1001 Origional Magical Weapons. [Archive] - Wizards Community

Post/Author/DateTimePost
Diet_Sunkist

03-26-06, 08:06 AM
Rules:
1) Must be your own idea.
2) Must be a MAGICAL WEAPON
3) Spiked Armor does NOT count
4) Be civil
======================================== ====

0001- Quazzujjuku (Spiked Chain +3) Created by a powerful and slightly insane wizard trapped in the plane of Limbo, Quazzujjuku talks to its weilder in an unknown toungue. It appears to be made of wood, however it is actually iron. Dmg: 2d6+3 Will Save DC 15 or become insane when hit. Base Attack Bonus +3
Diet_Sunkist

03-26-06, 08:10 AM
0002- "Spear +5 Prismatica" A spear with a barbed glownig tip, this spear is coveted for it's powerful magical ability. Upon hitting the target, the victim is hit by all 7 effects of the spell prismatic wall, unless the charcter has immunities. Damage 1d6+5 + special. Base Attack Bonus +5
Bluehero

03-26-06, 04:32 PM
Heres some intelligent items i've given my players throughout my campaign:

#3- Rando- +3 Ever dancing spiked chain. Aignment: CE Int 14 Wis 16 Cha 11 Wielder gains the use of improved initiative and sunder feats. Detect good at will. Purpose- defend servants of asmodeus. Purpose power- 1/ day hold monster DC14 1d4 rounds. languages- common, infernal, abyssal. Ego- 19. This item contains the spirit of a kelvezu (MM2) that defected from his side in the blood war to serve the devils, more specifically, asmodeus. He was eventually found and sealed into a spiked chain. He will work with users of any alignment, but tries to turn them twoards evil while seeking a method to escape his current form.

#4- Felix- +3 Wounding short sword. Alignment: CE Int 17 Wis 15 Cha 11 Darkness 2/day,
Telekinesis (250 lbs.) 2/day, Animate dead 2/day, detect good at will. User gains the blindfight feat. Telepathy. Curse: Starts an ego conflict whenever user tries to draw a different weapon. Curse: User must make a save against Felix's ego each week or move one step twoards evil. Ego- 19. Made entirely from bone, felix is an insidious combatant, constantly trying to kill his opponents and animate their bodies. He perfers to be weilded by rouges and if he gains control, he will try to get the user to give him to a rouge. He will often use his telekinesis to manipulate objects that his owenr can't get near and his darkness is perfect for setting up sneak attacks.
vankike

03-26-06, 09:56 PM
#5 FEAR: +5/+5 dire flail: the shaft of fear appears to be made of the thigh bone of a large animal while the heads appear as skulls with nail driven through them and the chain is riveted to both.
the wielder of fear must succed a will save of 17 or become chaotic evil for the next 24 and be driven to slaughter as many people it can find to create more sorrow and fear using the following abilities.

tormenting laughter: once every 2d3 rounds Fear can create a fear effect with a range of 40ft. (will save 10 + 4 + wielders chaisma modifier) or be shaken for 1d6 rounds. this is a standard action and provokes and attack of opportunity. Description as the figure before you begins to swing his weapon two voices echo through your mind taunting and laughing while they bringing for visions of childhood terrors, and visions of hell.

Absolute terror: once every 2d8 rounds Fear may cause one attack to cause inflict another fear affect against the opponent it just struck, no save. the victim of this ability is may take no actions for 1d3 rounds. Description as the nails pierce the victim absoulte terror floods thier mind cutting of their ability to scream while it breaks down the courage and will to evil fight back in the face of an enemy.

fears final ability is Smite The Fearfull. this ability is similary to a paladins smite evil execpt that it may only be used on an opponent who is shaken or under the effects of Absolute terror. this ability may only be used once a day.
Frostbrand

03-26-06, 11:02 PM
Cybo-badger: Feral Awakened Insane Mechanical Spiked Badger Flail +5

A Warforged shaped like a Badger that was created by an Insane wizard, but it killed its make, the wizards apprentice subdued the Badger, and attached it to a Chain on a Reel, on the end of a Staff, used as a 10' Range flail, The Badger is swung at people for 1d8+5 of Impact Damage and makes Grapple attacks and then deals 2d4+5 Claw damage each round that it maintains its hold the Chain and Badger are made of Adamantium, and thus have a Natural Damage bonus of +3 while the Badger, if removed from the Chain, is considered to have "Rage" status and attacks anything within 30', with out the Badger and Chain, the Staff is a +5 Darkwood Staff, the badger has a Crit range of [20/x2] on the Impact Damage, and [19-20/x2] on the Claw Damage.
JulesCARV

03-26-06, 11:12 PM
This is my idea, but I have a feeling someone's come up with it before, and I just haven't seen it :).

Bow of the Hunter:

This +1 composite bow (+1 strength modifier) was commissioned by a prince whose passion for hunting exceeded his skill. As a safety measure, arrows shot by the Bow of the Hunter do not do damage to any creatures with an intelligence score of 3 or higher. It does normal damage to creatures with 2 or 1 intelligence, or creatures without an intelligence score.
Frostbrand

03-26-06, 11:19 PM
Kitten Launcher/Kitten Gun/Kitten Canon:

The Kitten Gun is an Unholy Repeating Crossbow... with a special power, it is infused with the soul of a Female Cat, that died while giving birth, and as such spontaniously generates Kittens infused with the Pure Evil that was caused by the Devilish act of creating this Weapon.

Can fire a number of kittens equal to your highest number of attacks, this counts things such as Multi-shot, Rapid-shot, and Hail-of-Arrows, fires up to a Maximum of 15 Kittens per round, and then refills the Kitten Infusement Chamber, the area where the Kittens are infused with Baleful Energy, each Kitten deals 1d4 Acid damage on contact, along with 1d6 Negative Energy damage. Kittens have no Crit Range.
kire024

03-27-06, 10:59 AM
Ok, OK I know it is a bit broken but these were just so devilishly evil I had to show it :D

Ultima Weapon:
A weapon of mass power, this great blade was once wielded by Ultima the God Slayer. It is said that who wields the weapon is granted powers beyond even that of the gods. The Ultima Weapon is a +10 mortalbane* unerring accuracy greatsword. The blade is made of an unbreakable crystal that, when used in battle, seems to glow a light blue. Caster Level: 50th; Weight:23 lb

*Mortalbane:A mortalbane weapon excels at striking all types of creatures. Against any non-outsider, its effective enhancement bonus is +4 better than its normal bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC30) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic). Against any outsider type creature, the damage is halved (rounded down).Caster Level: 50th; Prerequisites: Craft Magic Arms and Armor, summon monster ix; Market Price: +10 bonus.

Emblem of Omega:
The emblem of omega is a disk the size of an open palm affixed to an adamantine chain. The disk itself is comprised of an unknown metal; so black that seems to absorb the light. Runes seem to move and form upon the surface, sometimes glowing with unholy light only to fade away like a forgotten memory. Etched upon the back of the emblem is the personal symbol of the fallen priest Omega. The wearer of this mighty artifact gains a strange black aura to those viewing under a true seeing spell. The wearer of the emblem is undetectable to all forms of scrying, and a immunity to detect thoughts, discern lies, and any attempt to discern alignment, even by the gods themselves. The black disk also imbues its wearer the following abilities; +5 armor bonus to AC, spell resistance 20, +1 resistance bonus to all saving throws, and the ability to overcome the spell resistance of others as the spell penetration feat.
Eragon_seer

03-28-06, 07:56 PM
i have been tinkering with these swords in my game

Excalabern +5 holy legendary* broadsword int18 wis 18 cha 20
alienment good +3 on turn checks +3 against evil +5d6 damage on smites can use holy smite 3/day holy star 3/day and holy transformation 1/day and can sommun a astral deva 1/day


Excalaban +5 unholy infamous* broadsword int18 wis18 cha20 alienment evil +3 on turn checks +3 against good +4d6 on smites can use sommun
undead v 3/day can create undead 3/day can use undead torch 1/day can sommun 5 imps 2/day




*legandary grants a plus 3 on intimidate and an extra d8 damage
infamous has a plus 6 on intimidate and extra d8 damage
narukagami

03-28-06, 08:18 PM
+1 shoe of throwing and returning. Shoe's base damage is 1d3, crit 20/x2.
"Honestly, who throws a shoe?"

Ok, not exactly an origional idea. :P

Anyway, here is an origional one.

Godsbane Dagger, this ornate dagger radiates a fightful aura, and anyone holding it can feel its tremendous power. However, it has led to many an adventurer's downfall, as its not truely what it seems. The dagger is only a +1 Dagger that does an extra +1d4 damage against any creature with a divine rank of 0 or higher. April fools, adventurer's. :schemes:
MagikMissile

03-28-06, 08:57 PM
- Author's Note: While I'm sure trolling rules lawyers would jump on me like a hobo to a ham sandwich for this idea and the way it's presented I will post it anyway, I used this idea in one of my own homebrew campaign settings, and the concept stuck and resonated well within my group, here it is:

#17 Darts of Graffi's Cunning
These Five darts fashioned by the Gnome Artificer Graffi, are much larger in size than average darts (About as wide as a quarter, eight or nine inches long) crafted out of iron and bronze decorated in an ornate fashion. On the body of the dart, a small panel that when opened reveals the inside of the dart to be filled with an intricated clockwork device, obviously magical in nature and indicated by the presence of runes and signa's on the gears and springs. When thrown these +3 Spell Storing Darts become Magic Missiles dealing an additional 1d4 Dmg, and function as though it was the Magic Missile spell, except of course it is a thrown projectile, an additonal note: the dart will follow the target like the spell, the only exception is, unlike the spell it isn't instant-hit, it requires the action time, like all other weapons.

-That's my tribute to the single greatest DnD spell of all time, and to which I owe my name :)
Crash01234567890

03-28-06, 10:39 PM
Sephra
+1 Flaming Shortsword
Crafted by the elves that live deep in the Virslan (Mistwood) Forest, Sephra shows the craftsmanship and detail that only elves would put into a tool of destruction. The blade itself is a bright silver with a faint greenish tint, and is engraved with the etchings of overlapping leaves. The leaves are very detailed showing the stems and veins, and when the weapon is drawn from it's sheath, water drips from these veins, weeping for the lives the sword has claimed. Down the blade in what can best be described as elven caligraphy, the word Sephra (meaning peace in common) has been engraved.
The hilt is Ivory, wrapped loosely with the white leather of a unicorn and fitted with white a white gold crossguard and pommel. The pommel has a metal loop at the bottom, from which three braided tassles hang. The tassles (Blue, Red, and Grey) represent the past weilder's of Sephra, all three were ancient kings of the elves before they spit into the sects that exist today.
Upon speaking the word Sephra the sword burst into a bright blue flame that engulfs the handle, blade and even the braided tassles.
Drawback: Unfortunately for the wielder, the creator did not appreciate the use of magic in creating a tool for such a vile purpose as killing, and the enchantment that protects the sword from the magical flame, doesn't work as well for the weilder. When the flaming quality first flares up, the wielder take 1D4 fire damage, and an additional point for two rounds after. After that the weapon has attuned itself to the user until deactivated.

(Note: The above weapon was made for use in a very low magic campaigne.)

Kashtimarl
+1 Keen Shortsword
Created by the Goblinoids of the Masaan Empire, Kashtimarl contains the soul of a very very upset Bugbear named Kashti. Kashti was a great warrior that slew 54 orcs in the Battle of Listel Marsh and managed to slay the Dwarven Champion, Thordin Spikehammer, in the Battle of Garsle Rock. He was slain in an ambush set by the Halfling invaders before the Famelian War in 1014 D.Y. (Draven Year).
The sword itself is typical of what goblins consider "master" craftsmanship. Very rugged looking, it is much broader than most shortswords but single edged. THe back is barbed near the top, and serrated lower down. The weapon has no crossguard, going straight to the hilt, which consists of an amber colored wood wrapped in some sort of black cloth that feels similar to silk. The pommel is a black steel spike that always seems drip blood when drawn.
Drawbacks: Kashtimarl is a prison to the soul of Kashti. This was considered a great honor by the goblins of Kashti's time, but after two and a half centuries of lying in a dark and miserable cellar, Kashti is quite sick of the honor. Kashti thirsts for blood, and cares not where it comes from. If the weilder of Kashtimarl ever critically fumbles, he must roll again against the AC of the closest ally to the target (or himself if no allies are withing threat range). If his roll is sucessful, he has hit that target and does damage to that target as normal.

(Note: This weapon was also for the same very low magic campaigne as the one above)