Roll to determine the type of weapon:
01-05 Longsword
06-10 Spear
11-20 Broadsword
21-24 Mace
25-26 Trident
27-30 Wooden longsword;1D4 damage;breaks first use and loses magical properties (GMs descretion)
31-40 Bo Staff
41-42 Iron Staff
43-44 Silver long sword;dulls quickly(GMs descretion)
45-46 Gold long sword;dulls quickly(GMs descretion)
47-48 Wooden shortsword;1D4 damage;breaks first use and loses magical properties (GMs descretion)
49-50 BlueTrident
51-52 Stone shortsword; 2D6 damage (GMs descretion)
53-54 One handed battle axe;2D6 (GMs descretion)
55-56 Wooden dagger;1D4 damage;breaks first use and loses magical properties (GMs descretion)
57-70 Gold dagger;bends when used as a weapon and loses magical properties (GMs descretion)
71-75 Shortsword
76-80 Scmitar
81-88 Dagger
89-90 Faichion
91-94 Two handed battle axe;3D6 (GMs descretion)
95-96 Warhammer
97-00 Stone dagger; 1D6 damage (GMs descretion)
Roll for weapon property:
01 Odd Color (yellow, white, gold, silver, blue, green, red, black, violet, ect,ect.........)
02 Weapon is anti magic; absorbs all magic within a 10 foot radius, magic will not work (this effect does not include psionics.)
06 Cursed weapon; When this weapon is touched, the victim must make a successful save vs. magic or P.C. changes to a random color permanantly. (same color of weapon, If you choose to give weapon a strange color.)
07 Indestructable and Eternay sharp;+3 damage If blunt weapon, then: Thunder hammer; 2D6 extra damage from thunderclap.
03-04 Self destruct (weapon) on comand; 7D6 damage to everything in a 20 foot radius (no save, effect is instant and weapon is lost)
05-06 Grants psionic ability of telipathy, levitate, and telekinesis. All at 5th level strenth.
07-08 Weapon glows brightly in proportion to distance from trolls.
09-10 Charging weapon; 1 spell a day, any spell to a 5th level warlock fire spell. All at 6th level strength. (only a fire warlock can charge it)
11 Cursed weapon;When this weapon is touched, the victim must make a successful save vs. magic or not be able to part with the weapon, this would involve selling it or leaving it some where. (This spell lasts until the victim is subjected to a successful remove curse spell.)
12 Demon Slayer; Double Damage to demonds
13-14 Charging weapon; 1 spell a day any spell up to 5th level warlock water spell. All at 6th level strenght. (only a water warlock can charge it)
15-16 Cast " Strength of Utgard Loki" on SELF only.
17-18 Turns wielder invisible; at mental comand, lasts 10 melees
19 Weapon has an errie glow; when attacking, the weapon deals 4D6+6 damage and sparks on contact.
20 Spits lightning; does 3D6+2 damage 2 times a day.
21-22 Spits fire; does 5D6 damage 1 time a day.21-22 Spits fire; does 5D6 damage 1 time a day.
23-24 Weapon glows brightly in proportion to distance from elves.
25-26 Remove curse 56%, Healing touch 2D6, Turn 3D6 dead 55%, only "good" alignments may use this (Clerical
weapon).
27-28 Makes wielder impervious to fire and cold, lasts 10 melees.
29-30 Cursed weapon; wielder cannot die (He can be hacked into a millon peices and live, or gain the plague ect...ect... ) he will eventually become to discusting to be with or old to move but he will live, to remove this curse he must put the weapon back were he found it or have someone else do it).
31-32 Devil Slayer; Double damage to devils.
33-34Invisible weapon; Only the wielder and anyone with see the invisible power (either natural , psionic or magical) can see the weapon. +3to strike and parry
35-36 Charging weapon; 1 spell a day any spell up to a 5th level warlock earth spell. All at 6th level strenght.(only a earth warlock can charge it)
37-38 Indestructable; cannot be destroyed by any means whatsoever; heavy weapon, 4D6+3 damage -3 to parry.(reroll if dagger.)
39-40 Light giver; weapon will glow brightly to the point of squinting, any time it is dark and will only despell when there is light to see normaly(+2str,pry, and dodge when not activated ,but -3 to them when activated)
41-42 Blinding flash; creates 10 ft. circle, victims blinded for 4 melees, standard saving throw; spell can be cast up to 4 times a day
43-44 Weapon is made of blue metal; Cast 4 air spells daily: Cloud of Steam, Call Lightning, Walk the Wind, and Invisible Wall. All at 6th level strength.
45-46 Ugly curse weapon; returns to weilder if separated. All skill rolls -20%, lose all bonuses -4 to all saving throws (remove curse can seperate wielder or giving it away to a willing person.
47-48 Weapon is made of red metal; Cast 4 fire spells daily: Fireball, Wall of Flame, Flame Friend, and Mini-fireballs. All at 5th level strenth.
49-50 Charging weapon; 1 spell a day, any spell up to 5th level warlock air spell all at 6th level. (can only be charged by a air warlock)
51-52 Evil weapon; double damage against good (can only be used by evil characters)
53-54 Weapon is made of brown metal; Cast 4 earth spells daily: Crumble Stone, Locate Minerals, Mud Mound, and River of Lava. All at 5th level strength.
55-56 Cursed weapons; When this weapon is touched, the victim must make a successful save vs. magic or the character will turn to stone. (only spell stone to flesh can revive character.)
57-58 Weapon is made of white metal; Cast 4 water spells daily: Breathe Under Water, Sheet of Ice, Shards of Ice, and Swim like a Dolphin. All at 5th level strenth.
59-60 Gives power to walk on water; no limit (that character cannot get wet or penatrate water unless he or she leaves weapon on ground or off body)
61-62 +2 to all saves
63-64 Good weapon; double damage to evil (can only be used by good characters)
65-66 Grants character 1D4 wishes; wish for only simple things, any wish to powerful will not work and that wish will be used up (greedy wishes will have major flaws and will not be worth the effort)
67-68 Teliport wielder in a 10 foot radius from current location 3 times a day.
69-70 Glows green; can control plants to move, But only thier limbs and can make plants grow at will. (need seeded ground)
71-72 Weapon takes Hit Points permanantly( when damaging somebody)
73-74 Weapon of wisdom; it is a smart weapon that will help the user in dessisions only (he is right 85% of the time)
75-76 Weapon glows brightly in proportion to ogers and giants.
77-78 Weapon can change into any weapon desired; it is transparant and light (weapon cannot however form missle weapons such as arrows or bolts, can be both, but not at the same time.)
79-80 Weapon can change size; giant size for a giant, small for a mouse or any in between, on mental command. (changes weight to match size.)
81 Weapo constantly attracks all types of animals except creatures of intelligents
82 Cursed weapon; When this weapon is touched, the victim must make a successful save vs. magic or be instantly transformed into a creature of the same race but of the opposite sex. (This change lasts until the victim is subjected to a successful remove curse or another casting of this spell.)
83-84 Attackers who succesfully strike the wielder must make a saving throw vs. magic or immediantely suffer the same amount of damage they inflicted. (This effect does not inclued any magical attacks!)
85-86 Grants wielder the power to be immune to all poisons.(GMs descretion)
87-88 Wielder gains the power of a Changling; The ability will cease when the P.C. rids himself of the weapon (P.C. must learn to harness this power from a Changling or morph into random races and faces)
89-90 Cursed weapon; His touch can cause disease without control, also grants power of casting the spell fear once per day. All at power of 5th level strenth.
91-92Weapon glows brightly in proportion to animals.
93-94 Cursed weapon; If held the victim must make a successful save vs. magic or weapon takes place of hand instantly, removing hand and welding itself to the P.C.s bone. (there is no way to revers the effect other than removing the portion of the arm from the wriste)
95-96 Cursed weapon; If held the victim must make a successful save vs. magic or weilder cannot lose his or her grip.( This lasts until the victim is subjected to a successful remove curse.)
97-98 P.C. smells like sweet roses all of the time (+10% to charm/impress)
99 P.C. is immune to all horror factors.(GMs descretion)
00 Roll 2 more times for additional abilitys.(GMs descretion)