Professional Documents
Culture Documents
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A collection of magic weapons to benefit the National Geographic Societys Afghan Girls Fund.
By the leading d20 fantasy authors and artists
Designers
C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook, Jon Creffield, Matt Forbeck, Rebecca Glenn, Hal Greenberg,
Miranda Horner, Dqniel Kaufman, Gwendolyn F. M. Kestrel, Brian E. Kirby, Jennifer Kitzman, Martin Klimes,
Lizard, Dave Mattingly, Michael D. Mearls, Drew Miller, Steve Miller, Shawn Muder, Jean-Franois Paradis,
Charles W. Plemons III, Rich Redman, Christian Reyes, Sean K Reynolds, Aaron Rosenberg, James Kimo
Saper, Chris Schuck, Owen K.C. Stephens, Andrew Troman, Alexandre van Chestein, Alex Weitz, and John B.
White, Ph.D
Editors
Marc Davis, Martin J. Dougherty, Rebecca Glenn, Alex Jurkat, Gwendolyn Kestrel, Nita Lewis, Julia Martin,
Bernard C. Trombley, and Andy Vetromile
Interior Artists
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Toren Atkinson, Robert J. Gallagher, Chris Keefe, Gerald Lee, Tristan Miller, Brad Nault, Stefan Poag, Claudio
Pozas, Scott Purdy, Rick Terry, Jeffrey J. Visgaitis, and Jeff Ward
Cover Artist
Claudio Pozas
All proceeds for this book go to charity.
Requires the use of the DUNGEONS & DRAGONS Players Handbook, Third Edition,
published by Wizards of the Coast.
www.SeanKReynolds.com
Many thanks to everyone who volunteered their time to work on this book.
Special Thanks to: Jeffrey J. Visgaitis
National Geographic Society:
http://news.nationalgeographic.com
National Geographic Societys Afghan Girls Fund:
http://news.nationalgeographic.com/news/2002/03/0312_020312_afghanwomen.html
paizo.com #1646336, Cerebus DeAardvark <cerebusluvsjaka@yahoo.com>, Mar 10, 2011
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All content is 2002 the Contributors (C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook, Jon Creffield,
Matt Forbeck, Rebecca Glenn, Hal Greenberg, Miranda Horner, Dqniel Kaufman, Gwendolyn F. M. Kestrel,
Brian E. Kirby, Jennifer Kitzman, Martin Klimes, Lizard, Dave Mattingly, Michael D. Mearls, Drew Miller,
Steve Miller, Shawn Muder, Jean-Franois Paradis, Charles W. Plemons III, Rich Redman, Christian Reyes,
Sean K Reynolds, Aaron Rosenberg, James Kimo Saper, Chris Schuck, Owen K.C. Stephens, Andrew
Troman, Alexandre van Chestein, Alex Weitz, and John B. White, Ph.D). All rights reserved.
d20 System and the d20 System logo are Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System License version 1.0. A copy of this license can be found
at <www.wizards.com/d20>. DUNGEONS & DRAGONS and Wizards of the Coast are Registered
Trademarks of Wizards of the Coast, and are used with Permission.
NATIONAL GEOGRAPHIC is a registered trademark of the National Geographic Society; while the
Society is aware of this work, this work is not associated with or endorsed by the Society.
Designation of Product Identity: The following items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License, version 1.0a: The Swords Into Plowshares logo
and identifying marks and trade dress; and all artwork, symbols, designs, depictions, illustrations, maps, and
cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final
or draft versions of the d20 System Reference Document or as Open Game Content below and are already
Open Game Content by virtue of appearing there. The above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following
portions of Swords Into Plowshares are designated as Open Game Content: the name, description, history,
characters in that history, and statistics for each weapon, and anything else contained herein which is already
Open Game Content by virtue of appearing in the System Reference Document or some other Open Game
Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document
and are 1999, 2000, and 2001 Wizards of the Coast, Inc. The remainder of these Open Game Content
portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT
NOTICE Swords Into Plowshares, 2002 [name of appropriate contributor]. This material is protected
under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized
use of the artwork or non-Open Game Content herein is prohibited without express written permission from
Sean K Reynolds or the artist in question, except for purposes of review or use of Open Game Content
consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her
own personal use only.
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Agamars Returner
By: Lizard
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Anavs Wrath
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Angevine
Arrow of Penetration
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Belendiel
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Bloodguard
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Bonebreak
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Chihuetotls Coil
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Danivalls Starblades
By: Sean K Reynolds
Art by: Jeffrey J. Visgaitis
These ten magical longswords were created by
the leaders of the church of Danivall, an old deity
of starlight and perseverance, for use by an order of
paladins sponsored by the church. The order, called
the Star Guardians, quested on behalf of the temples of
Danivall and defended his priests and sacred locales.
One by one the Star Guardians fell in battle with great
evil, and their weapons were lost. From time to time
one is found by some dungeon delver, although their
history and status is unknown to most, for Danivall
faded from mankinds memory after an extended battle
with Hov, the Demon of Night.
All ten blades are superficially similar, fine
longswords of pale steel and guards of similar metal
tightly wrapped in night-blue leather. On each blade
near the crossguard is the symbol of the order, ten
small stars in a circle beneath a single larger star. The
blades shed light when drawn, a pale silvery radiance
that is as strong as a torch but never so bright as to
harm the eyes of even the most sensitive viewer. When
observed under true starlight, the name of the sword
becomes visible in the Celestial tongue along the blade,
seemingly carved into the metals surface but unable to
be felt by touch, in starlight or not.
Each sword has different powers. Although they
were all crafted at the same time and at approximately
the same level of power, some of the blades have been
improved by their paladin wielders or by successive
owners. One ability they all have in common is that
when a creature grasps one of the swords by the hilt, he
immediately knows all of the powers of the weapon and
how to activate them. The swords are not intelligent and
have no other ability to communicate in this manner.
Bashadur, Sword of the Soulfire: This +1 undead
lesserbane* longsword was created for Tomas
Whitestar, whose quest was to rid the world of ghouls.
He was slain by a stone golem while battling a ghoul
lich. The sword allows its wielder to invoke detect
undead once per day (caster level 1).
Caster Level: 5th, Prerequisites: Craft Magic Arms
and Armor, detect undead, summon monster I; Market
Price: 9,035 gp; Cost to Create: 4,675 gp + 349 XP.
Chassidur, Sword of the Silent Shine: This +2 triarc*
(cold/electricity/fire) longsword was given to Mellarn,
a paladin who sought out evil mages. He was killed
by a demon while attacking the leaders of a doomsday
cult. The blade allows its wielder to invoke silence
once per day upon it (caster level 3).
Caster Level: 6th, Prerequisites: Craft Magic Arms
and Armor, cold/electricity/fire spells, silence; Market
Price: 22,635 gp; Cost to Create: 11,475 gp + 893
XP.
Coranzudur, Sword of Winter: This +1 frost
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Deepfarers Might
By: Andrew Troman
Art by: Tristan Miller
Deepfarers Might is a powerful waraxe of the clan
Deepfarer, dwarves known for their ferocity and their
ability on the field of battle. Other clans often call upon
them to aid in more difficult confrontations deep beneath
the surface. The last member of the clan to have wielded
the waraxe was Monrooth Deepfarer, clan leader. After
several mining teams were found slain by a destrachan,
he led a scout party into the mines to locate and destroy
the creature. When they spotted it, he gave his battle
cry and charged into the cavern, hurling Deepfarers
Might as he entered. Unfortunately, the destrachan was
a mere distraction, a servant of a dark elf noble who
was waiting in the shadows. Monrooth and his clan
had proved to be somewhat troublesome for the dark
elfs house, and when the dark elf dismissed the walls
of force supporting the ceiling, tons of rock fell and
crushed the dwarven leader. The loss of the waraxe
signaled the start of the decline of that clan. The dark
elves used magic to retrieve Deepfarers Might and
displayed it in their city as a trophy, but it was lost in a
civil war between houses.
Deepfarers Might is a +2 throwing vorpal dwarven
waraxe. Its blade has etched upon it the scene of lakefilled underground cavern, over which is the house
symbol of Deepfarer clan (a pair of waraxes placed
back to back). The large weight behind the axe blade
has been crafted to resemble another waraxe, although
it cannot be used as a weapon. Its haft is of treated and
darkened oak, with dwarven runes covering its surface
down to the carved handgrip at the end.
Caster Level: 18th, Prerequisites: Craft Magic
Arms and Armor, magic stone, death spell, keen edge;
Market Price: 98,330 gp; Cost to Create: 49,330 gp +
3,920 XP.
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Demons Maw
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Dethans Heartbreak
Diamondine
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Derrans Delights
Dreamblades
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Fists of Fury
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Flarups Backup
Flashdance
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Fright Bringer
Golden Bow
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Grave Grappler
By: C. D. Bennett
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Head-Taker
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Nerve Sever
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Ogrebreaker
Rokudaki
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Shepherds Nails
Songspike
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Sweet Sting
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Thunderfrost
By: Owen K.C. Stephens
This +1 frost shock kukri is made of blackened
steel, with gold inlays of lightning and silver inlays
of snowflakes along the blade. The handle is wrapped
in black leather, with a thin chain of alternating gold
and silver links encircling the top and bottom. A small
golden piece of amber is imbedded in a silver setting on
the pommel. Only one edge is sharpened, with the other
edge being slightly thicker than a typical kukri. The
dwarven runes for ice and lightning are engraved in
an alternating row in tiny script along the unsharpened
edge.
Thunderfrost was originally created by the dwarven
wizard and master smith Grimdal Stone-Eye, but its
history actually goes a bit further back than its creation.
The metal Grimdal forged the weapon from was
recovered from a small meteor the dwarven artificer
saw plummet to the earth during a snowstorm. Grimdal
was in the far frozen north at the time, searching for
gnome prisoner that had been captured by a clan of ice
giants. When he saw the meteor strike near the top of a
mountain he went to investigate it. Upon arriving at the
crash site the snowstorm broke, and Grimdal was able
to see the ice giant camp. Seeing this as a good omen,
Grimdal gathered the meteor fragments for further
research later.
One of the gnomes Grimdal rescued was a young
monk named Zarken Fainor. Grimdal was impressed
with the resolute determination of Zarken, who was
beaten by the giants several times for trying to escape.
In the years following the rescue Grimdal and Zarken
developed a strong friendship, with Grimdal often
acting as Zarkens advisor and mentor. As Zarken
grew in experience and faced increasingly dangerous
opponents, Grimdal came to fear his young friends
slight frame prevented him from using weapons that
dealt significant damage. To aid Zarken, Grimdal took
the meteor that had led him to the ice giant camp and
smelted out the iron ore within it. He then used this
to forge Thunderfrost, crafting it with the powers of
lightning and ice.
Shortly after Thunderfrost was finished, Grimdal
was killed by ice giants in retaliation for his efforts
against them years earlier. When Zarken came to visit
his wizened friend he discovered Grimdal crushed and
his tower ruined. Zarken also found Thunderfrost, and
the notes Grimdal had kept describing the process of
crafting the weapon, and his intention to give it to
Zarken. Zarken took up the kukri, and found it glinted
when pointed a particular direction. Following the
weapons gleam over the corse of several days, Zarken
eventually came across the ice giants who had killed
Grimdal. Zarken raised a band of heroes to assist him,
and wiped out the ice giant clan. The weapon has never
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Trailblazer
Trollrender
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Trophy of Battle
True Companion
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True Death
Trust in Fate
By: C. D. Bennett
Art by: Robert J. Gallagher
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Weapons of Sin
By: Shawn Muder
Art by: Scott Purdy
The Weapons of Sin are seven legendary weapons
created by an evil wizard and his brother, a cleric of
a depraved god who commissioned the weapons in
person. Over the centuries the names of the creators
have faded from history thanks to many heroes
destroying evidence of their existence.
Each weapon is a different type, ranging from the
delicate Lustful Hand (a crystal dagger) to the bulky
Force of Wrath (a large two-handed, two-headed maul).
These weapons are cursed, forcing their owners into
the depraved behavior each represents. It is rumored
that they were created using wild magic and that is why
they sometimes work for the benefit of the wielder and
sometimes cause their destruction during battle.
Lustful Hand (Lust): This +4 keen crystalline
dagger of purest gems represents the depraved
sin of Lust. Once per day the wielder can
invoke overwhelming lust in a single target,
rendering him or her utterly compliant with
the wielders demands (as the dominate
person spell).
Caster Level: 12th, Prerequisites: Craft
Magic Arms and Armor, keen edge; Market
Price: 82,702; Cost to Create: 41,502 gp + 3296
XP.
Force of Wrath (Wrath): This +4 warhammer has
a critical threat range of 19-20. Worshipped by several
clans of barbarians, this weapon incites murderous
rage in anyone gripping its thick wooden handle.
The head shifts between two forms: a block of rusty
iron sharpened on both ends to rend flesh from bone,
or a block of stone eternally stained with its bloody
impacts.
Once per day, force of wrath attempts to drive its
wielder into a terrible rage (equivalent to the emotion:
rage spell). In addition to the effects of the spell, the
wielder will turn on allies after dispatching enemies,
until the spell passes, no creatures are within 30 feet, or
he is unconscious.
Caster Level: 12th, Prerequisites: Craft Magic Arms
and Armor, emotion; Market Price: 70,312 gp; Cost to
Create: 35,312 gp + 2,800 XP.
Avarice (Avarice): This +4 flaming quarterstaff (one
end only) is said to contain the essence of greed itself
within its dark wood grain. This 6-foot-long staff is
topped with a pair of grasping adamantine hands. They
clutch at a large emerald shaped like an eye, struggling
for its possession. Some have claimed to see the hands
actually move. The wooden shaft itself is made from
rare ebony and is elaborately carved with manic faces
and greedy hands, and inlaid with dozens of golden and
platinum coins from nations all over the world.
Avarice is an unrepentant thief. Once per day, a
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6,720 XP.
Wounded Pride (Pride): This +4 frost brand
longsword is decorated with brilliant silver and
precious diamonds, emeralds, and rubies. Its
curse is that upon entering combat, the wielder
must succeed at a Fortitude saving throw (DC 14)
or see the metal of the weapon become flaccid like
a comedic prop, rendering the weapon useless for one
hour and negating all of its properties for that time.
Caster Level: 14th, Prerequisites: Craft Magic
Arms and Armor, chill metal/ice storm, dispel magic,
protection from elements, shrink item; Market Price:
112,315 gp; Cost to Create: 56,315 gp + 4,480 XP.
Weapon Properties
By: Sean K Reynolds
Lesserbane: A lesserbane weapon excels at attacking
one type of creature (aberrations, beasts, evil outsiders,
goblinoid humanoids, and so on). Against its designated
foe it deals +2d6 points of bonus damage.
Caster Level: 5th; Prerequisites: Craft Magic Arms
and Armor, summon monster I; Market Price: +1
bonus.
Triarc: A weapon with this property is similar to
flaming, frost, and other energy-based weapons, except
that rather than a single type of energy it is weakly
sheathed in three different types of energy (acid,
cold, electricity, fire, or sonic). Each type of energy
in the triarc weapon deals 1 point of energy damage
of the appropriate type, so a cold/electricity/fire triarc
weapon deals 1 point of cold, 1 point of electricity, and
1 point of fire in addition to the weapons other dama
ge. This property may be added to a weapon multiple
times, but each time it has to be a different combination
of energy types, such as acid/cold/electricity and acid/
cold/sonic. Triarc weapons are usually decorated with
triangular symbols, sometimes bearing colors related to
the types of energy they create (acid = black or green,
cold = white or blue, electricity = yellow or violet, fire
= red or orange, sonic = gray).
Caster Level: 3rd; Prerequisites: Craft Magic Arms
and Armor, energy spells of the appropriate types;
Market Price: +1 bonus.
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The following text is the property of Wizards of the Coast, Inc., and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights
Reserved.
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative
Material means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
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identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity; (e) Product Identity means product and product line names, logos
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language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes, and graphic, photographic, and other visual
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify, and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary
to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. d20 System rules and Content Copyright
2000, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax
and Dave Arneson. Swords Into Plowshares Copyright 2002 by the Contributors (C. D. Bennett, Scott Bennie, Bret Boyd, Monte Cook,
Jon Creffield, Matt Forbeck, Rebecca Glenn, Hal Greenberg, Miranda Horner, Dqniel Kaufman, Gwendolyn F. M. Kestrel, Brian E. Kirby,
Jennifer Kitzman, Martin Klimes, Lizard, Dave Mattingly, Michael D. Mearls, Drew Miller, Steve Miller, Shawn Muder, Jean-Franois
Paradis, Charles W. Plemons III, Rich Redman, Christian Reyes, Sean K Reynolds, Aaron Rosenberg, James Kimo Saper, Chris Schuck,
Owen K.C. Stephens, Andrew Troman, Alexandre van Chestein, Alex Weitz, and John B. White, Ph.D). All rights reserved.
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