The Living Blade

Cut from the First Tree of Innenotdar, the Living Blade was once bonded to the heroine Anyariel. The Living Blade was bonded to the dwarf Naztrak when he pulled the blade from the trillith Indomitability’s body. The power of the weapon grows with its wielder, and some of the abilities below may be exchanged for ones of equal power that better reflect the nature or experiences of the sword’s wielder.   Whenever the wielder gains a level, he has the option of transforming the weapon’s shape. It begins as a greatsword, but can be turned into almost any type of weapon. It only cannot become weapons with complex moving parts like repeating crossbows, or weapons with multiple segments, like flails, nets, or spiked chains. It could, however, easily be a dagger, a crossbow, a whip, a bohemian earspoon, or a composite longbow. If it is turned into a composite bow, the wielder can choose any Strength bonus.   Once the form is chosen, it remains that type of weapon until the wielder gains another level, when he can change it again. In any form, it looks to be roughly carved from wood. Regardless of the form or enhancement bonus of the living blade, it has hardness 15 and 60 hit points, and it takes no damage from fire. If the weapon is destroyed, the wielder it is bonded to gains a negative level that persists for one year. This negative level never causes actual level loss.   If the wielder chooses the form of a double weapon, determine its powers as if the wielder were 4 levels below his actual level. As the living blade is an artifact, it has no market value, but it is roughly equivalent in effective character wealth equal to a magic weapon with a total enhancement bonus that is half the wielder’s level. So when wielded by a 17th level character, the living blade is equivalent to a +8 weapon, worth 128,000 gp.   Level 3 or less: The weapon is masterwork.   Level 4–5: The weapon gains a +1 enhancement bonus.   Level 6–7: If the weapon would be dealt fire damage, it gains the flaming enhancement for one minute (10 rounds), dealing an extra 1d6 points of fire damage with each hit.   Level 8–9: The weapon’s enhancement bonus changes to +2.   Level 10–11: As a standard action, the wielder can call for the weapon. It teleports into his grasp, though often with a dramatic flourish, such as by appearing in a burst of flame overhead and plunging its blade into the ground at his feet. The weapon can teleport from any distance, but not across planes.   Level 12–13: The weapon’s enhancement bonus changes to +3, and it gains the ghost touch weapon enhancement.   Level 14–15: Whenever the weapon scores a critical hit, the creature struck takes damage equal to how much it dealt to the wielder in the past round as it feels a surge of agony reflected upon it. A Will save (DC 17 + wielder’s Charisma modifier) negates this damage.   Level 16–17: The weapon’s enhancement bonus changes to +4, and it gains the flaming burst enhancement. This replaces the level 6–7 ability.   Level 18–19: The wielder can cast limited wish once per month. The wielder may also cast wish once. When he does, he dies one minute later.   Level 20 or higher: The weapon’s enhancement bonus changes to +5.
Item type
Magical

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