Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

On Magical +1 Weapons

It's not only swords that need the +1 love.

Part of a series in the OSR on magical +1 swords that are not +1 swords.
Different Magic Swords: A Proposal by JD Jarvis
Evocative +1 Sword Replacements by Gus L.
Weird Swords and Not Swords by Arnold K.
On Magical +1 Swords by -C

Studded Stunner
This mace is notable because the ball that the rounded metal studs are attached to is invisible. It is also known as Sharak-mok in dwarven low speech, as the weapon is of dwarven make. When striking an opponent, a bright burst of light is released from this invisible ball with what sounds like a clap of thunder, causing all low intelligence and lower creatures to immediately make a morale check. On a critical the target hit by the mace must save versus paralyzation or be stunned for a moment, losing their next action. The mace is quite heavy, doing +1 damage for those who can effectively wield it.

Scythe of Blood
This is an ancient weapon, looking tarnished with use. It appears as a normal scythe, except in the hands of a druid. When held by a druid it appears rich in color and vibrant, rather than an arcane relic. Anyone struck by this weapon when wielded by a druid continues to take a point of damage from bleeding every round. This blood flies through the air and into the scythe which then grants that hit point to the druid. The bleeding and hit point absorption is cumulative. When worn by a druid it is always mistaken for a tool and never a weapon.

Spear of Force
This is a wizard weapon. It consists of no more than a 9" piece of arcane wrought silvered steel cylinder. When the command word is said (Munder-Ca, death lance in the old arcane speech.) a 8' glowing shaft of force with a sharp point springs from the steel. This force is cool to the touch and unbreakable. The tip is quite sharp and any wizard may use this weapon as if he is proficient with it.

Orcish Maul
Yugish the smith of the bloodtooth clan forged this mighty maul. Those who chant the battle cry of death to their enemies deal devastating blows. Each time the player is able to shout the battle cry (TORK! TORK! TORK!) from the moment the damage die leaves their hand till it stops rolling, can add 1 point of damage to the attack. They must yell this quite loudly, and there is a 1% chance per yell that their voice goes out for 2-24 hours.

Dwarven Hammer
This well-balanced hammer has the screaming face of a dwarf at the top, with arms going out to either side, the heads of the weapon dwarven fists. When wielded by a dwarf it is light and agile, granting a +1 to hit and damage, but it may also be thrown to do double damage. The weapon need not be retrieved. There is a 25% chance per melee round that the hammer returns to it's scabbard, a golden ring that the hammer hangs from.

Bow of Brilliance
This shortbow is made from golden wood. It is unstrung. When drawn as a normal bow, it produces a bowstring and arrow made from light. This missile is fired with no bonus from strength to damage. It does normal damage, however it will also affect incorporeal targets and targets only affected by magical weapons.


Hack & Slash

On Magical +1 Swords


Swords should feel magical.

Part of a series in the OSR on magical +1 swords that are not +1 swords.
Different Magic Swords: A Proposal by JD Jarvis
Evocative +1 Sword Replacements by Gus L.
Weird Swords and Not Swords by Arnold K.

Blackthumb

This shortsword appears to have a metallic green blade that quickly darkens to black as it moves towards the tip. Vegetation and plants near the wielder curl, rot, and wither as he passes by. It can be stuck into earth to salt the soil, and does triple damage versus plants and vegetative creatures. It has a scabbard made of stone and set with a single opal.

Fearflame
This longsword is scorched and blackened. It is unwieldy and heavy making it somewhat difficult to use with one hand. The blade appears to constantly weep some sort of thick viscous substance. This substance with a modicum of effort can be set aflame by taking 1 round. When aflame, the blade does an additional 1d6 points of damage to targets, and on a roll of 6 or if the target is covered in oil, may set the target aflame. The blade is unharmed by this flame, but it provides no protection to the wielder, who takes 1 point of damage per round the sword is aflame, as well as taking 1-6 points of damage from fire on a roll of a '1' to hit in combat.

Alchemist's Friend
This short blade always appears immaculate and new. The round pommel of the sword unscrews. and there is space for up to 3 doses of any alchemical reagent to be placed within the sword. Once placed within the sword, the user may either have these alchemical items be triggered on a successful hit, or, can attack any target they are in melee with the reagent at no danger or penalty. This attack is with the alchemical item itself, usually requiring only a touch attack versus the target, as opposed to having to bypass the armor class of the target (as the attack triggered on a successful hit must do).

Cat's claw
This short blade has a green cast to it's metal. Anyone who wields this weapon for a substantial amount of time finds their pupils becoming more and more vertical. When drawn and held forth, the wielder can see in the dark up to 120'. Also the blade is light and agile. Any hit that exceeds the targets armor class by 4 or more allows the user to immediately attack again once per round. The weapon is too light to take advantage of a high strength, strength provides no to hit or damage bonuses with this weapon, though any bonuses to dexterity do provide a bonus to hit and damage.

Stinkshaft
When wielding the sword, you smell like garbage. The scabbard is some kind of plastic sack filled with filth. Any wound you cause with this sword has an 80% chance of getting a nasty infection. Anyone who engages you in combat must save versus poison become weak and nauseated, receiving a -1 on rolls and armor class each round they engage in combat with you. Leaving the sword behind, attempting to hide the sword, or using perfumes and magic to mask the scent does nothing. This affects all your social interactions providing a substantial penalty.

Temper's edge
This sword pulses red when drawn. The wielder receives a penalty to wisdom and becomes extremely argumentative. They find themselves believing that people are plotting against them, and start developing plants to murder or destroy people and things around them. They don't take action on these feelings, recognizing them as abnormal, but their patience is extremely limited. During any encounter where an opponent is neutral or worse, the bearer must roll a saving throw versus paralysis to avoid attacking. All of that said, once combat begins, the sword glows and pulses red granting both an extra attack and a +2 bonus to damage against all targets.


Further entries to this series should link the earlier entries. . .


Hack & Slash
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