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.

Sword of the Nether Realms

Magic item, Magic weapon

The evil mirror of a holy sword, deadly to lawful good beings and usable only by lawful evil paladins, priests and necromancers.

From the book

The exact opposite of a holy sword in every way, this dire sword does double damage to creatures and beings of lawful good alignment, and only lawful evil paladins, priests and necromancers can use it. Dire swords bear magical symbols on the blade that let them deal double damage to one kind of creature; against anything else they act as standard magic weapons.

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
Dire sword
Effect
2x damage vs creatures and beings of lawful good alignment
Who can use
Only lawful evil paladins, priests and necromancers
Relation
The opposite of a holy sword in all ways
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