Atlantean Trilogy Archive
A torchlit vault of jeweled staves, wands in a velvet case, amulets, rings on a cushion, and a rune-lit breastplate beside a glowing sword.

Dire Swords

Magic item, Magic weapon

A class of rune-inscribed swords that deal double damage to one category of foe and act as ordinary magic blades otherwise.

From the book

Dire swords bear magical symbols on the blade that let them deal double damage to one particular kind of creature, while against all others they fight as standard magic weapons. The known types are Demon's Bane, Devil's Bane, Dragon Slayer, Eldritch Fireblade, Frost Blade, Holy Sword, Spirit's Bane and Sword of the Nether Realms, and firebows, frostbows and the hammers of Hades and of the Heavens share something of their nature.

Besides its special power it may carry +1-4 to hit (+1-3 if enchanted with orichalc); every plus adds to both attack and damage rolls, and a magical weapon counts as superior quality when saving against breakage. Magical arms and armor can be enchanted by alchemists using orichalc or by casters of any profession. A caster needs the materials of a minor magic item and a weapon of the finest quality, then one month plus a further month for each spell-like power or +1 conferred, with a 99% chance of success; the finished piece usually sells for at least twice its materials plus 2,000 G.P. per +1. No mortal can enchant anything beyond +4.

At a glance

Item type
Sword
Effect
Magical symbols let it deal double damage to certain creature types
Other targets
Functions as a standard magic weapon
Additional enchantment
May also be enchanted +1-4 offensive (+1-3 if made with orichalc)
Creation rules
See Magical Weapons and Armor (p. 145)
Time to complete
1 month + 1 month per spell-like power or +1 of enchantment
Chance of success
99%
Value
At least 2x materials + 2,000 G.P. per +1 of enchantment
Enchantment limit
Mortals cannot enchant any item beyond +4