D&D - Unique Magic Weapons
D&D - Unique Magic Weapons
by
Dennis Laffey
(Lord Gwydion)
Copyright 2008
table of contents
How to Use This Document 2
Sources 2
Chapter 1: Swords 3
Sword Terminology 3
Sword Types Illustrated 4
Magic Swords (d100 list) 5
Description of Swords 6
Notes on Intelligent Swords 21
Chapter 2: Other Melee Weapons 22
Alternate Magic Items Table 22
Magic Weapons (d100 list) 23
Melee Weapons Illustrated 24
Description of Melee Weapons by Type 26
Axes 26
Clubs 27
Daggers 27
Flails 29
Hammers 30
Lances 31
Maces 32
Polearms 33
Quarterstaves 33
Sickles/Scythes 34
Spears 35
Tridents 37
Whips 37
Chapter 3: Ranged Weapons 39
Missile Terminology 39
Ranged Weapons Illustrated 40
Magic Ranged Weapons (d100 list) 41
Description of Ranged Weapons by Type 42
Short Bows 42
Long Bows 43
Light Crossbows 44
Heavy Crossbows 45
Slings 45
Javelins 46
Arrows 47
Quarrels 48
Sling Stones 49
Copyright Notice 51
1
How to Use This Document
The purpose of Unique Magic Weapons is to give Dungeon Masters a way to add some
spice to the magic weaponry found in their games without the need to create lots of overpowered
special abilities. Every weapon listed in this document has a name, description, and powers
(mostly rolled from the normal treasure tables). DMs never need to give players a simple “sword
+1” any more. Instead, they'll be able to provide players with a unique named sword, with more
character, even though the game stats for the weapon may simply be sword +1.
The weapon descriptions can by used by a DM as rumors, adventure hooks, or as fruits of
PC research within the game. In many cases, the description may give a hint of a weapon's
special functions, if any. The fact that each weapon described here has a name and description
should signify to players that it is an important item. Whether the DM uses non-named
weaponry in addition to these items, or uses these weapons as the only weapons available is up to
individual DMs, but there should be enough weapons here to last through most campaigns.
When magic swords or other magic weapons are indicated on a treasure table roll, the
Dungeon Master can easily select an appropriate weapon from the lists, or roll a d100 randomly.
If rolling randomly and a duplicate result comes up, it is suggested that the DM either use the
next lower weapon, or select one they like. Because non-sword melee weapons and ranged
weapons have two separate lists, an alternate treasure table with melee and ranged weapons
separated is presented in Chapter 2 below for those that may wish to use it.
All of the charts are written with the weakest weapons first and the strongest weapons last
(not counting Intelligent Swords, which may have the Intelligence ignored or modified by DMs
to fit their campaigns anyway). If DMs of low level parties wish to roll for a weapon randomly,
it is suggested that a d4-1, d5-1 or d6-1 be rolled for the 'tens' digit, and a d10 rolled normally for
the 'ones' digit. Alternately, re-roll any overpowered results or simply select a weapon within the
appropriate power range of the PCs.
The game stats involved are derived from the Mentzer Basic, Expert and Companion sets
and the AD&D DMG, and should be compatible with all Classic editions from Gygax/Arneson
('74) through Allston ('91), as well as AD&D and retro-clone systems.
Sources
The various weapons listed in this document were pulled from a wide range of sources,
from mythology and legends to popular fiction, film, and video games. The use of names from
copyrighted sources is meant as an homage, and not as a challenge to the copyright holders in any
way. In most cases where the weapons are known or believed to be under copyright, the
weapons are similar in description and powers, but not identical. As this document is for free
distribution, this hopefully will not be a problem.
This document was prepared primarily for the author's game first, so the bulk of the
weaponry is pulled from European or European-inspired sources. This is because the author's
home campaign is heavily Norse and Celtic inspired. One notable exception is with polearms.
As polearms were primarily peasant conscript weapons in Europe, there are few examples of
famous ones from the European and European-inspired sources. Chinese sources, however,
provided a fair number of polearms with names and histories for inspiration. For more
multicultural campaigns, the individual DMs should of course feel free to change other weapon
listings to include scimitars, katana, or whatever weapon types are common in their campaigns,
and to substitute names from other mythologies and fiction derived from other cultural milieu.
Hopefully, both DMs using this document and players in the games of these DMs will
enjoy finding these weapons as part of treasure hoards, especially when the players recognize the
weapon from its mythological or pop cultural source. We're just playing for fun, after all.
2
Chapter 1: Swords
Sword Terminology
In game rule terms, there are four types of swords: short swords, (normal) swords, bastard
swords, and two-handed swords, and game stats listed after the name of each sword use these
terms*. The descriptions of swords use historical or pseudo-historical sword terms to give the
reader some idea what the sword specifically looks like. Those descriptive terms are:
Xiphos: a Greek short sword with an oblong tear-shaped double-sided blade.
Gladius: a Roman short sword with a diamond-shaped or straight double-sided blade.
Seax: a Germanic short sword with a straight one-sided blade.
Smallsword: a Late Renaissance fencing short sword.
Baselard: a Swiss Late-Medieval short sword with a straight tapered double-sided blade.
Claiomh: a Celtic double-sided straight or taper bladed short or normal sword with an
anthropomorphic hilt and crossguard.
Spatha: a late-Roman/Dark Ages double-sided straight-bladed normal sword with no crossguard.
Sverth: a Viking Age straight double-sided normal sword with a small crossguard and large
pommel.
Falchion: a Medieval cleaver-like single bladed normal sword.
Arming Sword: a “knight's sword,” the typical straight-bladed normal sword of the Middle Ages
with a cruciform crossguard.
Broadsword: a Late-Medieval slashing normal sword, often with a basket hilt.
Rapier: a Renaissance piercing normal sword, often with an ornate crossguard or basket hilt.
Side Sword: a Renaissance slashing dueling normal sword, similar to the rapier in appearance.
Longsword: a Medieval hand-and-a-half bastard sword, with a blade the size of a normal sword.
Bastard Sword: a Late-Medieval hand-and-a-half bastard sword, with blade between a normal
and two-handed sword in length.
Claymore: a Celtic two-handed sword with forward thrusting crossguards.
Zweihander: an ornate Germanic two-handed sword with forward curving crossguards.
Greatsword: a Medieval two-handed sword with a cruciform crossguard.
*Some Classic D&D game systems do not have a Bastard Sword listed. These can be changed to
normal or two-handed swords in such cases, or else use the following characteristics: one-
handed the Bastard Sword deals 1d6+1 points of damage, and wielded two-handed it deals 1d8+1
points of damage. If the optional variable weapon damage rules are not used, then of course all
weapons do 1d6 damage and all of this is moot for such games.
Also, Advanced D&D systems include separate statistics for some of the descriptive types listed
above. GMs using those systems should of course use the stats for those types of weapons in
their games.
3
4
Magic Swords (d100)
1 Blackfyre (+1) 51 Rhindon (+1, Intelligent)
2 Brightroar (+1) 52 Sczerbiec (+1, Intelligent)
3 Dawn (+1) 53 Graveblade (+1, Intelligent)
4 Heartsbane (+1) 54 Dagmor (+1, Intelligent)
5 Ice (+1) 55 Tanlladwyr (+1, Intelligent)
6 Lion's Tooth (+1) 56 Naegling (+1, Intelligent)
7 Longclaw (+1) 57 Skofnung (+1, Intelligent)
8 Needle (+1) 58 Nothung (+1, Intelligent)
9 Guthwine (+1) 59 Mimung (+1, Intelligent)
10 Hywelbane (+1) 60 Donia’s Blade (+1, Intelligent)
11 Refil (+1) 61 Crocea Mors (+1, Intelligent)
12 Widow’s Wail (+1) 62 Anglachel (+1, cursed, intelligent)
13 Stonecutter (+1) 63 Dyrnwyn (+1, Flaming, Intelligent)
14 Wayfinder (+1) 64 Almace (+2)
15 Grus (+1) 65 Agheu Glas (+2)
16 Philippan (+1) 66 Beleth (+2)
17 Tizona (+1) 67 Morax (+2)
18 Six-Fingered Sword (+1) 68 Solas (+2)
19 Graywand (+1) 69 Orias (+2)
20 Scalpel (+1) 70 Faluros (+2)
21 Coinspinner (+1, cursed) 71 Eligor (+2)
22 Shieldbreaker (+1, cursed) 72 Sword of the Golden Lion (+2)
23 Nagelring (+1, cursed) 73 Galatine (+2)
24 Misenchanted Sword (+1, cursed) 74 Laevateinn (-2), cursed
25 Doomgiver (-1), cursed 75 Gram (+2, +4 vs. Chaotic Dragons)
26 Lady Forlorn (-1), cursed 76 Dragonslicer (+2, +4 vs. Neutral Dragons)
27 Soulcutter (-1), cursed 77 Hrotti (+2, +4 vs. Lawful Dragons)
28 Legbiter (-1), cursed 78 Narsil (+2, +5 vs. Other-Planars)
29 Nightfall (-1), cursed 79 Aranruth (+2, Charming)
30 Ridill (+1, +2 vs. Dwarves) 80 Balisarda (+2, Slicing)
31 Ravenbrand (+1, +2 vs. Lycanthropes) 81 Albion (+2, Intelligent)
32 Colada (+1, +2 vs. Spell-Users) 82 Oathkeeper (+2, Intelligent)
33 Herugrim (+1, +2 vs. Constructs) 83 Grayswandir (+2, Intelligent)
34 Balmung (+1, +2 vs. Reptiles) 84 Werewindle (+2, Intelligent)
35 Morglay (+1, +2 vs. Water Breathers) 85 Frostmourne (+2, cursed, Intelligent)
36 Angurvadal (+1, +2 vs. Weapon Users) 86 Chrysaor (+3)
37 Hofud (+1, +3 vs. Giants) 87 Caladvwylch (+3)
38 Mistiltein (+1, +3 vs. Undead) 88 Fragarach (+3)
39 Caudimordax (+1, +3 vs. Dragons) 89 Claiomh Solais (+3)
40 Runesword (+1, +3 vs. Regenerating) 90 Sauvagine (+3)
41 Kladenets (+1, +3 vs. Enchanted) 91 Tyrfing (+3, cursed berserker)
42 Flamberge (+1, Extinguishing) 92 Ringil (+3, +4 vs. Spell Immune)
43 Clarent (+1, Healing) 93 Stormbringer (+3, Draining, Intelligent)
44 Farslayer (+1, Dancing) 94 Glorius (+3, Intelligent)
45 Hrunting (+1, Lighting) 95 Mournblade (+3, Intelligent)
46 Orcrist (+1, +2 vs. Goblins, Finding) 96 Courtain (+4)
47 Glamdring (+1, +2 vs. Goblins, Watching) 97 Durandan (+4)
48 Dainsleif (+1, Wounding) 98 Joyeuse (+4, Defending)
49 Hauteclere (+1, Wishing) 99 Arondight (+4, Intelligent)
50 Anguirel (+1, Intelligent) 100 Caliburn (+5)
5
Description of Swords
Agheu Glas Short Sword +2
This dark gray, leaf-shaped iron claiomh has a grip made of well-worn leather and bronze
pommel and guard. The sheath is made of hawthorn wood, inlaid with swirling bands of bronze,
and capped with bronze fittings. The name means “Gray Death.”
Albion Sword +2, Intelligent (Int 8, Neutral, Detect Metal, Detect Shifting Walls, Ego 8, Will
Power 16)
This arming sword has an emerald set in the pommel, and the blade bears an etching of a tree.
Legend says this sword was forged by Wayland.
Detect Metal: At will, the wielder can command Albion to detect a specific type of metal. If that
metal exists within 60', Albion will point to it, but cannot tell the amount.
Detect Shifting Walls: At will, the wielder can command Albion to detect shifting walls or
rooms. If they exist within 10', Albion will point to them.
Personality: Albion is a philanthropic sword, and chafes at authority. If it gains control of its
wielder, it will force them to donate large amounts of personal treasure to charity, or if they have
none, to take some riches from an authority figure and donate that instead.
Almace Sword +2
This spatha's pommel bears a Lawful holy symbol made of silver. The sheath is likewise covered
in holy script. Legend says this sword belongs in the hands of a holy warrior.
Anglachel Sword +1, cursed, Intelligent (Int 11, Chaotic, Find Secret Doors, Detect Sloping
Passages, Detect Shifting Walls, Read Magic, speaks Common, Elven, Orcish and Dwarven, Ego
9, Will Power 20)
This wicked arming sword is made of black meteoric metal. It is the sister-sword of Anguirel.
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use
Anglachel in battle instead of other weapons, and may not dispose of the weapon willingly.
Find Secret Doors: Three times per day, the wielder can command Anglachel to find any secret
doors within 10'. If they exist, Anglachel will point to them.
Detect Sloping Passages: At will, the wielder can command Anglachel to detect sloping
passages. If they exist within 10', Anglachel will point to them.
Detect Shifting Walls: At will, the wielder can command Anglachel to detect shifting walls or
rooms. If they exist within 10', Anglachel will point to them.
Read Magic: Anglachel can read magical writing as if under the effect of a read magic spell.
Personality: Anglachel is an arrogant and malicious blade. It believes itself to be too good a
weapon for its wielder. If Anglachel ever gains control over its wielder, it makes them
delusional. The wielder thinks that friends are foes, and foes are friends. While Anglachel can
speak, it rarely does so.
Anguirel Sword +1, Intelligent (Int 7, Neutral, Find Secret Doors, Ego 9, Will Power 16)
This dour arming sword is forged from black meteoric metal. It is the sister-sword of Anglachel.
Find Secret Doors: Three times per day, the wielder can command Anguirel to find any secret
doors within 10'. If they exist, Anguirel will point to them.
Personality: Anguirel is a proud and vindictive weapon. It takes great offense at any slight to its
wielder. If it gains control of its wielder, it seeks revenge on any who have offended it.
6
Angurvadal Sword +1, +2 vs. Weapon Users
This Gnome-forged sverth has a large amethyst set in the pommel. Legend says this sword has
been the death of 100 knights. The sheath is bright crimson dyed goat leather.
vs. Weapon Users: Angurvadal is considered a +2 weapon for both attack and damage when
wielded against opponents armed with manufactured weapons.
Aranruth Sword +2, Charming
This Elf-forged spatha glows with a soft, green light when in woodlands. The sheath is of solid
carved oak wood, with a gold locket and clasps.
Charming: The wielder can use Aranruth to cast a charm person spell 3 times per week.
Arondight Sword +4, Intelligent (Int 8, Lawful, Find Traps, Find Secret Doors, Ego 11, Will
Power 19)
This arming sword was forged in the fairy realm, and the blade shimmers like water on a lake's
surface. Legend says Arondight was the sword of the greatest knight that ever lived.
Find Traps: Three times per day, the wielder can command Arondight to find traps. If they exist
within 10', Arondight will point to them.
Find Secret Doors: Three times per day, the wielder can command Arondight to find any secret
doors within 10'. If they exist, Arondight will point to them.
Personality: Arondight is a vain-glorious sword. It believes that it alone is responsible for any
victories its wielder achieves. While it will not put the wielder in an obviously suicidal situation,
if it gains control of the wielder it seeks to guide the wielder to victory in the next battle they
face, using its own straightforward strategies and tactics rather than those of the wielder.
Balisarda Sword +2, Slicing
This arming sword has a diamond-shaped blade, thickest just below the chiseled point. It hums
audibly when swung, even in practice, but does not glow.
Slicing: Balisarda has a chance to kill opponents instantly. If a natural 19 or 20 is rolled on the
attack roll, the opponent must Save vs. Death Ray or die. Even if the opponent makes the save,
Balisarda deals triple normal damage. This ability does not affect Constructs or Undead.
Balmung Sword +1, +2 vs. Reptiles
This blue steel sverth has a grip and sheath made of a reptile skin of unknown species. Legends
say this sword bears a curse that all its wielders will be slain by poison.
vs. Reptiles: Balmung is considered a +2 weapon for both attack and damage when wielded
against reptiles, including lizards, turtles, snakes, dinosaurs and crocodiles, but not dragons.
Beleth Short Sword +2
This bronze baselard bears an inscription reading “Hail the Horned King” on the blade. The
scabbard is made of hawthorn wood and ram's leather.
Blackfyre Sword +1
This black steel arming sword 'glows' faintly with blackflame. The sword is too large for a
Halfling to use, and its creation is a mystery.
Brightroar Sword +1
This white steel spatha gives off a roar like a lion when it first strikes a foe in combat. Some
believe that the spirit of a great lion is trapped in the blade, and only by defeating the lion's great
enemy with the blade can the spirit be released.
7
Caladvwlch Two Handed Sword +3
This adamantine claymore leaves a glowing trail like a rainbow in the air when swung in combat.
The sword's grip is made of leather from a red bull, and the blade is rumored to have been forged
by the Elves of Gorias. Its name means “hard belly.”
Caliburn Sword +5
This shining steel arming sword has a hilt of gold, set with rubies. The sheath is of fine purple
lambskin with gold-plated steel chape and locket. While the sword does not glow inherently, its
fine workmanship and aura of distinction mark it as a magical blade even to the casual eye.
Caudimordax Sword +1, +3 vs. Dragons
This ancient, unadorned steel arming sword is said to have slain many dragons and to have been
wielded by many heroes. The name means “tail biter.”
vs. Dragons: Caudimordax is considered a +3 weapon for both attack and damage when wielded
against dragons, including chimera, hydras, salamanders, dragon turtles, wyverns, and drakes.
Chrysaor Short Sword +3
This xiphos is forged from adamantine. Legend says it was forged in a volcano by ancient gods,
and that it can cut through anything.
Claiomh Solais Sword +3
This long steel Elf-forged claiomh glows strongly (10' radius) like sunlight when in the presence
(within 60' with no interposing barriers) of creatures that are weak in sunlight such as orcs, many
undead, etc. Legend says the sword comes from the lost Elven city of Gorias.
Clarent Sword +1, Healing
This regal arming sword's crossguard is capped on both ends with sculpted roses. A large pearl
is set in the pommel.
Healing: Three times per day, the wielder may cast a cure light wounds spell (1d6+1 hit points
each), or instead once per day cast a single cure serious wounds spell (2d6+2 hit points). These
spells may only affect the wielder.
Coinspinner Short Sword +1, cursed
This smallsword has a copper basket hilt, electrum crossguards, silver fittings on the scabbard,
and its name etched in gold into the blade.
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use
Coinspinner in battle instead of other weapons, and may not dispose of the weapon willingly.
Every night, any coins the character carries will be permanently changed in type. Roll 2d6:
2: platinum, 3-5: electrum, 6-8: copper, 9-11: silver, 12: gold
Colada Sword +1, +2 vs. Spell-Users
This long, thin rapier is inscribed with arcane symbols like those used by Magic-Users to record
their spells. If a Read Magic spell is cast, the runes can be read. They say, “I am Colada, that
killed the Sorcerers of Zargoza.” This sword has a connection to Tizona, although they are not
sister weapons. Legend says the same hero bore both weapons.
vs. Spell-Users: Colada is considered a +2 weapon for both attack and damage when wielded
against any spell-user, including spell-using creatures such as sprites, talking dragons, and djinn.
8
Courtain Sword +4
This adamantine arming sword bears the inscription, “Courtain, of the same steel and temper as
Joyeuse and Durandan.”
Crocea Mors Short Sword +1, Intelligent (Int 7, Lawful, Detect Sloping Passages, Ego 12, Will
Power 19)
This regal gladius bears the mark of an eagle at the base of the blade. The hilt is made of
electrum, and the scabbard is made of fine leather trimmed with mink fur.
Detect Sloping Passages: At will, the wielder can command Crocea Mors to detect sloping
passages. If they exist within 10', Crocea Mors will point to them.
Personality: Crocea Mors is a righteous weapon. If it gains control of its wielder, it seeks to
impose justice on the unjust, and order on the chaotic. If the wielder has no power to enact
justice, Crocea Mors forces the wielder to relinquish the weapon to an authority figure who can.
Dagmor Short Sword +1, Intelligent (Int 8, Neutral, Detect Magic, Find Traps, Ego 6, Will
Power 14)
This iron seax's oak handle is inscribed with runes of protection. It glows a bright green (10'
radius) when wielded.
Detect Magic: Three times per day, the wielder can command Dagmor to detect magic, as the
spell. All magical items within 20' will glow.
Find Traps: Three times per day, the wielder can command Dagmor to find traps. If they exist
within 10', Dagmor will point to them.
Personality: Dagmor is a frivolous weapon, longing for wine, women and song. If it gains
control of its wielder, it forces the wielder to spend large sums on parties and feasting. Dagmor
lives vicariously through the hedonism it forces on the wielder at such times.
Dainsleif Short Sword +1, Wounding
This Dwarf-forged blue steel seax is rumored to leave a wound that never heals.
Wounding: Wounds received from Dainsleif do not heal normally or magically until a remove
curse, dispel evil, wish, or other powerful curative magic is used. The wounds also continue to
deal 1 hit point of damage each round for 10 rounds or until the wounds are bandaged (a healing
spell or potion will stop further blood loss, but will not heal any damage already received).
Dawn Sword +1
This crescent-shaped falchion has a copper pommel shaped like the rising sun. The sword emits
a chime when the sun rises, audible to all within 30' of the blade.
Donia’s Blade Two Handed Sword +1, Intelligent (Int 7, Neutral, Detect Magic, Ego 10, Will
Power 17)
This zweihander is 7' long. Its hilt and ricasso are intricate in their detail, although the entire
weapon is made of unadorned steel, save for the grip of bearskin.
Detect Magic: Three times per day, the wielder can command Donia’s Blade to detect magic, as
the spell. All magical items within 20' will glow.
Personality: Donia's Blade is somewhat fool hearty, with an Ego much higher than its
intelligence. It believes there is no monster too big to challenge anyone who wields it, so if it
gains control over its wielder, it forces the wielder to seek out a large, dangerous monster to
battle.
9
Doomgiver Sword -1, cursed
The pommel and crossguard caps of this arming sword are shaped like skulls. The sheath is
made of treant-wood and unicorn leather, bound with lead clasps.
Curse: Doomgiver gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
Dragonslicer Bastard Sword +2, +4 vs. Neutral Dragons
This Elf-forged bastard sword bears runes on the ricasso, which read “wyrm killer.” The
scabbard is made of a white dragon's hide with black iron chape and locket.
vs. Neutral Dragons: Dragonslicer is considered a +4 weapon for both attack and damage when
wielded against Neutral aligned dragons, including hydras, flame salamanders, and elemental
drakes.
Durandan Sword +4
This adamantine arming sword is said to bear sacred relics inside the pommel, notably the tooth
of a great holy man of times past. The sword is said to be indestructible, and that the hero knight
who first wielded it cast it into a poison lake when he could not destroy the weapon as his
enemies closed in upon him.
Dyrnwyn Two Handed Sword +1, Flames on Command, Intelligent (Int 9, Lawful, See Invisible,
Detect Magic, Detect Good, Ego 5, Will Power 14)
This black hilted claymore is sheathed in a burnt leather scabbard which bears the inscription,
“Draw Dyrnwyn only thou of noble worth.”
Flames on Command: At will, the wielder can command Dyrnwyn's blade to be covered in
flames. When flaming, Dyrnwyn acts as a +2 weapon vs. feathered creatures and trolls, and +3
vs. treants (and other wood creatures) and undead. The damage from Dyrnwyn, when flaming, is
considered fire damage for purposes of regeneration.
See Invisible: Dyrnwyn can find any invisible creatures or objects (but not hidden ones like
secret doors or traps) within 20'.
Detect Magic: Three times per day, the wielder can command Dyrnwyn to detect magic, as the
spell. All magical items within 20' will glow.
Detect Good: At will, the wielder can command Dyrnwyn to detect characters and creatures with
good intentions toward the wielder within 20'.
Personality: Dyrnwyn will use its Detect Good ability on any new wielder, and even if the
wielder is Lawful, if they do not detect as good to the sword, Dyrnwyn will do damage to them as
if they were Neutral. Dyrnwyn thinks of itself as a regal weapon, and only allows those that are
both Lawful and Just to wield it without penalty. If Dyrnwyn gains control of a wielder, and the
wielder is not noble, Dyrnwyn will force the wielder to yield the weapon to a worthy bearer (or
discard it if there are none). If the wielder is noble in bearing, Dyrnwyn will make the wielder
perform a chivalrous or generous act before relinquishing control.
Eligor Sword +2
Rather than a basket hilt, this rapier has sharp, pointed quillons for a guard. It glows weakly (5'
radius) with a soft yellow light for one turn when it is held and its name spoken aloud.
Faluros Short Sword +2
This bronze xiphos' pommel is shaped like the head of a medusa. The scabbard is made of the
skin of a python, with brass chape and locket.
10
Farslayer Sword +1, Dancing
This greenish steel falchion has eagle wing motif crossguards and a thick machete-like blade.
Dancing: Once Farslayer has been used to attack at least once in a battle, its wielder can
command the sword to fly of its own accord, attacking by itself. When dancing, Farslayer will
attack the same target (at the same value as the wielder) for 3 rounds, then return to its owner's
hand. The wielder can call Farslayer back at any time before that.
Flamberge Two Handed Sword +1, Extinguishing
This greatsword is cool to the touch and glows strongly (10' radius) in cold weather. The name
means 'flame cutter.'
Extinguishing: Flamberge can extinguish normal (non-magical) fires by being thrust into the
flame (up to a 10' square area for massive fires, and only once per turn in such cases). In
addition, if wielded against “fire” monsters, it is considered a +2 weapon to hit and damage.
Fragarach Sword +3
This long claiomh has a hilt and blade of adamantine and a grip of trollskin leather. Tales of
several great heroes of the past mention this sword belonging to each of them in turn.
Frostmourne Two Handed Sword +2, cursed, Intelligent (Int 7, Neutral, Levitation*, Ego 4, Will
Power 12)
This unadorned greatsword is cold to the touch, and the chill pulses slightly when the blade is
handled. The scabbard may be trapped when found, as the DM sees fit (see below).
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use
Frostmourne in battle instead of other weapons, and may not dispose of the weapon willingly.
When Frostmourne is wielded, the wielder takes 1d6 points of cold damage (once per battle).
Levitation (Extraordinary): Three times per day, the wielder can command Frostmourne to grant
the wielder levitation, as the potion, for up to 3 turns per use.
Personality: Frostmourne is a suspicious weapon, sure that everyone covets it, and wants its
wielder to protect it at all costs. If it gains control of its wielder, it forces the wielder to create or
purchase protective devices and spells. If the wielder is unable to protect the blade, it forces the
wielder to dispose of it in secret, and releases the wielder from its curse.
Galatine Sword +2
This spatha has a well-worn leather grip and a disk-shaped pommel. Tied to the sheath is a green
women's sash. Folktales speak of the sash, saying it will protect a gallant and true knight from
all harm, but other tales claim this to be false.
Glamdring Sword +1, +2 vs. Goblins, Watching
This white steel bladed arming sword has a golden hilt studded with jewels, and ancient Elven
runes etched on the blade. If deciphered, the runes say, “Foe-Hammer, Sword of the Elf King.”
The scabbard is made of ivory. Glamdring is the sister-sword of Orcrist.
If goblins, kobolds, hobgoblins, orcs or bugbears approach within 60' of the blade, it glows
faintly (1' radius) blue.
vs. Goblins: Glamdring is considered a +2 weapon for both attack and damage when wielded
against goblins, kobolds, hobgoblins, orcs or bugbears.
Watching: The wielder can name a type of creature or race, and Glamdring will watch for that
race, vibrating silently to alert the wielder if any such creatures come within 60'. This ability
lasts for an entire day, and only one type of creature or race can be named per day.
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Glorius Sword +3, Intelligent (Int 9, Neutral, Locate Object*, Detect Evil, Detect Gems, Ego 6,
Will Power 16)
This adamantine arming sword comes in a sheath with a small scroll case attached. In the scroll
case is an epic poem about Glorius itself, written by a less than skilled but enthusiastic poet.
Locate Object (Extraordinary): Three times per day, the wielder can command Glorius to cast
locate object, as the spell. Glorius will be able to lead the wielder to the object, if it is within
120' for 6 turns.
Detect Evil: At will, the wielder can command Glorius to detect characters and creatures with
evil intentions toward the wielder within 20'.
Detect Gems: At will, the wielder can command Glorius to detect gems. If any gems exist
within 60', Glorius will point to them and indicate the amount of gems in each location, but
cannot tell the value.
Personality: Glorius is a conceited weapon. It wishes to be the most famous blade of all. If it
gains control of its wielder, it forces the wielder to perform a heroic deed, or commission a poem
about the great blade. No matter what, Glorius is in it for its own glory, not that of the wielder.
Gram Sword +2, +4 vs. Chaotic Dragons
It is unknown who first forged this heavy gray sverth, but it was broken and re-forged by a Dwarf
in order to slay a dragon. The sheath is made from a green dragon's skin.
vs. Chaotic Dragons: Gram is considered a +4 weapon for both attack and damage when
wielded against Chaotic aligned dragons, including chimera, frost salamanders, dragon turtles,
and most drakes.
Graveblade Sword +1, Intelligent (Int 10, Lawful, Telekinesis*, Detect Gems, Detect Metal,
speaks Common and Dragon, Ego 5, Will Power 16)
An arming sword said to be forged by dragons and to have been recovered from the Dragon's
Graveyard. It has a bronze hilt, and the steel blade has a chisel-point.
Telekinesis (Extraordinary): Three times per day, the wielder can command Graveblade to grant
the wielder telekinesis as the ring, being able to move up to 2000cn of weight for as long as the
wielder concentrates or 1 turn, whichever is less.
Detect Gems: At will, the wielder can command Graveblade to detect gems. If any gems exist
within 60', Graveblade will point to them and indicate the amount of gems in each location, but
cannot tell the value.
Detect Metal: At will, the wielder can command Graveblade to detect a specific type of metal. If
that metal exists within 60', Graveblade will point to it, but cannot tell the amount.
Personality: Like the dragons who forged the blade, Graveblade is a greedy weapon. If it gains
control of the wielder, it seeks out a great treasure hoard, then protect it from all others.
Grayswandir Sword +2, Intelligent (Int 7, Lawful, ESP*, Ego 7, Will Power 15)
This silvered steel arming sword has a silver rose for a pommel decoration. The blade is
inscribed with lines of some strange fiery blue pattern. Grayswandir is the sister-sword of
Werewindle.
ESP (Extraordinary): Three times per day, the wielder can command Grayswandir to grant the
wielder ESP as the potion, the ability to listen to the thoughts of creatures within 60', for 1 turn.
Personality: Grayswandir is a curious weapon. It wishes most to travel and have new
experiences. If it gains control over its wielder, it forces the wielder to seek out unusual places,
monsters, or people that it has heard about in rumors.
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Graywand Sword +1
This is a nondescript arming sword, easily mistaken for a non-magical weapon. The scabbard is
made of sealskin and the chape and locket are covered by arctic fox fur.
Grus Bastard Sword +1
This ancient bronze bastard sword glows faintly (6”) with a yellow light.
Guthwine Sword +1
This steel sverth has a double horse-head design on the guard, and a tassel of horse's mane on the
pommel. The sheath is of leather, stained red, with crisscrossing bronze scroll work under the
locket and above the chape (which are also bronze).
Hauteclere Sword +1, Wishing
This strong arming sword has a golden hilt, with a clear crystal embedded in the center of the
crossguard. The crystal glows strongly when wielded.
Wishing: When found, Hauteclere contains the power to grant 1-4 wishes to the wielder. As
usual, wishes should be used with care.
Heartsbane Two Handed Sword +1
This red steel greatsword vibrates with a rhythmic pulse, like a heartbeat. Legend says that if the
wielder is killed, his or her true love dies at the same time.
Herugrim Sword +1, +2 vs. Constructs
This stout sverth has a double horse-head motif on the guard, and the entire hilt is made of gold.
The scabbard is royal purple died leather, with gold chape and locket set with small agates.
vs. Constructs: Herugrim is considered a +2 weapon for both attack and damage when wielded
against constructs. This includes gargoyles, living statues, golems, drolems, etc.
Hofud Two Handed Sword +1, +3 vs. Giants
This iron greatsword is etched with ancient runes on the ricasso. If deciphered, they read,
“Hofud Jotunsbane.”
vs. Giants: Hofud is considered a +3 weapon for both attack and damage when wielded against
giants. This includes cyclopes, ogres, trolls, etc.
Hrotti Bastard Sword +2, +4 vs. Lawful Dragons
This steel longsword has a grip of Gold Dragon skin. It hums (audible only to the wielder) when
within 60' of a Lawful dragon.
vs. Lawful Dragons: Hrotti is considered a +4 weapon for both attack and damage when wielded
against Lawful aligned dragons, including any Lawful draconic creatures.
Hrunting Sword +1, Lighting
This ancient iron sverth bears a unique veined pattern on the blade, said to have arisen when the
sword was tempered in blood rather than water.
Lighting: Once per day, the wielder of Hrunting can create a light spell effect within 120', which
lasts for 6 turns.
Hywelbane Short Sword +1
This Elf-forged seax has a circle etched into the base of the blade, just above the hilt. The grip is
made of yew wood, reinforced with copper bands.
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Ice Two Handed Sword +1
This fine steel greatsword bears the motto “Winter is coming.” etched into the ricasso. The blade
shimmers like ice in light, and is always cool to the touch.
Joyeuse Sword +4, Defending
This adamantine arming sword bears an interesting property unique to this sword—it shimmers
with many colors, like mother-of-pearl.
Defending: The wielder of Joyeuse may choose to split the weapon's +4 bonus between
attack/damage and armor class. For example, if the wielder chose to improve AC by 2, then
Joyeuse would attack and deal damage as a +2 weapon. Joyeuse is always considered a +4
weapon for purposes of determining if it can damage certain powerful creatures or not, regardless
of the amount of 'plusses' being used for attack/damage at the time.
Kladenets Sword +1, +3 vs. Enchanted
This broadsword bears an etching of an asp along the back of the blade. The scabbard is
inscribed with runes of protection from evil magic.
vs. Enchanted: Kladenets is considered a +3 weapon for both attack and damage when wielded
against enchanted creatures (those that can only be hit by magical weapons, or those created or
summoned by magic).
Lady Forlorn Short Sword -1, cursed
This golden xiphos has a hilt shaped like a sad, but beautiful woman. Legend has it that the spirit
of a great hero's widow inhabits the blade, bringing misfortune to other heroes who wield it.
Curse: Lady Forlorn gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu
of other weapons, and may not be discarded willingly.
Laevateinn Sword -2, cursed
This back-curving falchion has a pommel shaped like a star. The scabbard is made of elm wood
with black iron chape and locket.
Curse: Laevateinn gives the wielder a -2 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
Legbiter Short Sword -1, cursed
This Dwarf-forged seax has the name “Garax Gellstone” engraved on the hilt in Dwarfish runes.
Legends say that Garax was a traitor to his clan, and that no Dwarf would ever wield his sword
again.
Curse: Legbiter gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
Lion’s Tooth Short Sword +1
This smallsword has a slightly shorter grip than most smallswords, making it perfect for a
Halfling or a Human child. The sheath is made of lion's skin, with tassels of lion's mane.
Longclaw Bastard Sword +1
This finely forged bastard sword has a stylized bear-claw for a pommel, and a sheath made of
dire wolf skin.
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Mimung Sword +1, Intelligent (Int 9, Lawful, Detect Shifting Walls, Detect Gems, Detect
Sloping Passages, Ego 11, Will Power 20)
This sturdy sverth has a scabbard encrusted with many small gems. The sword itself has a
platinum hilt and gold scroll-work etched into the fuller.
Detect Shifting Walls: At will, the wielder can command Mimung to detect shifting walls or
rooms. If they exist within 10', Mimung will point to them.
Detect Gems: At will, the wielder can command Mimung to detect gems. If any gems exist
within 60', Mimung will point to them and indicate the amount of gems in each location, but
cannot tell the value.
Detect Sloping Passages: At will, the wielder can command Mimung to detect sloping passages.
If they exist within 10', Mimung will point to them.
Personality: Mimung is a vain weapon. It desires to be treated well, and honored. If it gains
control of its wielder, it forces the wielder to spend time and money on comforts and adornments
for the sword, such as a jeweled sword-stand with silk pillows.
Misenchanted Sword Sword +1, cursed
This side sword is rather non-descript, appearing to be the sort of weapon any soldier might
carry.
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use the
Misenchanted Sword in battle instead of other weapons, and may not dispose of the weapon
willingly.
Once drawn, the Misenchanted Sword may not be resheathed, dropped, or passed to another until
it has been used to slay a Human or Demi-Human. Once this has occurred, the sword may be
resheathed normally.
Mistiltein Sword +1, +3 vs. Undead
This ancient sverth appears worn and well-used, but it is still sharp. Runic inscriptions carved
into the disk-like guard read “Even the restless dead must sleep.”
vs. Undead: Mistiltein is considered a +3 weapon for both attack and damage when wielded
against undead of all types.
Morax Sword +2
This long claiomh is said to have been forged by Wayland. The scabbard is made of copper,
lined with velvet on the inside.
Morglay Bastard Sword +1, +2 vs. Water Breathers
This longsword is forged from a fine steel that never tarnishes. The sheath is made of sharkskin
with chape and locket of the same steel as the blade. When wielded within 60' of a large body of
water (river, lake, sea) the sword glows strongly (10' radius).
vs. Water Breathers: Morglay is considered a +2 weapon for both attack and damage when
wielded against water breathing creatures. This includes fish, amphibians, and most sea
monsters, but not aquatic mammals or reptiles (whales, sea snakes) which must surface to
breathe air. Characters under the effect of a water breathing spell are vulnerable to this sword.
Mournblade Bastard Sword +3, Intelligent (Int 8, Chaotic, Clairaudience*, Teleportation*,
Detect Metal, Ego 6, Will Power 16)
This longsword is forged of black steel carved with undecipherable runes, with an equally black
hilt and sheath. It is the sister-sword of Stormbringer.
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Clairaudience (Extraordinary): Three times per day, the wielder can command Mournblade to
grant the wielder clairaudience, as the potion, with a range of 60'.
Teleportation (Extraordinary): Once per day, the wielder can command Mournblade to teleport
the wielder, as the spell.
Detect Metal: At will, the wielder can command Mournblade to detect a specific type of metal.
If that metal exists within 60', Mournblade will point to it, but cannot tell the amount.
Personality: Mournblade is seditious and violent. If it gains control of its wielder, it seeks to
undermine the authority of anyone in power. It will not be satisfied until anarchy rules.
Naegling Sword +1, Intelligent (Int 9, Lawful, Detect Evil, Find Secret Doors, Extra Damage*,
Ego 11, Will Power 21)
This old, gray iron sverth looks worn, but is still sharp, and glows faintly (1' radius). The
crossguard is studded with thick, plain nails. It can be mistaken for its sister-sword, Nagelring.
Detect Evil: At will, the wielder can command Naegling to detect characters and creatures with
evil intentions toward the wielder within 20'.
Find Secret Doors: Three times per day, the wielder can command Naegling to find any secret
doors within 10'. If they exist, Naegling will point to them.
Extra Damage (Extraordinary): Three times per day, the wielder can command Naegling to
inflict four times the normal damage on each hit (counting the sword's magical bonus, but not
other bonuses to damage). This ability lasts for 1d10 rounds, and takes 1 round to activate.
Personality: Naegling is a beneficent weapon. If it gains control of its user, it will seek to right a
wrong or protect an innocent.
Nagelring Sword +1, cursed
This old, gray iron sverth looks worn, but is still sharp, and glows faintly (1' radius). The
crossguard is studded with jeweled nails. It can be mistaken for its sister-sword, Naegling.
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use
Nagelring in battle instead of other weapons, and may not dispose of the weapon willingly.
When used in battle, unintelligent opponents target the wielder before others, and intelligent
opponents must Save. vs. Spells or do likewise (once per battle).
Narsil Bastard Sword +2, +5 vs. Other-Planars
The white silver pommel of this longsword is shaped like a tree, and the sword itself is forged of
white steel. The grip is a fine leather, and the sheath is made of blue dragon hide.
vs. Other-Planars: Narsil is considered a +5 weapon for both attack and damage when wielded
against creatures not native to the Prime Material Plane.
Needle Short Sword +1
This smallsword, while made of common steel, is a finely balanced and tempered weapon.
Nightfall Sword -1, cursed
This ornately hilted rapier is made of black steel. When wielded, it glows weakly (5' radius) with
a dark purple aura like the western sky after the sunset.
Curse: Nightfall gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
16
Nothung Sword +1, Intelligent (Int 11, Neutral, Find Traps, Detect Sloping Passages, See
Invisible, Detect Gems, Read Magic, speaks Dwarven, Ego 12, Will Power 23)
This Dwarf-forged sverth appears to be battle ready, but is unadorned.
Find Traps: Three times per day, the wielder can command Nothung to find traps. If they exist
within 10', Nothung will point to them.
Detect Sloping Passages: At will, the wielder can command Nothung to detect sloping passages.
If they exist within 10', Nothung will point to them.
See Invisible: Nothung can find any invisible creatures or objects (but not hidden ones like
secret doors or traps) within 20'.
Detect Gems: At will, the wielder can command Nothung to detect gems. If any gems exist
within 60', Nothung will point to them and indicate the amount of gems in each location, but
cannot tell the value.
Read Magic: Nothung can read magical writing as if under the effect of a read magic spell.
Personality: Despite its common appearance, Nothung is a condescending weapon. It feels that
it is the best blade ever forged. If it gains control of its wielder, it seeks to eliminate other
potential rival weapons, starting by discarding any other weapons the wielder may happen to be
carrying at the moment, then trying to best another magical weapon owned by another nearby
character through a duel.
Oathkeeper Sword +2, Intelligent (Int 8, Lawful, Healing*, Detect Metal, Ego 9, Will Power 18)
This arming sword has a platinum crossguard and a ruby pommel. It gives off a weak white glow
(5' radius) when unsheathed.
Healing (Extraordinary): Once per day, the wielder can command Oathkeeper to heal 6 hit points
worth of damage, at a rate of 1 point per round. This healing may not bring the wielder above
normal maximum hit points.
Detect Metal: At will, the wielder can command Oathkeeper to detect a specific type of metal. If
that metal exists within 60', Oathkeeper will point to it, but cannot tell the amount.
Personality: This sword is Lawful and honest to the core. If it gains control of its wielder, it
forces the wielder to repay a debt owed or keep a promise of service made. If no debt or promise
exists, it may force the wielder to enter into such an agreement. If the wielder does not try to
fulfill this new oath, Oathkeeper will the next time it gains control.
Orcrist (Goblin-Cleaver) Sword +1, +2 vs. Goblins, Finding
This Elf-forged arming sword has a blade of glistening steel, and a jeweled hilt. The scabbard is
made of well-polished oak, with bronze fittings. Orcrist is the sister-sword of Glamdring.
If goblins, kobolds, hobgoblins, orcs or bugbears approach within 60' of the blade, it glows
faintly (1' radius) blue.
vs. Goblins: Orcrist is considered a +2 weapon for both attack and damage when wielded against
goblins, kobolds, hobgoblins, orcs or bugbears.
Finding: Once per day, the wielder can use Orcrist to cast a locate object spell, with a 120' range.
Orias Short Sword +2
This blue steel gladius has a black leather grip. Etched into the blade's short ricasso is a small
picture of a sparrow. The sword glows faintly (1' radius) when wielded.
17
Philippan Short Sword +1
This iron gladius has a pommel shaped like an apple, and the fuller is wavy like a river, though
the blade is straight. The sheath is made of camel hide with bronze chape and locket.
Ravenbrand Sword +1, +2 vs. Lycanthropes
This Elf-forged spatha's blade is inscribed with Elvish script which reads, “Beware lunar
nightmare, the Raven comes.” The scabbard is of black lacquered leather, with a feather design
etched into it.
vs. Lycanthropes: Ravenbrand is considered a +2 weapon for both attack and damage when
wielded against lycanthropes, whether in animal or human form.
Refil Sword +1
This Dwarf-forged sverth bears the mark of Regin, a legendary and mischievous Dwarven smith.
Rhindon Sword +1, Intelligent (Int 12, Lawful, See Invisible, Detect Shifting Walls, Detect
Magic, X-Ray Vision*, Illusion*, Telepathy*, Read Magic, 5 languages, Ego 7, Will Power 22)
The golden pommel of this arming sword is shaped like a roaring lion. The grip is of red
lacquered pine wood, and the sheath is of matching red deerskin. Etched into the fuller are runes
reading “When he bares his teeth, winter meets its death.”
See Invisible: Rhindon can find any invisible creatures or objects (but not hidden ones like
secret doors or traps) within 20'.
Detect Shifting Walls: At will, the wielder can command Rhindon to detect shifting walls or
rooms. If they exist within 10', Rhindon will point to them.
Detect Magic: Three times per day, the wielder can command Rhindon to detect magic, as the
spell. All magical items within 20' will glow.
X-Ray Vision (Extraordinary): Three times per day, the wielder can command Rhindon to give
the wielder x-ray vision, as the ring, for 1 turn.
Illusion (Extraordinary): Three times per day, the wielder can command Rhindon to create a
phantasmal force, as the spell. The wielder must concentrate to maintain the illusion.
Telepathy (Extraordinary): Three times per day, the wielder can command Rhindon to grant the
wielder telepathy, being able to read the thoughts, and project the wielder's thoughts, to another
creature within 60' for 1 turn.
Read Magic: Rhindon can read magical writing as if under the effect of a read magic spell.
Personality: Rhindon is stalwart and chivalrous. If the sword gains control over its wielder, it
seeks to protect the weak and helpless, and bring justice to those who have been wronged.
Ridill Short Sword +1, +2 vs. Dwarves
This iron baselard has a sapphire set in the pommel. Legend says the weapon belonged to a
Dwarf who became a Dragon, and used the sword to slay all of his kin who sought to destroy the
wyrm and take back their gold.
vs. Dwarves: Ridill is considered a +2 weapon for both attack and damage when wielded against
dwarves or gnomes.
Ringil Sword +3, +4 vs. Spell Immune
This Elf-forged spatha is cold to the touch and glitters like ice when in star-light.
vs. Spell Immune: Ringil is considered a +4 weapon for both attack and damage when wielded
against creatures immune to at least 1 entire level worth of spells (not merely individual spells).
18
Runesword Sword +1, +3 vs. Regenerating
This ancient dark gray arming sword has an iron hilt and blade, and a grip of basilisk horn.
Engraved into the wide fuller are undecipherable magical runes. Legend says wounds caused by
the Runesword will not heal.
vs. Regenerating: Runesword is considered a +3 weapon for both attack and damage when
wielded against creatures with regeneration, such as trolls, vampires, and characters wearing a
ring of regeneration. Wounds inflicted on these creatures with Runesword do not regenerate or
heal normally, but may be healed magically.
Sauvagine Sword +3
This sverth bears an intricately cut diamond in the pommel. The blade is diamond-shaped in
cross-section, rather than the standard oblong hexagon with fuller indentations. The sword glows
faintly (1' radius) for a Chaotic wielder, weakly (5') for a Neutral wielder, and strongly (10') for a
Lawful wielder.
Scalpel Short Sword +1
This unadorned smallsword rests in a sheath of gray mouse-skin.
Shieldbreaker Sword +1, cursed
This heavy steel arming sword has a crossguard shaped like a hammer's heads. It glows faintly
when held.
Curse: While this sword functions as a normal +1 weapon, the user is still compelled to use
Shieldbreaker in battle instead of other weapons, and may not dispose of the weapon willingly.
The wielder of Shieldbreaker may not use a shield, nor any off-hand weapon.
Six-Fingered Sword Sword +1
This is one of the finest, and best-balanced rapiers ever forged. The grip is slightly longer than
normal, and the blade is also slightly wider than normal to compensate for the extra weight.
Skofnung Sword +1, Intelligent (Int 7, Lawful, Detect Evil, Ego 6, Will Power 13)
This Dwarf-forged sverth is made of mithril. When in the hands of a Dwarf, it glows faintly.
Legends say the sword's intelligence comes from the spirits of 12 Dwarven Berserkers that
inhabit the weapon.
Detect Evil: At will, the wielder can command Skofnung to detect characters and creatures with
evil intentions toward the wielder within 20'.
Personality: Skofnung is a blood-thirsty weapon. If it gains control of its wielder, it seeks
bloody battle as soon as possible. The weapon relishes its role as a weapon, and wants to be used
as often as possible.
Solas Short Sword +2
This steel baselard is said to have been forged by Wayland. It glows strongly (10' radius) for five
minutes each at sunrise, noon, and sunset.
Soulcutter Sword -1, cursed
This basket-hilted rapier bears the mark of a long forgotten wizard on the pommel. The basket
hilt's wire-work is made of electrum and brass. The scabbard is of lacquered silk.
Curse: Soulcutter gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
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Stonecutter Sword +1
This Gnome-forged cleaver-like falchion has a highly polished spherical granite pommel.
Stormbringer Bastard Sword +3, Draining, Intelligent (Int 7, Chaotic, Detect Good, Ego 6, Will
Power 13)
This wicked longsword is often said to be a demon in the form of a sword, rather than a forged
weapon. The blade is black steel carved with undecipherable runes, with an equally black hilt
and sheath. It is the sister-sword of the Mournblade.
Draining: When an opponent is struck with Stormbringer, the wielder can command the blade to
drain one level (or hit die) from the opponent, as if struck by a wight. When found, Stormbringer
has 5-8 charges that the wielder can use. (It has unlimited charges that it can use itself when in
control of its wielder, see below.) This ability has no effect on creatures that have Energy
Draining attacks of their own.
Detect Good: At will, the wielder can command Stormbringer to detect characters and creatures
with good intentions toward the wielder within 20'.
Personality: Stormbringer is a malicious sword. Normally content to act as its wielder chooses
(even suppressing its ability to damage those of other alignments for potential wielders it finds
interesting), when it gains control of the wielder it lashes out at the nearest loved one, friend or
ally of the wielder and attempts to drain that victim of at least one level. When Stormbringer is
in control of its wielder, no charges are expended in draining levels from others. Also, if the
wielder uses all draining charges, Stormbringer may still drain others when it is in control.
Sword of the Golden Lion Sword +2
This base of this arming sword's blade is etched in gold with a lion's head and the word
“Forever” etched in gold along the fuller. It is said this blade is unbreakable.
Szcerbiec Sword +1, Intelligent (Int 7, Lawful, Flying*, Ego 1, Will Power 9)
This broadsword has an ornate copper basket hilt. Its sheath is decorated with pegasi and rocs.
Flying (Extraordinary): Three times per day, the wielder can command Szcerbiec to grant the
wielder the ability to fly, as the potion, for up to 3 turns per use.
Personality: This weapon is prudent and protective of its wielder. If it gains control of its
wielder, it seeks to keep the wielder safe from all harm, even if that means surrendering or
fleeing from combat with a superior foe.
Tanlladwyr Sword +1, Intelligent (Int 10, Lawful, Find Traps, Detect Metal, Detect Shifting
Walls, speaks Common, Ego 5, Will Power 15)
This long claiomh's bronze hilt is shaped like a dragon, rather than the normal abstract
anthropomorphic shape.
Find Traps: Three times per day, the wielder can command Tanlladwyr to find traps. If they
exist within 10', Tanlladwyr will point to them.
Detect Metal: At will, the wielder can command Tanlladwyr to detect a specific type of metal. If
that metal exists within 60', Tanlladwyr will point to it, but cannot tell the amount.
Detect Shifting Walls: At will, the wielder can command Tanlladwyr to detect shifting walls or
rooms. If they exist within 10', Tanlladwyr will point to them.
Personality: Tanlladwyr is an instructive sword. It wishes to teach its wielder in the ways of the
Hero, and often does so vocally. If it gains control of its wielder, it forces the wielder to follow
its ideas of what a 'hero' should be, especially if the wielder normally ignores the sword's advice.
20
Tizona Short Sword +1
This finely forged baselard has a hilt of silver. The scabbard is made of griffon leather. Legend
says that the same hero that first bore Colada also bore Tizona.
Tyrfing Sword +3, cursed berserker
This Dwarf-forged sverth shines strongly (10' radius), but flickers as if it were aflame. Dwarven
runes decorate the blade, and the hilt is shaped like a coiled dragon.
Curse: While this sword functions as a normal +3 weapon, the user is still compelled to use
Tyrfing in battle instead of other weapons, and may not dispose of the weapon willingly.
Once battle begins, the wielder enters a battle-frenzy, much like a Berserker. The wielder gains a
+2 damage bonus against Human, Demi-Human and Humanoid opponents (in addition to the
weapon's normal +3 bonus to damage, but no additional bonus to hit rolls), but must Save vs.
Spells once all opponents have been slain or begin attacking allies. This rage continues until all
allies are dead or out of sight, or the wielder is put to sleep, held, or otherwise incapacitated. A
remove fear spell will also end the rage.
Wayfinder Sword +1
This broadsword acts as a compass if placed on a floating pallet or basket in water. It will turn to
point north. The sword is not magnetic, however.
Werewindle Sword +2, Intelligent (Int 9, Lawful, Clairvoyance*, Find Traps, See Invisible, Ego
5, Will Power 15)
This bright steel arming sword has a golden pommel shaped like the sun. The blade is inscribed
with a mysterious, blue glowing pattern. Werewindle is the sister-sword of Grayswandir.
Clairvoyance (Extraordinary): Three times per day, the wielder may command Werewindle to
provide the wielder with clairvoyance, as the potion, with a range of 60'.
Find Traps: Three times per day, the wielder can command Werewindle to find traps. If they
exist within 10', Werewindle will point to them.
See Invisible: Werewindle can find any invisible creatures or objects (but not hidden ones like
secret doors or traps) within 20'.
Personality: Werewindle is a selfish and jealous weapon. It believes that it is the actual owner of
its wielder, and all the wielder possesses. If it gains control of the wielder, it forces the wielder
to destroy something of personal value to a rival, or ruin that rival's plans.
Widow’s Wail Sword +1
This iron broadsword has a solid bronze basket hilt with a relief of a crying mother. Legends say
it was forged by an evil warlock for an unknown purpose.
21
Chapter 2: other melee weapons
This chapter covers all melee weapons besides swords, including weapons that are both
melee and thrown weapons. Perusing the lists below, it will be obvious that there are some
weapon types that are not used in some game systems. If using a game system where one of
these weapons does not appear (and variable weapon damage), when in doubt use the base 1d6
damage category for the weapon, or change it to a type of weapon in use. Also, some weapons
appearing in official rules, and the list below, are not represented in the magic weapons described
in this document. Dungeon Masters wishing to give out magical versions of these weapons will
have to give them descriptions and names on their own (or co-opt something similar from this
document). With only 100 weapons to fill the chart, some weapon types had to be left out.
The author's home campaign uses the following damage ratings for melee weapons:
Axes: Blades:
Battle Axe 1d8 (2 handed) Dagger 1d4
Hand Axe 1d6 Scythe 1d8 (2 handed)
Bludgeons: Sickle 1d6
Blackjack 1d2 Pole Weapons:
Club 1d4 Lance 1d8 (1 handed mounted, 2 handed on foot)
Flail 1d6+1 Polearm 1d10 (2 handed) [all types]
Mace 1d6 Spear 1d6
Maul 1d8 (2 handed) Trident 1d6
Morningstar 1d8 (2 handed) Other:
Staff 1d6 (2 handed) Cestus 1d3
Throwing Hammer 1d4 Net nil
War Hammer 1d6 Pick 1d6
Whip 1d2
For games using the Weapon Mastery optional rules, the new weapons in this document
should be given Mastery charts based on similar weapons already on the charts. For example, a
morningstar (an over sized mace by this interpretation) might have a damage progression equal to
the battle axe, but the special abilities of the mace.
One final note: For games utilizing Artifacts, some of the melee weapons listed below
may also be appropriate as Artifacts due to the nature of the source they were pulled from. If the
DM wishes to use Mjolnir, for example, as the actual hammer of Thor and an Artifact, then the
Mjolnir listed below should be considered a mortal weapon based on the divine original, or
renamed/repowered as the DM sees fit.
Alternate Magic Items Table
d100 Category
01-20 Swords
21-30 Other Melee Weapons
31-35 Ranged Weapons
36-45 Armor or Shields
46-70 Potions
71-80 Scrolls
81-85 Rings
86-90 Wands, Staves and Rods
91-00 Miscellaneous Magic Items
22
Magic Weapons (d100)
1 Thunderhead Blade (Battle Axe +1) 51 The Bleeding Lance (+1, Healing)
2 Dramborleg (Hand Axe +1) 52 Ascalon (Lance +1, +3 vs. Dragons)
3 Lion's Axe (Battle Axe +1) 53 Whistling Mace (+1, +3 vs. Enchanted)
4 Valusian Battleaxe (Battle Axe +1) 54 Mace of Disruption (+1, Disruption)
5 Inkosi-kaas (Battle Axe +1) 55 Nightbringer (Mace +1, Blinding)
6 Sagaris (Battle Axe -1) cursed 56 Acrobat's Pole (Quarterstaff +1, Leaping)
7 Ereuthalion's Club (Club +1) 57 Sickle of Time (+1, Speeding, Slowing)
8 Angrist (Dagger +1) 58 The Reaper (Scythe +1, Slicing)
9 Barrow Blade (Dagger +1) 59 Gungnir (Spear +1, Deceiving)
10 D'Anasty Dagger (Dagger +1) 60 Luin (Spear +1, +3 vs. Spell Immune)
11 Shard of Medusa (Dagger +1, cursed) 61 Ogma's Whip (Spear +1, Lighting)
12 Chain Whip (Flail +1) 62 Spear of Longinus (Spear +1, Wounding)
13 Gyptian Hammer (War Hammer +1) 63 Bellerophon's Spear (+1, +3 vs. Fliers)
14 Charun's Hammer (War Hammer +1) 64 Flying Spear (+1, Distance, Returning)
15 Maul of Aias (War Hammer +1) 65 Spear and Magic Helmet (+1, Lightning)
16 Molot (Throwing Hammer +1) 66 Serpentbane (Trident +1, +3 vs. Aquatic)
17 Trigon (Lance +1) 67 Trident of the Seas (+1, Breathing)
18 Rhongomiant (Lance +1) 68 Trident of Warning (+1, Watching)
19 Lance of La Mancha (Lance +1) cursed 69 Vampire Killer (Whip+1, +5 vs. Undead)
20 Goedendag (Mace +1) 70 The Green Axe (Battle Axe +2)
21 Bulawa (Mace +1) 71 Eternian Axe (Hand Axe +2)
22 Gridarvol (Mace +1) 72 Herculean Club (Club +2)
23 Velyeti (Mace +1) 73 Cernwennan (Dagger +2)
24 Green Dragon Blade (Glaive +1) 74 Dragon's Tooth (Dagger +2)
25 Snake-head Pike (Pike +1) 75 Belmont Flail (Flail +2)
26 Trishula (Partisan +1) 76 Hammer of the Gods (War Hammer +2)
27 Tiger Fork (Military Fork +1) 77 Vortigern's Red Dragon (War Ham. +2)
28 Little's Big Staff (Quarterstaff +1) 78 Vortigern's White Dragon (War Ham. -2)
29 Redleaf (Quarterstaff +1) 79 Carbonek (Lance +2)
30 Buck-and-a-quarter Staff (+1) cursed 80 Grond (Mace +2, Cursed Berserker)
31 Mistletoe Cutter (Sickle +1) 81 Double Pointed Mace (Mace +2)
32 Serp the Harvester (Sickle +1) 82 The Golden Axe (Poleaxe +2)
33 Dragonfly Cutter (Spear +1) 83 Sky Piercer (Halberd +2)
34 Valkyrie Spear (Spear +1) 84 Aeglos (Spear +2)
35 Vonnkarr's Spear (Spear +1) 85 Backbiter (Spear -2, cursed)
36 White Spear (Spear +1) 86 Lecarde Spear (Spear +2)
37 Trident of Yearning (Trident -1, cursed) 87 Weaver's Beam (Spear +2)
38 The Raider (Whip +1) 88 Devil's Pitchfork (Trident +2)
39 Cybelene Scourge (Whip -1) 89 Thorn Whip (Whip +2)
40 Durin's Axe (B. Axe +1, +3 vs. Goblins) 90 Axe of the Warrior (H Axe +2, Returning)
41 Belmont Axe (Hand Axe +1, Returning) 91 Dagger of Concealment (+2, Hiding)
42 Thunder Club (Club +1, Quaking) 92 Flame Whip (Flail +2, Flaming)
43 Sting (Dagger +1, +3 vs. Goblins) 93 Axe of the Dwarf Lords (Hand Axe +3*/+1)
44 Devil's Dagger (+1, +2 vs Spell Users) 94 Golden Dagger of Brahams (Dagger +3)
45 Morgul Blade (Dagger +1, Cursing) cursed 95 The Triple-Flail (Flail +3)
46 Dagger of Venom (Dagger +1, Poison) 96 Vajra (Mace +3)
47 Dagger of Veros (+1, +3 vs. Lycanthropes) 97 Gae Bolg (Spear +3)
48 Valkyrie Blade (Dagger +1, Returning) 98 Pelian Spear (Spear +3)
49 Mjolnir (War Hammer +1, +3 vs. Giants) 99 Dwarven Thrower (T Ham. +3, Returning)
50 Cailliach's Hammer (+1, +2 vs. Animals) 100 As-You-Will Staff (Staff +3, Defending)
23
24
25
Description of Melee Weapons by Type
Axes
Axe of the Dwarf Lords Hand Axe +3* (+1)
This Dwarf-forged mithril hand axe has a single broad head, and a hammer-like protrusion
opposite the blade. The shaft of the axe is made of beech wood.
In the hands of a non-Dwarf, this axe only functions as a +1 weapon. When wielded by a Dwarf,
it gets its full +3 bonus, and the throwing range is doubled.
Axe of the Warrior Hand Axe +2, Returning
This double-bladed red steel hand axe has a handle of redwood. While not intelligent, the axe
will occasionally give preset verbal advice to its wielder, referred to simply as 'warrior' by the
weapon. Such phrases include “Use keys to open doors.” “Don't shoot the potions!” and
“Warrior, your life force is running out.”
Returning: The Axe of the Warrior returns to its owner's hand after being cast, whether it hits or
misses.
Belmont Axe Hand Axe +1, Returning
This hand axe has twin crescent blades on the end of its short elm wood shaft, and a leather
braided grip.
Returning: The Belmont Axe returns to its owner's hand after being cast, whether it hits or
misses.
Dramborleg Hand Axe +1
This single-bladed hand axe has a steel blade with undecipherable hieroglyphic inscriptions. The
haft is made of mallorn wood.
Durin's Axe Battle Axe +1, +3 vs. Goblins
This Dwarf-forged single-bladed battle axe has a flat edge, rather than the rounded edge of most
axes. The handle is made of cedar wood.
vs. Goblins: Durin's Axe is considered a +3 weapon for both attack and damage when wielded
against goblins, kobolds, hobgoblins, orcs or bugbears.
Eternian Axe Hand Axe +2
This Elf-forged double-bladed mithril hand axe has a grip of lion skin on its chestnut wood haft.
The axe glows strongly (10' radius) with a yellowish light.
The Green Axe Battle Axe +2
This single-bladed battle-axe is forged from solid green steel. The long blade arcs back over the
cap of the haft. Legend says it first belonged to an immortal giant knight in bright green armor.
Inkosi-kaas Battle Axe +1
This lightweight steel axe has a narrow axe blade with a long spike on the reverse of the head.
The haft is formed from a rhinoceros horn, with steel bulbs at the cap and butt.
Lion's Axe Battle Axe +1
This long hafted (4 ½') single-bladed battle axe has a steel head atop a larch wood shaft. A
roaring lion's head is etched into the sides of the blade.
26
Sagaris Battle Axe -1 cursed
This copper double-bladed battle axe has a haft of laurel wood reinforced with copper bands.
Legends say this weapon was forged by Amazons to be a holy weapon of their tribe, but it was
stolen from them by a Master Thief.
Curse: Sagaris gives the wielder a -1 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly.
Thunderhead Blade Battle Axe +1
This compact Dwarf-forged steel battle axe has a double-bladed head atop a maple wood shaft.
The grip is made of fine strips of giant lizard skin, braided with gold wire. The axe glows faintly
(1' radius) with a yellow light.
Valusian Battleaxe Battle Axe +1
This adamantine battle axe has a double-bladed head with a spike extending up straight from the
end of the haft, which is made of oak.
Clubs
Ereuthalion's Club Club +1
This is a heavy, round-topped iron club with studs spiraling around in the head. Despite being
made of iron, it never rusts. Inscribed on each stud is a letter, and combined they spell the name
of Ereuthalion.
Herculean Club Club +2
This is a 4' long round-topped club of fire-hardened olive wood. If its wielder has a Strength
bonus of +1 (Strength of 13-15), the club glows faintly (1' radius) when wielded. If the wielder's
Strength bonus is +2 (Strength of 16-17) it glows weakly (5' radius). If the wielder's Strength
bonus is +3 (Strength of 18) it glows strongly (10' radius).
Thunder Club Club +1, Quaking
This relatively short (2 ½' long) flat-topped oak club tapers smoothly from head to grip.
Quaking: Once per day, the wielder may strike the ground with the Thunder Club, creating a 60'
long cone (30' across at the far end) of seismic activity. This miniature earthquake deals 4d6
damage to any creatures on the ground within its effect, and forces them to Save vs. Paralysis or
be knocked over. If the Quaking ability is instead used on an object (door, wall, ship, etc.) it
deals its damage to the object with no reduction of damage (4d6 hull points of damage to a ship,
4d6 points of damage to a structure as a siege weapon, etc.).
Daggers
Angrist Dagger +1
This Elf-forged adamantine rondel has a grip of mammoth ivory, with a small notch in the
middle of the blade. The dagger glows weakly (5' radius) with a green light. Legend says the
notch in the blade was formed when an Elven hero cut a gem from the crown of a great demon
lord. The gem was cut out, but the crown was so hard it left its mark even in the adamant the
blade was made from.
Barrow Blade Dagger +1
This long mithril dagger has a leaf-shaped, double-edged blade and a flat crossguard, like a
miniature xiphos. The black leather sheath is set with small, sparkling gems. Legend says the
weapon was taken from the burial mound of a great king of ancient times, and is destined to be
the death of that king's mortal enemy, an undead sorcerer of great power.
27
Cernwennan Dagger +2
This steel dirk has a tapered blade and forward curving crossguard. The wheel pommel bears a
ruby in the center. Its scabbard is made of wyvern skin with silver chape and locket.
Dagger of Concealment Dagger +2, Hiding
This slender stiletto is forged of steel, and has a delicate but deadly appearance. The pommel is a
ring of bronze, rather than the normal solid ball of most blades.
Hiding: When a command word is spoken, the dagger changes shape to become a normal
looking bronze finger ring (although it will still detect as magical), and may be worn as such. A
second command word returns the ring to dagger form. The transformation takes one round to
complete.
Dagger of Venom Dagger +1, Poison
This is a single-edged curved dagger, with the back edge of the blade serrated with wicked barbs.
The weapon is forged of a greenish-black steel.
Poison: Whenever the dagger strikes an opponent, the wielder may utter a command word to
have it poison the target. The target hit must make a Saving Throw vs. Poison or die. This
requires one charge, and the dagger has 5-10 charges when found. When all the charges are
expended, it becomes a normal Dagger +1.
Dagger of Veros Dagger +1, +3 vs. Lycanthropes
This silver dagger has a straight, single-edged blade with a chiseled point. Etched into the
narrow ricasso is a crescent moon. The blade has a glow that waxes and wanes with the moon,
going from no glow at the New Moon to faint (1') at the quarter moon, weak (5') at the half
moon, and strong (10') at the full moon and back again.
vs. Lycantropes: The Dagger of Veros is considered a +3 weapon for both attack and damage
when wielded against lycanthropes, whether in animal or human form.
D'Anasty Dagger Dagger +1
This short, curved sailor's knife has a basket hilt similar to a broadsword. The blade is steel, and
the grip is eel skin leather. Legend says this dagger belonged to a pirate turned vampire hunter.
Devil's Dagger Dagger +1, +2 vs Spell Users
This poniard is made of cold iron, with cabbalistic symbols etched into the blade and a pentacle
for a pommel.
vs. Spell-Users: The Devil's Dagger is considered a +2 weapon for both attack and damage when
wielded against any spell-user, including spell-using creatures such as sprites, talking dragons,
and djinn.
Dragon's Tooth Dagger +2
This curious stabbing dagger is exactly what its name implies, the tooth of a dragon with a hilt
attached. The hilt is made of bronze, with a narrow ring for a guard, and a grip of seal skin.
Legend says a great hero plucked the tooth from the dragon's mouth while it slept, and that the
dragon still lives and wants nothing more than to regain its lost tooth.
Golden Dagger of Brahams Dagger +3
This wide-bladed single-edged golden dagger has a chiseled point. The wheel pommel has a
relief of a wolvesbane flower on one side, and a garlic blossom on the reverse. Legend says a
great warrior wrested this magical weapon from a powerful vampire who had hoped it would
never again see the light of day.
28
Morgul Blade Dagger +1, Cursing, cursed
This black poniard is made from an unknown metal. Some say it is metal mined in the depths of
Hell itself.
Cursing: Any victim struck by the weapon must make a Saving Throw vs. Spells or permanently
lose 1 point of Constitution. Any victim totally drained of Constitution by the weapon becomes a
Wraith within 3-5 days of death. (Assume NPCs and monsters have a Con of 10 unless
otherwise noted).
Curse: While this dagger functions as a normal +1 weapon, the user is still compelled to use the
Morgul Blade in battle instead of other weapons, and may not dispose of the weapon willingly.
Every New Moon (once a month), the wielder must make a Saving Throw vs. Spells or lose one
point of Constitution (as above). If the wielder is totally drained of Constitution by the weapon,
the wielder rises as a Specter within 3-5 days of death.
Shard of Medusa Dagger +1, cursed
This obsidian shard has been shaped into a stone dagger. When drawn from its wicker sheath, it
makes a soft hissing sound like a snake.
Curse: While this weapon functions as a normal +1 weapon, its wielder must use it in combat in
preference to other weapons and will not part with the weapon willingly.
Whenever the wielder first draws blood with the Shard of Medusa, a Saving Throw vs. Turn to
Stone must be made or the wielder is petrified. If the saving throw is successful, the target of the
attack must save or be turned to stone. Thereafter, any time the wielder's player rolls a natural 1
on an attack roll, the wielding character must again Save vs. Turn to Stone or be petrified. If a
natural 20 is rolled, the target must make a Save vs. Turn to Stone.
Sting Dagger +1, +3 vs. Goblins
This Elf-forged leaf-shaped dagger never corrodes and always remains sharp. The sheath, made
of stout leather and iron, is of Halfling design.
If goblins, kobolds, hobgoblins, orcs or bugbears approach within 60' of the blade, it glows
faintly (1' radius) blue.
vs. Goblins: Sting is considered a +3 weapon for both attack and damage when wielded against
goblins, kobolds, hobgoblins, orcs or bugbears.
Valkyrie Blade Dagger +1, Returning
This blue steel dirk has a long straight blade and a straight crossguard. While not intelligent, the
dagger will occasionally give preset verbal advice to its wielder, referred to simply as 'valkyrie'
by the weapon. Such phrases include “Welcome, Valkyrie!” “I've not seen such bravery.” and
“Valkyrie is about to die.”
Returning: The Valkyrie Blade returns to its owner's hand after being cast, whether it hits or
misses.
Flails
Belmont Flail Flail +2
This long chained iron flail with an elm wood handle has a Lawful holy symbol inscribed on the
spiked ball at the end of the chain.
Chain Whip Flail +1
This weapon is not a true flail, nor a true whip. Instead, it is an ash wood flail handle with a 10'
length of strong steel chain with no flail ball at the end.
29
Flame Whip Flail +2, Flames on Command
This long chained solid steel flail is warm to the touch, and vibrates weakly when wielded in the
presence of enemies that would take more damage when its flames are activated.
Flames on Command: At will, the wielder can command the Flame Whip to be covered in
flames. When flaming, the Flame Whip acts as a +3 weapon vs. feathered creatures and trolls,
and +4 vs. treants (and other wood creatures) and undead. The damage from the Flame Whip,
when flaming, is considered fire damage for purposes of regeneration.
The Triple-Flail Flail +3
This short flail has a hawthorn wood handle with a leather grip, and three lengths of chain each
with a spiked ball at the end. It glows weakly (5' radius) with a reddish light.
Hammers
Cailliach's Hammer War Hammer +1, +2 vs. Animals
This stone hammer is set on a hawthorn wood shaft, with a grip of tightly coiled ivy that seems to
still be alive.
vs. Animals: Cailliach's Hammer is considered a +2 weapon for both attack and damage when
wielded against animals, whether normal, giant or prehistoric.
Charun's Hammer War Hammer +1
This heavy lead hammer has a Chaotic holy symbol etched into the flat face of the head. The
haft is of ironwood.
Dwarven Thrower Throwing Hammer +3, Returning
This Dwarf-forged mithril throwing hammer has a square head and a haft of elm wood. Etched
into the sides of the head are Dwarf runes that read, “I return to my master.” If the wielder is
actually a Dwarf, the weapon deals double damage (2d4+6) when thrown, although the bonus to
hit remains at +3.
Returning: The Dwarven Thrower returns to its owner's hand after being cast, whether it hits or
misses.
Gyptian Hammer War Hammer +1
This brass hammer has a clawed face and a long spike counterbalance for the head, set on a shaft
of mahogany wood. The hammer glows faintly (1' radius) when wielded.
Hammer of the Gods War Hammer +2
This war hammer has a round, double-sided head like a large mallet. The entire weapon is made
of oak wood. There is a Lawful holy symbol on one face, a Chaotic holy symbol on the reverse,
and a Neutral holy symbol on the butt of the shaft.
Maul of Aias War Hammer +1
This heavy bronze square-headed hammer is mounted on a long (5') olive wood handle. The
weapon must be used two handed (and does 1d8 damage, as a battle-axe). It is said that only the
strongest of warriors dare to wield this mighty hammer.
Mjolnir War Hammer +1, +3 vs. Giants
This Dwarf-forged short-hafted heavy steel hammer has a double-sided square head. The haft is
made of solid oak, with a thong at the butt that allows the weapon to be slung on the arm quickly.
vs. Giants: Mjolnir is considered a +3 weapon for both attack and damage when wielded against
giants. This includes cyclopes, ogres, trolls, etc.
30
Molot, Hammer of Industry Throwing Hammer +1
This Gnome-forged iron throwing hammer has a handle of cedar wood. It glows red weakly (5'
radius) unless its sister-weapon, Serp the Harvester is within 60', in which case it glows very
strongly (20' radius).
Vortigern's Red Dragon War Hammer +2
This war hammer has a flat round head of red steel, with the balancing spike on the reverse
shaped like a dragon's tail. The weapon pulses with warmth when held. It is the sister weapon of
Vortigern's White Dragon.
Vortigern's White Dragon War Hammer -2, cursed
This war hammer has a flat round head of white steel, with the balancing spike on the reverse
shaped like a dragon's tail. The weapon pulses coolly when held. It is the sister weapon of
Vortigern's Red Dragon.
Curse: Vortigern's White Dragon gives the wielder a -2 penalty to hit rolls and damage, must be
used in lieu of other weapons, and may not be discarded willingly.
Lances
Ascalon Lance +1, +3 vs. Dragons
This long combat lance (14') has a leaf-shaped spear blade at the end of the shaft, rather than the
normal point.
vs. Dragons: Ascalon is considered a +3 weapon for both attack and damage when wielded
against dragons, including chimera, hydras, salamanders, dragon turtles, wyverns, and drakes.
The Bleeding Lance Lance +1, Healing
This combat lance is made of poplar wood with a conical, back-barbed iron point. The point
drips blood sporadically.
Healing: By allowing the blood that drips from the point to enter a wound, The Bleeding Lance
can create a Cure Serious Wounds effect (2d6+2 points of damage) once per day.
Carbonek Lance +2
This stout oak tilting lance is painted white with one red stripe running the length of the shaft,
and another circumscribing the midpoint. It is capped with a red steel tapered point. It glows
strongly (10' radius) when a Lawful character wields it.
Lance of La Mancha Lance +1, cursed
This long tilting lance of yew has a steel blade at the tip, with colorful pennons attached at the
base of the lance head.
Curse: The Lance of La Mancha makes the wielder delusional. Once per day, the wielder must
make a Save vs. Spells, or believe that some harmless object or building is actually a fierce
monster that must be defeated. As with other cursed weapons, the wielder will wish to use this
lance at all times when mounted, and will not willingly part with the weapon. When not
mounted, a Saving Throw vs. Spells may be made by the wielder to be able to use another
weapon instead of the Lance of La Mancha.
Rhongomiant Lance +1
This elm wood tilting lance has a grip reinforced with golden bands and padded with samite.
The head is a steel 4-sided blunted point, like a stubby flat-topped pyramid, with a steel cap over
the end of the shaft. The lance glows weakly (5' radius) with a blue aura. Legend says this lance
was the personal weapon of a great king of old.
31
Trigon Lance +1
This combat lance is made of walnut wood, with a steel point made of three half-blades radially
spaced around the central axis. Folktales say that if this lance ever shatters in impact, the various
pieces need only be touched to each other for the lance to repair itself.
Maces
Bulawa Mace +1
This baton style mace has a single heavy ball of brass atop a haft of poplar wood. It glows
weakly (5' radius) when wielded.
Double Pointed Mace Mace +2
This solid bronze mace has six triangular flanges around the head, and two sharp spikes sticking
out of the top. The grip is griffon hide, with a strap for slinging the weapon easily over an arm or
on a belt hook.
Goedendag Mace +1
This heavy mace is made of apple wood with iron spikes set into the bulbous wooden head.
Gridarvol Mace +1
This copper headed mace has five rounded flanges and a haft made of a giant's bone. Legend
says a witch or giantess tricked an evil giant out of its finger bone, and made this mace from it.
Grond Mace +2, Cursed Berserker
This black steel mace has a solid cylindrical head covered in carvings of Chaotic religious tracts
and Chaotic holy symbols.
Curse: While this mace functions as a normal +2 weapon, the user is still compelled to use
Grond in battle instead of other weapons, and may not dispose of the weapon willingly.
Once battle begins, the wielder enters a battle-frenzy, much like a Berserker. The wielder gains a
+2 damage bonus against Human, Demi-Human and Humanoid opponents (in addition to the
weapon's normal +2 bonus to damage, but no additional bonus to hit rolls), but must Save vs.
Spells once all opponents have been slain or begin attacking allies. This rage continues until all
allies are dead or out of sight, or the wielder is put to sleep, held, or otherwise incapacitated. A
remove fear spell will also end the rage.
Mace of Disruption Mace +1, Disruption
This flanged mace has a Lawful holy symbol engraved on each steel flange.
Disruption: This weapon is extra effective against all forms of Undead. When wielded against
them, the mace gains a bonus of +2 to hit and damage instead of +1 as well as double base
damage (2d6), and any Undead creature struck is affected as if with a Turn Undead attempt by an
8th level Cleric. Wraiths or lesser Undead are instantly destroyed, Mummies and Specters
automatically Turned, and higher forms of undead possibly being Turned based on the result of a
2d6 roll (for greater forms of Undead than an 8th level Cleric can Turn, a roll of 12 on 2d6 will
Turn them).
Nightbringer Mace +1, Blinding
This ball-and-knob mace is forged out of black iron, with an ebony handle and black leather grip.
Blinding: Once per day, when a target is hit and a command word spoken, the mace causes the
victim to go blind unless the victim Saves vs. Spells.
32
Vajra Mace +3
This solid brass mace has thick loops of metal for flanges, rather than the typical thin, solid
flange. It glows strongly (10' radius) when wielded with an orange radiance.
Velyeti Mace +1
This mace has a head made of a monster's skull, filled with a cement of sand and amber to attach
it to its oaken shaft and add weight to the weapon.
Whistling Mace Mace +1, +3 vs. Enchanted
This steel mace has six diamond-shaped flanges for a head. When wielded in combat, it whistles
eerily. Legend says that the soul of an enchantress is trapped within the weapon.
vs. Enchanted: The Whistling Mace is considered a +3 weapon for both attack and damage
when wielded against enchanted creatures (those that can only be hit by magical weapons, or
those created or summoned by magic).
Polearms
The Golden Axe Poleaxe +2
This 14' long walnut wood pole has a gold-plated steel double axe blade mounted atop it. It
glows faintly (1' radius) with a golden aura.
Green Dragon Blade Glaive +1
This 9' long heavy steel glaive has a broad, back-curving blade atop a stout pole of cedar wood.
Etched into the blade is the image of a sinuous green dragon.
Sky Piercer Halberd +2
This 10' long halberd has a broad spear point at the end of the oak pole, with a pair of concave
axe blades just below the spearhead, which resemble crescent moons. Because of this, the
weapon is also known as the “Crescent Moon Halberd.”
Snake-head Pike Pike +1
This 12' long iron-reinforced ash wood pike has a sinuous foot-long blade that resembles a
slithering snake.
Tiger Fork Military Fork +1
This 10' long military fork has two thick steel pointed prongs atop a bamboo pole. The weapon
glows faintly (1' radius) with orange and black stripes like a tiger's pelt.
Trishula Partisan +1
This 12' long partisan has an adamantine tripartite blade similar to a maple leaf mounted on a
stout staff of chestnut wood.
Quarterstaves
Acrobat's Pole Staff +1, Leaping
This 6' long oak staff is both a weapon and a tool, and glows weakly (1' radius) with a green aura.
Leaping: Diana's Pole can be used as a standard quarterstaff, but also can be used as a javelin for
pole vaulting (not a ranged weapon javelin). When used to make jumps, the wielder may clear a
distance (vertical or horizontal) equal to 1.5 times the wielder's Dexterity score.
As-You-Will Staff Staff +3, Defending
This heavy adamantine staff has bands of hard gold around it and capping its ends. If a
command word is spoken, the As-You-Will Staff shrinks to the size of a hairpin, and may easily
33
be concealed as such. A second command word returns it to normal size.
Defending: The wielder of the As-You-Will Staff may choose to split the weapon's +3 bonus
between attack/damage and armor class. For example, if the wielder chose to improve AC by 2,
then the weapon would attack and deal damage as a +1 weapon. The As-You-Will Staff is still
considered a +3 weapon for purposes of determining if it can damage certain powerful creatures
or not, regardless of the amount of 'plusses' being used for attack/damage at the time.
Buck-and-a-quarter Staff Staff +1, cursed
This stout oak quarterstaff is slightly thicker than most, although it is only 5' long. It is not
capped.
Curse: While the Buck-and-a-quarter Staff functions as a normal +1 weapon, it also has a
Backbiting curse. Whenever the wielder rolls a 1 on the attack die, a second attack roll must be
rolled against the wielder's AC, with success meaning the wielder has been struck by the Buck-
and-a-quarter Staff for normal damage. As with other cursed weapons, the wielder will always
use the Buck-and-a-quarter Staff instead of other weapons, and will not part with the weapon
willingly.
Little's Big Staff Staff +1
This unfinished rowen wood staff is thicker than a normal quarterstaff, and 7' long. It thickens
near the top, like a long club. Legend says a great folk hero bore this weapon.
Redleaf Staff +1
This durable elm staff has copper caps at both ends. Carved into the length of the wood are runes
of magical potency, which have been painted bright red.
Sickles/Scythes
Mistletoe Cutter Sickle +1
This ancient sickle is made of deer antler, sharpened to a razor's edge. The handle is made of
solid oak.
The Reaper Scythe +1, Slicing
This long scythe (a two-handed weapon, dealing 1d8 damage) has a handle of blackened wood
said to be taken from the heart of the World Tree itself. The blade is of white steel.
Slicing: The Reaper has a chance to kill opponents instantly. If a natural 19 or 20 is rolled on
the attack roll, the opponent must Save vs. Death Ray or die. Even if the opponent makes the
save, The Reaper deals triple normal damage. This ability does not affect Constructs or Undead.
Serp the Harvester Sickle +1
This Gnome-forged iron sickle has a handle of cedar wood. It glows red weakly (5' radius)
unless its sister-weapon, Molot, Hammer of Industry is within 60', in which case it glows very
strongly (20' radius).
Sickle of Time Sickle +1, Speeding, Slowing
This adamantine hand sickle has an hourglass etched on the base of the blade on each side. One
hourglass is just beginning to count down the hour, the other is just finishing the count.
Speeding: Once per day, the wielder of the Sickle of Time can cast a haste spell which affects
the wielder only, for 1 turn.
Slowing: Once per day, when an opponent is hit in combat, the wielder of the Sickle of Time
may choose to slow that opponent, as the spell, for 1 turn. The target is not allowed a saving
throw.
34
Spears
Aeglos Spear +2
This Elf-forged spear has a white steel leaf-shaped head that shines like sunshine on snow (strong
10' radius glow). The staff of the spear is made of oak.
Backbiter Spear -2, cursed
This treant wood spear has a diamond-shaped steel head with a snake engraved on it.
Curse: Backbiter gives the wielder a -2 penalty to hit rolls and damage, must be used in lieu of
other weapons, and may not be discarded willingly. In addition, whenever a natural 1 is rolled on
the attack die, the spear twists around to strike its wielder. A second attack roll is made, ignoring
any shield bonus the wielder may have (the -2 penalty to hit and damage still apply, however.)
Bellerophon's Spear Spear +1, +3 vs. Fliers
This 8' long willow wood spear has a diamond-shaped bronze head. The crosspiece below the
head is shaped like a pair of pegasus wings, with the pegasus head etched into the blade. Legend
says that this weapon was used to kill the first Chimera.
vs. Fliers: Bellerophon's Spear is considered a +3 weapon for both attack and damage when
wielded against flying creatures, both natural and magical. They need not be flying at the time.
Dragonfly Cutter Spear +1
This 10' long bamboo spear has a straight-bladed head, like a gladius mounted on the staff.
Legend says that when the spearhead was forged, a dragonfly landed on the edge of the blade,
which was so sharp the insect was cut in half instantly.
Flying Spear Spear +1, Distance, Returning
This 6' long ashwood spear has a leaf-shaped steel head with a long steel cap over the end of the
shaft, and a steel bulb cap reinforcing the butt and helping balance the weapon for throwing.
Distance: The Flying Spear has double the range of a normal thrown spear.
Returning: The Flying Spear returns to its owner's hand after being cast, whether it hits or
misses.
Gae Bolg Spear +3
This long (7') spear is made from the bones of a sea monster. The head is serrated, and there are
numerous barbs at the base of the head. A great barbarian hero of old was said to have mastered
this weapon so thoroughly that he could cast it with his foot and kill with every cast.
Gungnir Spear +1, Deceiving
This Dwarf-forged spear has a diamond-shaped head atop a staff of what legend says is a branch
of the World Tree itself. The tip of the spear is engraved with runes of power, invoking the spear
to never stop during a thrust and to always pierce its victims cleanly.
Deceiving: Gungnir can be used to create an illusion upon the wielder which changes the
wielder's appearance once per day. The illusion cannot change the size of the wielder, nor
disguise Gungnir itself, which must be wielded at the time. However, the illusion can cause the
wielder's appearance to be nearly anyone or anything of roughly the same size.
Lecarde Spear Spear +2
This 8' long ash wood spear has a straight silver head with a pair of flanking blades at the base,
similar to a partisan.
35
Luin Spear +1, +3 vs. Spell Immune
This spear of hawthorn has a leaf-shaped iron head. It glows faintly (1' radius) with golden light.
vs. Spell Immune: Luin is considered a +3 weapon for both attack and damage when wielded
against creatures immune to at least 1 entire level worth of spells (not merely individual spells).
Ogma's Whip Spear +1, Lighting
This apple wood spear has a tapered head of gold, which shines weakly (5' radius).
Lighting: Once per day, the wielder of Ogma's Whip can create a light spell effect within 120',
which lasts for 6 turns.
Pelian Spear Spear +3
This diamond-shaped spear is forged of steel, with the head atop a 6' long shaft of olive wood. If
its wielder has a Constitution bonus of +1 (Constitution of 13-15), the spear glows faintly (1'
radius) when wielded. If the wielder's Constitution bonus is +2 (Constitution of 16-17) it glows
weakly (5' radius). If the wielder's Constitution bonus is +3 (Constitution of 18) it glows strongly
(10' radius).
Spear and Magic Helmet Spear +1, Lightning
This 6' long spear is solid bronze, with a diamond-shaped head. The accompanying helmet is
also of bronze, with a pair of large bull's horns emerging from the sides.
Lightning: When the spear is wielded and the helmet is worn, and if weather conditions permit,
once per day the wielder may cast one call lightning spell as a 9th level Druid.
Spear of Longinus Spear +1, Wounding
This long (9') spear has a diamond-shaped steel head with a short crossbar below it, and a short
spike on the butt. The spear glows weakly (5' radius) with a bluish light.
Wounding: Wounds received from this weapon do not heal normally, and cannot be healed
magically either. The wounds also continue to deal 1 hit point of damage each round for 10
rounds or until the wounds are bandaged (a healing spell or potion will stop further blood loss as
well, but will not heal any damage already received). The wounded individual is under a sort of
curse, and must receive a remove curse, dispel evil, wish, or other powerful curative magic first,
before normal or magical healing will have any effect.
Valkyrie Spear Spear +1
This 7' long elm wood spear has a tapered iron head with two reverse barbs at the base. It also
has a grip of braided pig skin strips.
Vonnkarr's Spear Spear +1
This Halfling-forged black iron spear has a diamond-shaped head with a short crossbar at the
base. The staff is relatively short (5'), made of oak and lacquered to be as black as the spear's
head.
Weaver's Beam Spear +2
This long, thick cedar wood staff (12' long) has a bronze leaf-shaped head at the top. Legend
says the weapon was originally wielded by a giant.
White Spear Spear +1
This chestnut wood spear has a head formed from the bleached bones of a mammoth. The head
has a long central piercing spike with several barbs and shorter spikes radiating out from the
base.
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Tridents
Devil's Pitchfork Trident +2
This 5' long iron pole has three barbed prongs atop it, with the side prongs curving out from the
central prong. When wielded by a Chaotic character, it glows strongly (10' radius).
Serpentbane Trident +1, +3 vs. Aquatic
This trident is made of a spruce wood staff with a brass straight-tined head. The handle has a
grip of whale skin.
vs. Aquatic: Serpentbane is considered a +3 weapon for both attack and damage when wielded
against aquatic creatures. This includes all creatures that live in fresh or salt water, whether they
are air breathers or water breathers, and creatures from the Elemental Plane of Water. Characters
under the effect of a water breathing spell are vulnerable to this trident.
Trident of the Seas Trident +1, Breathing
This thick poplar staff is topped with a spike of iron, with two slightly outward curving side
spikes pointing up off of a crossbar at the central spike's base. The trident glows weakly (5'
radius) in fresh water, and strongly (10') in salt water.
Breathing: Once per day, the wielder can create a water breathing spell that lasts for 1 day. This
may be cast on the wielder or on another.
Trident of Warning Trident +1, Watching
This trident has a bright steel tapered spear-head, with flanking steel spikes on a perpendicular
crossbar. The staff is made of cypress wood and is 6' long.
Watching: The wielder can name a type of creature or race, and the Trident of Warning will
watch for that race, vibrating silently to alert the wielder if any such creatures come within 60'.
This ability lasts for an entire day, and only one type of creature or race can be named per day.
Trident of Yearning Trident -1, cursed
This oak trident has a straight, barbed iron prong emerging from the staff, and curved side
prongs. The entire staff has been lacquered sea green.
Curse: The Trident of Yearning gives the wielder a -1 penalty to hit rolls and damage, must be
used in lieu of other weapons, and may not be discarded willingly.
Additionally, whenever this weapon is first handled, and any time the weapon is used near a large
body of water (within 120'), the user must make a Saving Throw vs. Spells or be compelled to
head to the nearest deep body of water known and enter it fully. The wielder cannot release the
trident, nor emerge from the water unless a water breathing spell is applied to the wielder after
immersion in the water. If no water breathing spell is available, the victim will most likely
drown.
Whips
Cybelene Scourge Whip -1, cursed
This three-strand scourge has nasty spiked balls at the end of each strand. It is very painful, so
targets who must save vs. entanglement have a -2 penalty on their saving throws.
Curse: The Cybelene Scourge gives the wielder a -1 penalty to hit rolls and damage, must be
used in lieu of other weapons, and may not be discarded willingly.
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The Raider Whip +1
This long leather bull whip is well broken-in, supple and easy to crack. While it cannot be
commanded, it does perform similarly to the Rope of Climbing at times, latching onto
protrusions and staying latched until the wielder wishes it to be released (useful for swinging
across pits and chasms, but with no extra effect when entangling living victims).
Thorn Whip Whip +2
This whip is a braided cord of steel wires, with barbs and hooks protruding from the length of the
whip. Instead of the normal 1d2 damage of whips, the Thorn Whip has a base 1d4 damage.
Vampire Killer Whip +1, +5 vs. Undead
This leather bull whip bears a Lawful holy symbol on the pommel, and the family crest of a
famous clan of vampire hunters at the top of the handle.
vs. Undead: Vampire Killer is considered a +5 weapon for both attack and damage when
wielded against undead of all types.
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Chapter 3: ranged weapons
This chapter details magical missile weapon devices, ammunition, and weapons that are
thrown only. Weapons that can commonly be used in melee but also thrown are listed above in
Chapter 2. Most of the weapon types should be familiar, with the possible exception of the
Heavy Crossbow. In the Mentzer edition, Heavy Crossbows do 2d4 damage, have ranges of
80/60/240, and take an entire round to reload; while Light Crossbows do 1d6 damage, have
ranges of 60/120/180, and can be fired every round. For the convenience of DMs that do not
wish to make the distinction and just have all crossbows as Light, all crossbow groupings in the
chart below are shaded the same color.
While all of the missile devices and thrown weapons (bows, crossbows, slings, javelins)
below should be considered unique, ammunition should not. One possible exception to this is
with the ammunition with special abilities. The DM may wish to make these one time only
finds, in which case re-rolling the same type of ammunition should then result in ammunition of
the given type (arrow, quarrel, sling stone) and bonus (+1, +2) but without special abilities. One
exception to this would be Arrows of Slaying. In this case, re-rolls of Arrows of Slaying would
just result in a different type of target (until all the target types have been discovered in the
campaign) before defaulting to non-ability ammunition.
When giving out magical ranged weapons, remember that in most Classic gaming
systems, the bonuses of magical devices and ammunition are combined when attacking and
damaging. Some DMs may wish to make the +4 and +5 strength ammunitions unique as well as
the missile devices and ability ammunition.
One final note: For games utilizing Artifacts, some of the ranged weapons listed below
may also be appropriate as Artifacts due to the nature of the source they were pulled from. If the
DM wishes to use Artemis's Bow, for example, as the actual bow of Artemis and an Artifact,
then the Artemis's Bow listed below should be considered a mortal weapon based on the divine
original, or renamed/repowered as the DM sees fit.
Missile Terminology
As with swords, game rule terms and descriptive terms sometimes overlap. The game
terms for missile devices are: sling, short bow, long bow, light crossbow, and heavy crossbow.
Descriptive terms for missile devices are explained below.
Selfbow: A bow, long or short, carved from a single piece of wood.
Traditional Longbow: A selfbow with a round or D shaped cross section and little to no
recurve, typically as tall as the archer it is made for.
Flatbow: A selfbow with a rectangular shaped cross section, with or without recurve.
Composite Bow: A bow, long or short, made of a composite of materials, often sinew, bone,
horn, and/or wood. Long composite bows are sometimes called greatbows.
Arbalest: A large crossbow.
Cranequin: A gear and latch system with a hand crank used to reset a crossbow's string, which
is separate from the crossbow.
Windlass: A gear and pulley system with a hand crank used to reset a crossbow's string, which
is attached to the crossbow.
Bodkin Arrow: An arrow with a compact tapering arrowhead.
Broadhead Arrow: An arrow with a triangular, diamond- or leaf-shaped bladed arrowhead.
Frog Crotch Arrow: An arrow with a V shaped reversed head with blades inside the V.
Target Point Arrow: An arrow with a tapering metal cap for a point rather than an arrowhead,
typically used for archery contests.
39
40
Magic Ranged Weapons (d100)
1 Arrows +1 (2d6) 51 Orion's Bow (S. Bow +1, Distance)
2 Arrows +1 (10 arrows) 52 Bow of Paravel (S. Bow +1, Accuracy)
3 Arrows +1 (2d10) 53 Questor's Bow (L. Bow +1, Distance)
4 Arrows +1 (3d10) 54 The Golden Bow (L. Bow +1, Translating)
5 Quarrels +1 (2d6) 55 Arrows +2 (1d6)
6 Quarrels +1 (10 quarrels) 56 Arrows +2 (10 arrows)
7 Quarrels +1 (2d10) 57 Arrows +2 (2d8)
8 Quarrels +1 (3d10) 58 Quarrels +2 (1d6)
9 Sling Stones +1 (2d6) 59 Quarrels +2 (10 quarrels)
10 Sling Stones +1 (10 stones) 60 Quarrels +2 (2d8)
11 Sling Stones +1 (2d10) 61 Sling Stones +2 (1d6)
12 Sling Stones +1 (3d10) 62 Sling Stones +2 (10 stones)
13 Arrows -1 (2d10) cursed 63 Sling Stones +2 (2d8)
14 Quarrels -1 (2d10) cursed 64 Catreus's Bane (Javelin +2)
15 Sling Stones -1 (2d10) cursed 65 Long-Arm (Sling +2)
16 Europa's Javelin (Javelin +1) 66 Turtle's Claw (Lt. Crossbow +2)
17 Vel (Javelin +1) 67 Zaleska's Doom (Hvy. Crossbow +2)
18 Arcanica (Sling +1) 68 Hyrulian Bow (S. Bow +2)
19 Balearius (Sling +1) 69 Teucer's Bow (S. Bow +2)
20 Amun's Ray (Sling +1/-1) cursed 70 Icarian Bow (S. Bow +2)
21 Abu's Crossbow (Lt. Crossbow +1) 71 Herculean Bow (L. Bow +2)
22 The Scorpion (Lt. Crossbow +1) 72 Sagittarius (L. Bow +2)
23 Albatross Killer (Lt. Crossbow -1) cursed 73 Flying Arrows +2 (1d8)
24 Youkahainen (Hvy Crossbow +1) 74 Seeking Arrows +2 (1d8)
25 Greenleaf (S. Bow +1) 75 Penetrating Quarrels +2 (1d8)
26 Pandarus (S. Bow +1) 76 Transporting Quarrels +2 (1d8)
27 Bow of Paris (S. Bow -1) cursed 77 Blinking Sling Stones +2 (1d8)
28 Belthronding (L. Bow +1) 78 Stunning Sling Stones +2 (1d8)
29 Gandiva (L. Bow +1) 79 Thor's Thunderbolt (Javelin +2, ltng bolt)
30 Tuck's Bow (L. Bow +1) 80 Crossbow of Accuracy (Lt. +2, Accuracy)
31 Bow of Nimrod (L. Bow +1) cursed 81 King's Bow (L. Bow +2, Strength)
32 Biting Arrows +1 (1d10) 82 Arrows +3 (2d6)
33 Disarming Arrows +1 (1d10) 83 Arrows +3 (5 arrows)
34 Refilling Arrows +1 (1d10) 84 Quarrels +3 (2d6)
35 Teleporting Arrows +1 (1d10) 85 Quarrels +3 (5 quarrels)
36 Charming Quarrels +1 (1d10) 86 Sling Stones +3 (2d6)
37 Climbing Quarrels +1 (1d10) 87 Sling Stones +3 (5 stones)
38 Screaming Quarrels +1 (1d10) 88 Applesplitter (Lt. Crossbow +3)
39 Sinking Quarrels +1 (1d10) 89 Artemis's Bow (S. Bow +3)
40 Wounding Quarrels +1 (1d10) 90 Sherwood (L. Bow +3)
41 Curing Sling Stones +1 (1d10) 91 Slaying Arrows +3 (1d6)
42 Dispelling Sling Stones +1 (1d10) 92 Arrows +4 (2d4)
43 Lighting Sling Stones +1 (1d10) 93 Arrows +4 (5 arrows)
44 Speaking Sling Stones +1 (1d10) 94 Quarrels +4 (2d4)
45 Hodr's Ger (Javelin +1, +5 vs wpn-imm.) 95 Quarrels +4 (5 quarrels)
46 Shepherd's Sling (Sling +1, +3 vs. Giants) 96 Sling Stones +4 (2d4)
47 Khipu (Sling +1, Distance) 97 Sling Stones +4 (5 stones)
48 Crossbow of Distance (Lt. +1, Distance) 98 Arrows +5 (1d4+1)
49 Crossbow of Speed (Hvy. +1, Speed) 99 Quarrels +5 (1d4+1)
50 Apollo's Silver Bow (S. Bow +1, Healing) 100 Sling Stones +5 (1d4+1)
41
Description of Ranged Weapons by Type
Short Bows
Apollo's Silver Bow Short Bow +1, Healing
This composite recurve short bow has limbs of antelope horn and sinew, with silver tips and grip.
The bow glows weakly (5' radius) with a white aura.
Healing: Three times per day, the wielder may cast a cure light wounds spell (1d6+1 hit points
each), or instead once per day cast a single cure serious wounds spell (2d6+2 hit points). These
spells may only affect the wielder.
Artemis's Bow Short Bow +3
This light composite short bow is crafted with great skill of cypress wood and antelope sinew,
with the limbs tipped in silver. Branded into the elm belly of the bow is the phrase, “The
Huntress fells all prey.”
Bow of Paravel Short Bow +1, Accuracy
This yew short selfbow with slight recurve has limbs tipped with dragon bone. The wood is
stained a deep reddish brown, while the dragon bone is polished bright white.
Accuracy: The wielder of the Bow of Paravel does not suffer penalties to hit targets due to range
or cover. (The bonus to hit at close range is still gained.)
Bow of Paris Short Bow -1, cursed
This flatbow is made from oak, blackened as if in a fire. The bow glows weakly (5' radius) if a
Chaotic character wields it.
Curse: The Bow of Paris gives the wielder a -1 penalty to hit rolls and damage, must be used in
lieu of other weapons, and may not be discarded willingly.
Greenleaf Short Bow +1
This Elven ash flatbow has sprigs of leaves attached to the tips. The leaves never dry or wither.
Hyrulian Bow Short Bow +2
This Elf-crafted flatbow is made of hickory wood. The grip of the bow is made from displacer
beast skin.
Icarian Bow Short Bow +2
This recurve compound short bow is constructed of manticore tail-spikes, apple wood, and
gazelle sinew. The bow does not glow, but imparts a faint (1' radius) glow upon arrows it fires.
Orion's Bow Short Bow +1, Distance
This stout flatbow is made from a single piece of elm wood, with the exception of the tips of the
limbs, which are made from the stingers of a pair of giant scorpions.
Distance: The ranges for Orion's Bow are doubled.
Pandarus Short Bow +1
This composite short bow is crafted from larch wood and goat sinew. The bow glows strongly
(10' radius) with a blue-green light.
Teucer's Bow Short Bow +2
This recurve short bow is made of willow and whale bone. The bow appears to have been
cracked in half before, but mended with great skill.
42
Long Bows
Belthronding Long Bow +1
This Elf-crafted traditional longbow is made entirely of yew, which has been blackened by
arcane fire. In the hands of an Elf, the bow has been known to produce a melancholy music on
the nights of the full moon, although the bow is not sentient.
Bow of Nimrod Long Bow +1, cursed
This stout elm recurve greatbow has a grip made of sphinx skin. It glows strongly (10' radius) if
the wielder speaks three or more languages.
Curse: While the Bow of Nimrod acts as a normal +1 weapon, it must be used in lieu of other
weapons, and may not be discarded willingly.
The wielder of the Bow of Nimrod must make a Saving Throw vs. Spells every month. Failure
indicates that the wielder's speech is garbled and completely incomprehensible to all others
besides the wielder. The wielder still understands the speech of others (assuming the language is
common to both, of course). This garbling lasts for one month, at which time a new Save must
be made.
Gandiva Long Bow +1
This flatbow is made of a single long piece of banyan wood. The bow is warm to the touch, but
not harmful. Legend says the bow once belonged to a king of the Elemental Plane of Fire.
The Golden Bow Long Bow +1, Translating
This composite greatbow has limbs of larch tipped with gold, and a belly made of a band of
copper. The grip is made of bound silver and golden wire. Legend says a master artificer from
the far north crafted this bow, then discarded it as imperfect.
Translating: Once per day, the wielder of The Golden Bow can gain the power to understand any
language spoken (but not to speak the language back, or read it) for 1 hour.
Herculean Bow Long Bow +2
This recurve composite long bow has thick limbs made of lion bone for the belly and hydra
sinew for the back, with the limbs tipped with some sort of monstrous bull's horn. Legend says
this bow belonged to the strongest man who ever lived.
King's Bow Long Bow +2, Strength
This mighty composite long bow is made such that only one with both great strength and
intelligence may string it (a score of 13 or greater in each ability score). The limbs are made of
three layers: ram's horn belly, yew core and deer sinew back.
Strength: This bow's draw is so powerful that the wielder's Strength modifier is added to all
damage inflicted by arrows shot from the bow.
Questor's Bow Long Bow +1, Distance
This yew traditional longbow was crafted by Elves. While not intelligent, the bow will
occasionally give preset verbal advice to its wielder, referred to simply as 'elf' by the weapon.
Such phrases include “Elf needs food, badly.” “Save potions for later use.” and “Elf shot the
food!”
Distance: The ranges for Questor's Bow are increased by ½.
Sagittarius Long Bow +2
This lemon wood and yew composite long bow was crafted by centaurs. It is off-center, with the
lower arm shorter than the upper arm, making it easier to shoot from horseback.
43
Sherwood Long Bow +3
This traditional longbow was crafted from a single stout piece of yew. While unadorned, the
bow is in excellent condition, and unlike non-magical bows, it is never scratched, dented, or
otherwise harmed by harsh treatment. Legend says this bow is so accurate that a master archer,
firing this bow in a competition, can split another's arrow.
Tuck's Bow Long Bow +1
This traditional longbow has a little recurve, and is carved out of ash wood. Carved into the
belly of the bow's upper limb are Lawful holy scripts. Carved into the belly of the lower limb are
bits of doggerel about enjoying one's ale and food.
Light Crossbows
Abu's Crossbow Light Crossbow +1
This light crossbow has a stock of olive wood, a compound prod of antelope horn and sinew, a
brass trigger and an ivory nut. A pull lever resets the string and nut when reloading.
Albatross Killer Light Crossbow -1, cursed
This light crossbow's stock is made of oak while the prod is made of yew. The trigger and nut
are steel, as is the stirrup. A belt hook is needed to reload the crossbow. This crossbow glows
faintly (1' radius) when on board a ship.
Curse: Albatross Killer gives the wielder a -1 penalty to hit rolls and damage, must be used in
lieu of other weapons, and may not be discarded willingly.
Applesplitter Light Crossbow +3
This light crossbow's stock is made from cherry wood, with a recurving steel prod. The trigger is
brass and the nut is made from lacquered oak. A cranequin resets the string. Applesplitter glows
weakly (5' radius) when wielded.
Crossbow of Accuracy Light Crossbow +2, Accuracy
The stock and prod of this light crossbow are made of ash wood, with mother-of-pearl panels on
the sides of the stock and an iron ring for aiming atop it. The trigger and nut are made of iron as
well. A push lever resets the string.
Accuracy: The wielder of the Crossbow of Accuracy does not suffer penalties to hit targets due
to range or cover. (The bonus to hit at close range is still gained.)
Crossbow of Distance Light Crossbow +1, Distance
This Halfling-crafted light crossbow's stock is made of maple wood and the prod is made of yew.
Carved into the stock are abstract bird-like shapes. The trigger is made of steel and the nut is
polished minotaur horn. A cranequin resets the string.
Distance: The ranges for the Crossbow of Distance are increased by ½.
The Scorpion Light Crossbow +1
The stock of this light crossbow is made of black lacquered oak. The prod is a recurve
compound of deer antler, willow wood and horse sinew, with tips made of black iron with barbs
like scorpion tails. The trigger and nut are brass. A black iron stirrup and belt hook are used to
reset the string. The Scorpion glows weakly (5' radius) with a reddish aura if a Chaotic character
wields it.
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Turtle's Claw Light Crossbow +2
This light crossbow has a stock made of chestnut wood and has a pistol grip and a slide to reset
the string. The prod is a compound bow of water buffalo horn, bamboo and buffalo sinew. The
trigger is made of copper. The nut of the crossbow is made from a large turtle's claw. Legend
says this claw came from a divine spirit that took the form of a turtle to aid a great king of
antiquity.
Heavy Crossbows
Crossbow of Speed Heavy Crossbow +1, Speed
This arbalest's stock is made of cedar wood, and the butt is designed to fit against the shoulder,
rather than in the armpit. The prod is a recurve compound bow of giant chameleon horn, ash
wood, and cave bear sinew. The crossbow is conspicuous for the absence of a cranequin or
windlass to reset the string.
Speed: The wielder of the Crossbow of Speed can fire the weapon once for every normal attack
they are allowed (normally 1 per round, but high level Fighters gain multiple attacks) because the
Crossbow of Speed cocks and reloads itself.
Youkahainen Heavy Crossbow +1
This arbalest has a stock of larch wood, a solid steel prod, a trigger of silver and a nut carved
from a large ruby. A windlass of brass, oak and hemp cord is used to reset the string.
Youkahainen glows strongly (10' radius) when in arctic latitudes, and weakly (5' radius) when in
subarctic latitudes.
Zaleska's Doom Heavy Crossbow +2
This arbalest has a stock of solid oak with Lawful holy symbols carved into the sides. The prod
is a compound of elm wood and deer sinew. The trigger is steel, while the nut is made of
polished bear bone. A steel cranequin is attached to the crossbow for resetting the string.
Legend says pouring holy water over bolts shot from this crossbow spells instant death for the
undead.
Slings
Amun's Ray Sling +1/-1, cursed
This sling has thongs of braided reed fibers and a pouch made from goat leather. The back of the
pouch has a sun sigil branded into it.
Curse: When in sunlight (daytime, above ground, regardless of shadow or cloud cover) the sling
functions as a +1 weapon. When not in sunlight (night time or underground) it functions as a -1
weapon.
While the weapon functions as a +1 weapon, other weapons may be used as the wielder wishes
(such as in melee), but when it functions as a -1 weapon, it must be wielded. The wielder will
not wish to part with the weapon at any time.
Arcanica Sling +1
The thongs of this sling are woven of hemp. The pouch is made of lacquered python skin.
Balearius Sling +1
This sling has cords woven of rushes. The pouch is made of mule leather. When the sling is
swung before firing, it makes a noise like the crashing of waves on the coast.
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Khipu Sling +1, Distance
This sling is made entirely of colorful dyed llama wool, of red, yellow, green and indigo. The
thongs have knots tied into them at irregular intervals, and the pouch is a woven net of wool
yarn.
Distance: The ranges for Khipu are doubled.
Long-Arm Sling +2
This sling has cords braided from flax. The pouch is also of flax, intricately braided so that it
seamlessly meshes with the cords. The ends of the cords are reinforced with strips of linen,
which also gives it a more comfortable grip. Long-Arm glows weakly (5' radius) when wielded.
Shepherd's Sling Sling +1, +3 vs. Giants
This humble looking sling is made of cords of wool, and the pouch is ram's leather. The sling
glows strongly (10' radius) when giants approach (within 60').
vs. Giants: The Shepherd's Sling is considered a +3 weapon for both attack and damage when
wielded against giants. This includes cyclopes, ogres, trolls, etc.
Javelins
Catreus's Bane Javelin +2
This 3' long javelin has a shaft of mahogany wood and a barbed iron point. It glows faintly (1'
radius) when near the coast (within 1 mile, on land or water). Some say this weapon bears a
curse, others that various heroes who wield it have simply been unlucky.
Europa's Javelin Javelin +1
This olive wood javelin is about 5' long, and has a bronze straight, sword-blade like head.
Branded into the wood of the staff is a circle with a star inside it.
Hodr's Ger Javelin +1, +5 vs Weapon-Immune
This short, 4' long, javelin has a broad iron head mounted on a shaft of ash. Carved into the ash
staff are images of vines of mistletoe.
vs. Weapon-Immune: Hodr's Ger is considered a +5 weapon for both attack and damage when
wielded against creatures with immunity to specific weapon types. Even if the target creature is
normally immune to spears/piercing attacks/ranged attacks, Hodr's Ger has normal effect on that
creature.
Thor's Thunderbolt Javelin +2, lightning bolt
The crosspiece at the base of the blade of this ash wood javelin is shaped like Mjolnir, the
hammer of Thor. When found, this javelin has 2-5 charges in it. When cast, and the command
word is spoken, it causes normal damage and creates a lightning bolt, as the spell (5d6 damage,
range 60') in the direction the javelin was traveling. If the javelin misses, the lightning bolt starts
at the point the javelin stops (at the end of the current range increment, or at an interposing
barrier). As with the spell, the lightning bolt will reflect off of solid surfaces. Once all the
charges have been used, the javelin becomes completely non-magical.
[Alternately, 2-5 single use javelins may be found in a carrying bag, with no command word—
every javelin cast creates the lightning bolt, and is destroyed in the process.]
Vel Javelin +1
This 4 ½' long ebony javelin has a broad, leaf-shaped steel head. The weapon has a faint (1'
radius) glow that pulsates when the weapon is thrown.
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Arrows
Arrows -1, cursed
These arrows may have nearly any appearance, and are indistinguishable from normal or magical
ammunition until fired.
Curse: Cursed arrows give the wielder a -1 penalty to hit rolls and damage, must be used in lieu
of other weapons and ammunition, and may not be discarded willingly. Any shot that misses is
always recoverable.
Biting Arrows +1
These pine arrows have iron target points with slithering snakes engraved on the necks of the
points. The fletching is made from harpy feathers.
Biting: Upon striking a target (for normal damage), this arrow transforms into a snake which
poisons the target struck. The target must Save vs. Poison or die.
Disarming Arrows +1
These thick oak arrows have iron bodkin heads and sparrow feather fletching. An empty hand is
branded into the wooden shafts.
Disarming: If the target struck with this arrow is holding a weapon or other object in hand, the
target must Save vs. Spells or drop the weapon or item.
Flying Arrows +2
These poplar wood arrows have copper bodkin heads and fletching made of eagle feathers.
Flying: These arrows fly farther than normal, increasing range x5. For a short bow, the range
becomes 250/500/750 while a long bow's range becomes 350/700/1050. If used with a bow that
has the Distance ability, multiply the range again by the Distance bonus.
Refilling Arrows +1
These steel broadhead arrows have shafts of hawthorn wood and peacock feather fletching.
Embedded in the center of the steel head is a small crystal, which glows faintly (1' radius).
Refilling: This arrow has no special bonus or ability when shot, but if left in a quiver or other
container overnight, it creates 1d20 normal, non-magical arrows.
Seeking Arrows +2
These bamboo arrows have a frog crotch point. The fletching is made from phoenix feathers.
Seeking: This arrow has no special effect on living or animate targets. If shot at an object, the
arrow automatically hits as long as there is a clear line of sight to the object. It may be used for
disarming (see Disarming Arrows, above), to sever ropes or cords, to set off traps from a
distance, etc.
Slaying Arrows +3
These arrows of spruce wood are painted black, have steel broadhead tips, and fletching made of
roc feather. Engraved into the head is a pictograph which identifies the type of creatures
vulnerable to its slaying ability.
Slaying: There are several different types of these arrows, and each is designed to slay a certain
type of creature (see below). If such a creature is struck with a slaying arrow, it must make a
Saving Throw vs. Death Ray or die instantly. Even creatures normally immune to sudden death
effects must still save or die when struck by this arrow.
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Roll d100 or select a type of Slaying Arrow from the list below:
01-06 Bugs (giant insects, spiders, scorpions, worms, etc.)
07-09 Constructs (gargoyles, living statues, golems, etc.)
10-15 Dragons (dragons, chimera, hydra, salamander, wyvern, dragon turtle, drake)
16-24 Enchanted monsters (only hit by magic, or magically summoned/created)
25-36 Giants (giants, ogres, trolls, athach, cyclops, etc.)
37-48 Lycanthropes (all were-beasts and devil swine)
49-52 Other-planar creatures (any creature not native to the Prime Plane)
53-58 Regenerating creatures (trolls, vampires, etc.)
59-67 Reptiles (and dinosaurs) (snakes, lizards, turtles, dinosaurs, crocodiles)
68-70 Spell-immune creatures (any creature immune to 1 or more entire spell levels)
71-76 Spell users (any creature that can cast a spell—Clerics, some dragons, sprites, etc.)
77-88 Undead (skeletons, wights, mummies, liches, etc.)
89-94 Water-breathing creatures (any creature that can breathe water naturally or magically)
95-00 Weapon-using creatures (any creature currently using a manufactured weapon)
Other types of Slaying Arrows may be designed by the DM.
Teleporting Arrows +1
These cherry wood arrows have target points of mithril and fletching made from pegasus
feathers. A picture of a unicorn is branded into the side of the shaft.
Teleporting: Any target hit by this arrow must Save vs. Spells with a +2 bonus or be teleported
1d100 miles away, in a random direction. (the target never has a teleport mishap). The
transported character cannot appear within a solid object, and appears in the nearest safe location
if the target destination would cause that to happen.
Quarrels
Charming Quarrels +1
These blunt-tipped crimson crossbow bolts are carved out of solid cinnabar, and inscribed with
alchemical symbols in pairs of opposites.
Charming: The target hit by this quarrel (taking normal damage) must make a Saving Throw vs.
Spells or be charmed by the user, as if the target were affected by a charm person or charm
monster spell. Further attacks by the same character will break the charm, but the victim will
magically forget who just shot them.
Climbing Quarrels +1
These gray iron quarrels have a circular pointed tip with small grapples sticking out at the base of
the point.
Climbing: When fired at an object, this quarrel lodges itself firmly in the target (no attack roll
needed) and creates a 50' rope dangling from the bolt. The rope lasts for 1 turn, can support any
amount of weight, and both the rope and quarrel disappear at the end of the duration.
Penetrating Quarrels +2
These square pointed quarrels are made of solid adamantine. They glow weakly (5' radius) with
a green aura.
Penetrating: This quarrel is not affected by cover of any sort, mundane or magical. Armor and
shields do not count as cover, however.
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Quarrels -1, cursed
These quarrels may have nearly any appearance, and are indistinguishable from normal or
magical ammunition until fired.
Curse: Cursed quarrels give the wielder a -1 penalty to hit rolls and damage, must be used in lieu
of other weapons and ammunition, and may not be discarded willingly. Any shot that misses is
always recoverable.
Screaming Quarrels +1
The tip of this steel quarrel has a hollow point, with small tubes running through the bolt to
emerge in four small exit holes.
Screaming: This quarrel produces a shriek like a banshee when fired. Whether it hits or misses,
all those within 30' of the path of the quarrel's flight must make a Morale check or flee in fear for
1d8 rounds. (Assume quarrels that miss travel to the end of the range increment or until stopped
by a barrier of some sort.)
Sinking Quarrels +1
These square pointed steel quarrels have a greenish tint to them. They glow strongly (10' radius)
if within 60' of a large body of water such as a river or sea.
Sinking: While this quarrel deals normal damage to living targets, if shot at a boat or ship of any
sort, it deals 1d10+10 Hull Points of damage to the vessel.
Transporting Quarrels +2
This round pointed bolt is made of solid platinum. The word “transport” is inscribed on one side
in Gnomish script.
Transporting: Any target hit by this quarrel must make a Saving Throw vs. Spells or be
teleported up to 360' away as the firer chooses (as the spell dimension door). The transported
character cannot appear within a solid object, and appears in the nearest safe location if the target
destination would cause that to happen.
Wounding Quarrels +1
This black iron bolt has a triangular point and glows faintly (1' radius) with a reddish aura.
Wounding: Wounds received from this quarrel do not heal normally, and cannot be healed
magically either. The wounds also continue to deal 1 hit point of damage each round for 10
rounds or until the wounds are bandaged (a healing spell or potion will stop further blood loss as
well, but will not heal any damage already received). The wounded individual is under a sort of
curse, and must first receive a remove curse, dispel evil, wish, or other powerful curative magic
first, then may heal normally or magically after that.
Sling Stones
Blinking Sling Stones +2
These spherical lead sling stones appear to phase from solid to translucent to transparent, and
back again. They remain solid to the touch, however.
Blinking: This sling stone passes harmlessly through any number of allies of the user to strike its
target. While allies do not count as cover with respect to this sling stone, they may still block
sight of the target, so a penalty may still be applied to the attack roll in some instances.
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Curing Sling Stones +1
These hollow gray baked clay sling stones have a gelatinous fluid inside them. The stones are
easy to crush, releasing the fluid inside them, so come in a velvet-padded container to prevent
accidental breakage.
Curing: This sling stone causes no damage to the target struck. It instead heals 2d6+2 points of
damage to the target, as a cure serious wounds spell.
Dispelling Sling Stones +1
These leaden spherical sling stones have cryptic symbols engraved on them, and seem to draw
shadows toward them.
Dispelling: If this sling stone hits its target, it creates a dispel magic effect as the spell, centered
on the target, as if cast by a 15th level caster.
Lighting Sling Stones +1
These egg-shaped white marble sling stones glow faintly (1' radius) with a white light.
Lighting: This sling stone can be activated at any time with a command word, or when it hits a
target. When activated, it creates a light effect, as the spell. If the stone hits a target while
active, the target must make a Saving Throw vs. Spells or be blinded, as if a light spell were cast
in its eyes. The stone may only be used once, and disintegrates into worthless powder once it hits
a target or if activated by command word, when the duration expires.
Sling Stones -1, cursed
These sling stones may have nearly any appearance, and are indistinguishable from normal or
magical ammunition until fired.
Curse: Cursed sling stones give the wielder a -1 penalty to hit rolls and damage, must be used in
lieu of other weapons and ammunition, and may not be discarded willingly. Any shot that misses
is always recoverable.
Speaking Sling Stones +1
These baked red clay sling stones have an ellipsoid spindle shape with a seam running along the
meridian, giving them the appearance of a pair of lips.
Speaking: This sling stone will not hit any living target (automatic miss if so used). If given a
short message (20 words or less), it can be fired at any target area the user desires within 10
miles. The sling stone automatically lands in the target area (harmlessly), and then repeats the
message the user gave it.
Stunning Sling Stones +2
These rounded granite river stones have lightning bolts carved into opposite faces. When they
hit a target, fingers of electricity surround the target.
Stunning: This sling stone will stun any target it hits for 1d6 rounds, unless the target makes a
Saving Throw vs. Spells. Stunned targets may not concentrate or cast spells, suffers a -2 penalty
to Saving Throws, and a -4 penalty to attacks and armor class.
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Copyright Notice
While most of the weapons described here are from myths and legends, and public domain, some
names are taken from copyrighted sources, and are used without permission. The author hereby
fully acknowledges all copyrights and makes no challenge or claim to these names. Those names
known to be under copyright, and those believed to be under copyright, are listed below:
• Abu's Crossbow © London Film Productions.
• Aeglos, Anglachel, Anguirel, Angrist, Aranruth, Barrow Blade, Belthronding, Caudimordax,
Dagmor, Dramborleg, Durin's Axe, Glamdring, Grond, Guthwine, Herugrim, Morgul Blade,
Narsil, Orcrist, Ringil and Sting are © J.R.R. Tolkien.
• Albion, Beleth, Morax, Solas, Orias, Faluros, and Eligor are © HTV and Goldcrest Films
International.
• Axe of the Dwarf Lords, Backbiter, Crossbow of Accuracy, Crossbow of Distance, Crossbow
of Speed, Dagger of Concealment, Dagger of Venom, Dwarven Thrower, Mace of Disruption,
Trident of the Seas, Trident of Yearning, Trident of Warning and all special ability
ammunition based on weapons appearing in previous editions of Dungeons & Dragons or
Advanced Dungeons & Dragons © Wizards of the Coast.
• Blackfyre, Brightroar, Dawn, Heartsbane, Ice, Lady Forlorn, Lion's Tooth, Longclaw, Needle,
Nightfall, Oathkeeper, and Widow's Wail © George R.R. Martin.
• Buck-and-a-Quarter Staff and Spear and Magic Helmet © Warner Brothers.
• Chain Whip, D'Anasty Dagger, Flame Whip, Lecarde Spear, Thorn Whip, and Vampire Killer
© Konami Entertainment.
• Coinspinner, Doomgiver, Dragonslicer, Farslayer, Shieldbreaker, Soulcutter, Stonecutter, and
Wayfinder © Fred Saberhagen.
• Devil's Dagger, Double-pointed Mace, Dragon's Tooth, Flying Spear, Sword of the Golden
Lion, The Triple-Flail, and Whistling Mace © Avon Books.
• Frostmourne © Blizzard Software.
• Grayswandir and Werewindle © Roger Zelazny.
• Graywand and Scalpel © Fritz Leiber.
• Hywelbane and Tanlladwyr © Bernard Cornwell.
• Mourneblade, Ravenbrand and Stormbringer are © Michael Moorcock.
• Nightbringer © Margaret Weis and Tracy Hickman.
• Rhindon © C.S. Lewis.
• Shard of Medusa © Hometown Films and Paramount Television.
• The Golden Axe © Sega Corporation.
• The Misenchanted Sword © Lawrence Watt-Evans.
• The Six-Fingered Sword © William Goldman.
• Vonnkarr's Spear © Lucasfilm.
• White Spear © Legendary Pictures and Warner Brothers.
These names were coined by the author, but inspiration comes from copyrighted sources listed
below:
• Axe of the Warrior, Questor's Bow and Valkyrie Blade based off of weapons appearing in the
video game Gauntlet © Atari.
• Belmont Axe, Belmont Flail, Dagger of Veros, and Golden Dagger of Brahams based on
weapons from the Castlevania video games © Konami Entertainment.
• Bow of Paravel was based on Susan's bow © C.S. Lewis.
• Acrobat's Pole, Graveblade, and Thunder Club are based on the Dungeons & Dragons cartoon
© Marvel Productions and Wizards of the Coast.
• Eternian Axe based on He-Man's axe © Mattel Inc. and Filmation Associates.
• Greenleaf based loosely on Legolas's bow © J.R.R. Tolkien.
• Gyptian Hammer based on a weapon appearing in His Dark Materials © Philip Pullman.
51
• Hammer of the Gods based on a line in Immigrant Song © Led Zeppelin.
• Hyrulian Bow based on the Legend of Zelda video games © Nintendo Entertainment.
• Icarian Bow based on the video game Kid Icarus © Nintendo Entertainment.
• Runesword based on a card from Magic: The Gathering, The Dark © Wizards of the Coast.
• The Raider based on Indiana Jones's whip © Lucasfilm and Paramount Pictures.
• Thunderhead Blade based on the Golden Axe video games © Sega Corporation.
• Valusian Battleaxe is based on an axe from the movie Kull the Conqueror © Korsala
Productions and Raffaella De Laurentiis Productions.
• Zaleska's Doom based on the crossbow in Dracula's Daughter © Universal Pictures.
PUBLIC DOMAIN WEAPONS (some names coined by the author of this document for
otherwise unnamed weapons in Public Domain sources):
Agheu Glas, Albatross Killer, Almace, Amun's Ray, Angurvadal, Apollo's Silver Bow,
Applesplitter, Arcanica, Arondight, Artemis's Bow, Ascalon, As-You-Will Staff, Balearius,
Balisarda, Balmung, Bellerophon's Spear, Bow of Nimrod, Bow of Paris, Bulawa, Cailliach's
Hammer, Caladvwylch, Caliburn, Carbonek, Catreus's Bane, Cernwennan, Charun's Hammer,
Chrysaor, Claiohm Solais, Clarent, Colada, Courtain, Crocea Mors, Cybelene Scourge, Dainsleif,
Devil's Pitchfork, Donia's Blade, Dragonfly Cutter, Durandan, Dyrnwyn*, Ereuthalion's Club,
Europa's Javelin, Flamberge, Fragarach, Gae Bolg, Galatine, Gandiva, Glorius, Goedendag,
Gram, Green Dragon Blade, Gridarvol, Grus, Gungnir, Hauteclere, Herculean Bow, Herculean
Club, Hodr's Ger, Hofud, Hrotti, Hrunting, Inkosi-kaas, Joyeuse, Khipu, King's Bow, Kladenets,
Laevateinn, Lance of La Mancha, Legbiter, Lion's Axe, Little's Big Staff, Long-Arm, Luin, Maul
of Aias, Mimung, Mistiltein, Mistletoe Cutter, Mjolnir, Molot, Morglay, Naegling, Nagelring,
Nothung, Ogma's Whip, Orion's Bow, Pandarus, Pelian Spear, Philippan, Redleaf, Refil,
Rhongomiant, Ridill, Sagaris, Sagittarius, Sauvagine, Sczerbiec, Serp the Harvester,
Serpentbane, Shepherd's Sling, Sherwood, Sickle of Time, Skofnung, Sky Piercer, Snake-head
Pike, Spear of Longinus, Teucer's Bow, The Bleeding Lance, The Golden Bow, The Green Axe,
The Reaper, The Scorpion, Thor's Thunderbolt, Tiger Fork, Tizona, Trigon, Trishula, Tuck's
Bow, Turtle's Claw, Tyrfing*, Vajra, Valkyrie Spear, Vel, Velyeti, Vortigern's Red Dragon,
Vortigern's White Dragon, Weaver's Beam, Youkahainen,
*While the names are not subject to copyright, the description of Dyrnwyn is based on the
version in the Prydain Chronicles © Lloyd Alexander, and the description of Tyrfing is based on
the version in The Broken Sword © Poul Anderson.
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