bite cannot be regenerated by them, whether or not the blade is flaming. When it is flaming, however, Runya mentally calls out to any trolls within its detection radius of three miles, calling them to it to taste its bite and be burned and destroyed. Any troll within three miles of Runya while it is aflame or within 100 yards of it in any event must save vs. spell (at -4 if it is aflame and within 100 yards) or be drawn by the sword's call, following its mental summons that compels them to seek it out. Any troll that can see the sword, flaming or not, will immediately become enraged (this is automatic if the troll has been drawn by the summons; if the troll is encountered without being lured by the sword, it must save vs. spell each round or become enraged), gaining a +3 bonus to damage with each successful attack but suffering a -3 penalty to hit and to Armor Class. Sword, Sunblade (revised): In addition to the description given in the Dungeon Master's Guide, the following information applies to sunblade swords. A sunblade inflicts double damage against evil priests as well as undead and Negative Material Plane creatures. Whenever drawn, a sunblade gives off a warm golden glow in a 10' radius. On a natural roll of 18 or better, the blade flares with golden light, dazzling the creature struck (no save, but sightless creatures or those immune to blinding or dazzling effects are immune) for 1d4 rounds, applying a -2 penalty to that creatures rolls to hit and to its Armor Class. Further such hits do not increase this effect but will prolong its duration. In addition, on a natural roll of 20 the target must save vs. paralyzation at -2 (if evil at -4, and evil priests, undead, and Negative- material plane creatures at -8) or become 'sunstruck' for 2d4 rounds. A creature so affected is blinded and also suffers from extreme heat exhaustion, suffering a total penalty of -6 to hit and to Armor Class and losing all Dexterity and Strength bonuses (bonuses from magical strength items such as gauntlets of ogre power and girdles of giant strength are halved due to the victim's disorientation) and being reduced to half of his or her normal movement rate. Further, any attempt to cast spells or use magical items while so afflicted (bearing in mind that the victim is blind and will have trouble targeting anyone other than him- or herself) incurs at 25% chance of failure. An undead creature that has been 'sunstruck' cannot use any negative energy- based powers. A creature who successfully saves and avoids being 'sunstruck' will still be dazzled (as noted above for a natural roll of 18+) for 2d4 rounds. Sword of Silence: This type of magical shortsword +4 is always crafted of dull, nonreflective black metal, with a hilt of unadorned black leather. It never makes any sound when drawn, dropped, or struck against an object or creature, though a creature wounded by it may make sound, of course. In addition to this property, a sword of silence absorbs and stores up ambient sound in the form of charges, up to a maximum of 24. If these charges are expended, they may be regained at a rate of one charge per hour of exposure to normal levels of ambient sound. If in a very loud environment (e.g., a great battle or a crowded city), charges are regained at double the normal rate, and if a very loud place (e.g., near a waterfall) charges are regained at a rate of one per turn. Charges may be expended at any time the weapon's hilt is grasped--it need not be drawn to use its powers. The charges of the sword may be expended to generate a variety of effects, all activated by the silent will of the wielder. At a cost of one charge per round, the sword can negate all noise generated by its wielder, including footfalls, spell verbal components, blows in combat (though not the cries of a stricken foe), normal speech, etc. This does not preclude spellcasting with verbal components, but merely makes such sounds inaudible to anyone other than the wielder. By doubling this cost to 2 charges per round, the wielder can also envelop him- or herself in a shell of absolute silence, blocking out all sound and preventing any form of deafening- or sound-based attacks or effects from affecting the wielder, except for illusory deafening or sound-based attacks. A sword of silence also allows a certain degree of offensive sound manipulation. Once per turn, the wielder can attempt to project the silence field of the sword to envelop any one creature within 50 yards. This costs one charge and requires a save vs. breath weapon by the targeted creature to avoid being silenced for one round, ruining any spellcasting with a verbal component. Finally, once per day the wielder can unleash a barrage of stored sound in the form of a deafening shriek in either a 1' x 60' x 30' cone or a 30' radius sphere. This costs ten charges and forces all creatures within the area of effect not shielded by magical silence to make a saving throw vs. breath weapon or suffer 2d12 points of damage (half if the save is made); a second save vs. breath weapon to avoid being stunned for 1d6 rounds; a third save vs. breath weapon to avoid being deafened for 1d4+1 turns; and a fourth save vs. breath weapon to avoid being knocked to a prone position 10' back from the wielder, suffering an additional 1d4+1 points of damage from the blast. Trident of the Sea King's Wrath: This beautiful but deadly weapon has a handle of delicately chased and carved golden metal and three tines of glittering white crystal which draws some of it power from the Quasi-Elemental Plane of Salt. It functions in all respects as a trident +3, and in addition on any natural roll of 17 or higher it dehydrates the target, draining its bodily fluids and inflicting 4d4 points of damage and stunning the target for 1d4+1 rounds if an unmodified save vs. death magic is not made. Even if the save is made, the target will still suffer an additional 2d4 points of damage and be stunned for one round and will suffer a -1 penalty to all die rolls for 1d4 rounds thereafter. Creatures without bodily fluids (e.g., golems, skeletal undead) are unaffected by this dehydration attack, while aquatic creatures, those native to the Elemental Plane of Water, or those with a liquid or semi-liquid form (e.g., gelatinous cube, shambling mound, ochre jelly) save at -4 and suffer double damage from this attack. If a single target is subjected to this dehydration attack more than once during the course of a single battle, each save vs. the attack after the first is made with a cumulative -2 penalty. In addition to the above, the trident of the sea king's wrath confers continuous underwater action (as the helmet) and free action anytime the wielder is immersed in water, and he or she is empowered to swim as well as if wearing a ring of swimming. If the wielder is in or adjacent to a large body of salt water, he or she can summon 1d10 sea lions (q.v.) to do his or her bidding for as many hours as he or she has levels. This summons may be performed once per week. Finally, the trident of the sea king's wrath is a much dreaded artifact amongst the sea's children. Once per day, by brandishing the trident and mentally invoking its power, the wielder can panic all marine creatures, requiring a save vs. spell to avoid fleeing in terror from the wielder for 5d6 rounds. Any marine creature with Intelligence of Low (5-7) or lower that seeks to attack the bearer must save vs. spells or be affected as per a symbol of hopelessness, possibly surrendering to the wielder in an attempt to placate his or her terrible wrath. Even if aquatic creatures can summon the fortitude and courage to attack the wielder of the trident, he or she gains a +2 bonus to saving throws and Armor Class vs. attacks by any marine or aquatic creature and reduces damage from their attacks (physical or magical) by one point per die. ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >