Chaos Blade

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Chaos Blades (or Chaos Weapons) are a special kind of Chaos-based weaponry originally seen in Warhammer Fantasy and Warhammer 40,000, but which over the years has been phased out of the limelight and pretty much ignored in favor of Daemon Weapons. In a nutshell, "Chaos Blade" is the catch-all terminology used for enchanted weapons specifically created by the powers of Chaos and wielded by Chaos Champions of all stripes and creeds. These come in a vast array of powers, and some blades may have more than one power, but not all of these powers are equal and some are even actively detrimental to the user.

The Chaos Blade first appeared in the Realm of Chaos splatbooks for original Warhammer. Their most recent appearance was in the Tome of Corruption, the Chaos splatbook for Warhammer Fantasy Roleplay 2nd edition.

Realm of Chaos Properties[edit]

Animation: These Chaos Blades are able to fight under their own power if the bearer releases the hilt. Similar to the "Dancing" enchantment for weapons in Dungeons & Dragons, this makes these weapons into nasty little support tools.

Banishment: Forged over a fire of burning bones and tempered in the blood of a necromancer, this Chaos Blade has the power to unleash a daemonic or necromantic dispel once per 24 hours. Basically, it can be used to try and forcibly banish undead or daemons without striking them.

Bewitched: These Chaos Blades possess a malicious personality of their own, and resent being wielded by other creatures. As such, when used in combat, the wearer must constantly fight battles of will in order to retain control over their body. They come with a bonus power to cover up this little curse.

Breathe: Marked by a scaly surface and a sharkskin hilt, this Chaos Blade provides its bearer with a perpetual supply of oxygen, allowing them to ignore gas-based attacks and adventure freely underwater or in the vaccuum of space.

Chainsword: ...It's a Chainsword. What do you think it does? Under the rules of the game, this blade strikes with Strength 4, causing 1 wound, but penalizes armor saves by -1 and can be used to chew up non-magical armor (-1 Armor Save penalty per hit it blocks) and shields (auto-destroyed). Magic armors are made of sterner stuff, and only take a penalty if they roll a 6.

Chill Blast: Forged from a single splinter of eternal, unmelting ice, this Chaos Blade can be used to emit a frigid magic missile attack against enemies, although the undead are less affected, for logical reasons.

Command: These Chaos Blades are extra glammed up, with magnificent polishing and ornately dread runes that emphasize the bearer's status as a figure of command and authority. It lets the bearer pass on their Leadership stat to nearby allies, to represent how enamored they are and thusly how loyal they are.

Cool: This is one of several enchantments that simply boost the bearer's stats. "Cool" filled a role somewhere between Leadership and Willpower, and that redundancy is why it was dropped.

Coward: Like the Bewitched blade, something went wrong when they were making this weapon, giving it a sapience of its own - one that is an abject coward. Like the Bewitched blade, the bearer must constantly struggle to assert their will over the thing, or else it will forcibly jerk away when they try to use it to hit something. These weapons always look discolored and/or corroded. Fortunately, it comes with a free power to make up for this curse.

Creature: This category of Chaos Weapon uses body parts (if not souls) from various monsters as part of the forging process, imbuing them with special abilities based on those monsters. Only the following were statted, but gamers were encouraged to invent their own.

  • Cockatrice: With a blade made from the warped, solidified tail of a cockatrice, and the pommel made from its skull, these enchanted blades don't inflict physical damage, but can instead petrify whatever they touch. They also grant the bearer a fearsome aura, and roughly 50% of them grant the power of flight.
  • Dragon: Carved from a dragon's scale and tempered in dragon spittle, these blades grant their bearer the power of flight, and can also be used to shoot fire everywhere like a goddamned flamethrower.
  • Minotaur: Forged on an anvil of minotaur skulls and quenched in blood, these blades can punch through armor easily, but also infuse their bearer with the same cannibalistic hunger - the blood-greed - as a true minotaur.
  • Skeleton: Made from a human spinal column fused together and edged in teeth plucked from the mouths of innocents, these grisly Chaos Blades understandably cause fear in those who see them, but they also grant the bearer immunity to psychological effects and poisonous attacks.
  • Spider: Quenched in spider venom and bound in silk in between temperings, this blade secretes lethal venom and renders its bearer unafraid of all things fearsome! Except fire. No, seriously. Keep it away from me!
  • Troll: Etched with troll blood and repeatedly impaled into the guts of a living troll, this blade can vomit troll acid once per day.
  • Wraith: Heated over a fire of grave dust and gibbering souls before being quenched in a living human's body, a Wraith Blade functions slightly differently depending on if we're looking at the wargame or the RPG version. The wargame version grants the bearer the Chill Attack trait; hits from the blade automatically wound if the target fails its armor save. In the RPG, it drains Strength when it hits a target. Both versions cause Fear.

Damage: This weapon is imbued with extra potent powers to maim and mangle, so it ignores non-magical armor and multiples the damage it inflicts by d4 when it wounds.

Deathdealer: These Chaos Blades were partly quenched in the blood and spirit of a specific kind of creature, imbuing them with a ravenous hunger to kill more of those creatures. Deathdealer blades instantly slay a single type of creature upon a hit; against any other kind of creature, they're just a generic magic weapon.

Deathlust: Heated in the fire of a burning heart, these blades thirst for heartsblood, enhancing their damage.

Deflection: These Chaos Blades are forged of some supernaturally light and airy metal, as well as wards against projectile attacks; their bearer gains the uncanny ability to deflect enemy arrows, bullets and other missiles safely away with their weapon.

Degeneration: These repulsive looking weapons have a literally rotten appearance, as if made from corruption and foulness solidified into a wieldable form. They leave fragments of their own noxious matter in the wound when they strike, where it slowly begins eating away at the victim.

Double Damage: Magically sharpened, and enchanted so that it twists and turns within a wound, these Chaos Blades inflict twice the normal number of wounds.

Enchanted: Sorry, but you hit the bottom of the bargain bin with this one. Other than just being an enchanted weapon, and thus able to hurt stuff immune to mundane attacks, this Chaos Weapon has no powers whatsoever.

Enfeeble: This blade doesn't inflict normal damage, but instead drains the Toughness out of its victims, killing them if it drinks up all of their constitution.

Entrancing: Whooo, shiny! Polished to an impossibly bright finish, these blades are so dazzling to look at that they can hypnotize the weak of will, afflicting enemies within visual range with Stupidity.

Fade: These dire weapons are made of a strange, ethereal gray metal that randomly shifts from solid to vapor and back again, almost as if formed from solidified smoke. Those struck by it begin fading away into nothingness, and will ultimately simply vanish even if the bearer doesn't continue beating them over the head with it.

Fear: If you thought the Coward enchantment was bad, this is worse. These blades absolutely will not fight a single specific kind of creature, not no way, not no how. Oh, and for added icing on the cake, they don't even give you a second power to make up for it! They just count as generic enchanted weapons.

Ferocity: Forged from the armor of fallen Chaos Champions, these blades grant the bearer the ability to strike with increased swiftness and vigor (aka: +1 Attack).

Fiery Blast: Forged from a single flame magically bound into a flickering blade of black iron, these weapons can spew a fiery magic missile at targets.

Flame: Ceremonially never quenched at the completion of their forging, spells ensure these blades retain that heat forever, causing them to burst into flames when drawn for battle.

Flight: Distinguished by a swan's bones hilt or handle, these weapons let their bearer fly.

Freeze: This blade of jagged and splintered steel has been forged on an anvil of ice, unheated in an unflame of frost and quenched in a pool of fire. As such, it has a 5 in 6 chance of killing a living creature outright when it strikes them, as it can freeze them solid.

Frenetic: These weapons imbue the bearer with manic speed in battle, allowing them to make blistering flurries of increasingly inaccurate strikes.

Glittering: The magical polish on these blades gives them really shiny reflections, which can daze opponents and make it harder for them to hit the bearer.

Hacking: Characterized by their jagged edge, these blades have been enchanted to repeatedly lunge in and out of wounds, inflicting massive damage.

Hate: Burning with an unrelenting hatred of a single type of creature, it imbues its bearer with that same hatred, and stokes them to uncanny speed and savagery in their battles. Against any other creature, it's just a generic magic weapon.

Howling: A weapon with this enchantment howls like hell, screaming and moaning at the top of sepulchral lungs to the point that it terrifies all living enemies around it.

Hurling: Perhaps a distant cousin of the Animated weapon, this Chaos Blade can be flung at foes like a projectile, only to then return to its bearer's hand.

Illusion: With runes of deceit carved onto the blade and the skull of an illusionist forming the pommel, this Chaos Blade cloaks the bearer in an illusion of normalcy, hiding their true Chaos-Touched form until battle is joined.

Immunity:: Quenched in the blood of brave and noble men, this blade enhances the bearer's Toughness.

Impunity: With a pommel and hilt made from the ribs and still-living heart of a failed servant of the Dark Gods, this weapon fills its bearer with increased vitality, bolstering their Wounds.

Intelligence: Forged between two scholar's skulls and tempered in a fire fueled by burning books of forbidden lore, this weapon enhances the bearer's Intelligence.

Lashing: Typically wrought in the form of a snake or a tongue, this Chaos Blade is made of living metal, enabling it to stretch out like a whip to viciously lick foes from far away.

Leadership: These blades bear the trapped spirits of mighty mortal warriors, passing on the leadership abilities of those fallen champions to the bearer.

Levitation: Ashes from a mutant capable of levitation were added to this weapon. It's basically a lamer version of the Flight enchantment, only allowing you to go slowly up or down.

Magic Absorption: Forged from the wattle-spine of a Fleshhound of Khorne, bound with black iron and brass before being quenched in the spittle of a wizard, these blades automatically absorb the first spell cast against the bearer, who can then launch that spell for their own use. However, whilst the blade has a spell stored inside, it can't suck up any other spells, so a bearer needs to be careful when using it.

Magic Destroyer: This blade can potentially destroy magical items being carried by anyone it hits.

Magic Force: It's literally said in the books that this is a Forcesword. The bearer can charge it up with magic points to boost the potency of the blade.

Magic Reflection: Whilst the mundane eye sees this blade as crudely made, poorly finished and rusty, mages can see it as the most perfect of mirrors. These blades can be used to try and reflect enemy attack spells right back at their casters.

Magic Thief: A variant of the Magic Destroyer, this Chaos Blade can potentially steal the powers of one of a victim's magic items, rendering that item powerless and conferring those same powers to its wielder for the next 24 hours.

Might: This blood-red blade pulses with a life of its own, bleeding when parried. Still, it adds tremendous force to the bearer's blows.

Mighty Strike: This dull, unsharpened blade, crafted from a single daemonic rib-bone, can be used to make a single massively powerful strike once every 24 hours.

Mindeater: These weird bone-blades inflict no physical damage, but instead completely drain a victim of its thoughts and feelings, reducing them to babbling imbeciles.

Non-Flammability: The hilt and pommel of this Chaos Blade is carved from solidified tears, and it grants its bearer complete immunity to even the fiercest of flames.

Parry: Crafted by weapon masters, these Chaos Blades are perfectly balanced, and allow their bearer to deflect enemy strikes with ease.

Piercing: The unnatural hunger for lifeblood that these weapons bear enables them to pierce even the thickest of mundane armor as if it were nothing but thin air.

Plague: With plague-victims used as part of its forging, tempering and quenching process, this blade's metal writhes with disease. Those born by champions of Nurgle always bear Nurgle's Rot, but those of other powers may bear The S hakes, Eye Rot, Creeping Buboes, Bone Ague, Grey Fever or Green Pox.

Poisonous: With venom and bile used to quench it, this blade weeps noxious ichor when used in battle.

Powersword: This blade of pure energy is seemingly drawn from the heart of a star, cleaving through thick armor with great ease.

Protection: When in battle, the bearer can call upon this blade to erect a ward that prevents all creatures of a single type from approaching them.

Random: These powerful but erratic weapons bear six individual enchantments, but randomly shift between each power at unpredictable intervals. They are tinged with the raw stuff of Chaos, and typically bear warpstone pommels.

Relic: Made from or immersed in the blood or powdered bones of a profoundly good and noble creature of high standing, this weapon was a Chaotic mistake, because it's actually not evil in the slightest. Nope! It's a holy blade, especially powerful against either undead or damonic creatures, and it will paralyze its bearer if they dare to strike a Good or Lawful creature. Whilst not as hilarious as the Tome of Corruption version, still worthy of a chuckle.

Resilience: Made from supernaturally fine and unflawed metal, this Chaos Blade passes its durability on to its bearer.

Riposte: Forged by a weapon master who whispered their secrets into the raw metal, this is basically the Parry enchantment, but way better.

Sanctity: Forged from the despair of those unable to die, and washed in the prayers of those afraid of death, these Chaos Blades exist to destroy the undead. And they're fucking good at it! Seriously; they destroy all undead that get too close, no matter how strong. The bearer can also sense the presence of undead in a much wider radius.

Savagery: Quenched in the blood and soul of a beast or a madman, this blade passes on its bloodlust to its bearer.

Screaming: Basically an amped up version of the Howling enchantment.

Shrieking: Washed in the tears of young children and women, this blade can, at the bearer's command, issue a terrible keening shriek that can panic all who hear it - including the bearer's allies!

Singing: This blade emits a siren-like song that ensnares the weak-minded, compelling them to draw close and fall docile even if the bearer butchers them.

Skeleton Horde: Bound with necromantic runes of soul-binding, those slain by this blade transform into undead skeletons and fight for the bearer for the next 24 hours.

Skeleton Summoning: Made from fused bones and baked sinew, polished to a razor edge and painted with runes of blood, this blade traps the souls of those it slays, allowing its bearer to summon a single unit of 2d6 skeletons to briefly fight for their cause once per day.

Slacken: Infused with the stolen soul of a sleeping old man and forged upon the back of an indolent youth, each blow of this weapon causes a creeping paralysis to fall over the victim, eventually rendering them immobile forever.

Sleep: Forged from darkness and the mindless whispers of daemons, this blade can compel a weak-minded victim to fall into an enchanted slumber.

Spell: The mind of a wizard has been trapped within this blade, allowing it to cast at least one spell, and perhaps more.

Stealing: Heated over a fire of starving souls and its edges worked into a thousand ever-gnawing tiny mouths, these blades drain the essence of their victims and enable their bearer to parasitically profit from that stolen essence.

Strength: A Chaos Blade of this type pulses with an unclean life of its own, reverberating with the beating of a heart deep within its foul metal. It imbues its bearer with enhanced strength.

Swiftness: Made from the lightest of all metals, pierced through with holes and carved with airy symbols and runes, this blade grants enhanced swiftness and agility to its bear.

Warp: Truly the most tainted of all Chaos Blades, these weapons can mutate whomever they strike.

Warrior Summoning: Washed in the blood of warriors and quenched in their living hearts, this blade binds the souls of those unfortunates to an eternity of service. It's basically the Skeleton Horde enchantment, but summoning a smaller squad of Chaos Warriors instead.

Weaken: This blade hungers for life-force, sapping the strength from whoever it cuts.

Will: The cold-forging of this blade imbued it with an unearthly intensity of purpose and will as a result, which it passes on to its bearer.

Wounding: When this blade strikes a foe, it writhes within the wound and drinks deep of their suffering, leaving incredibly deadly blows.

Vampyre: This blade's thirst for blood cannot be quenched. It was forged from bloodstained iron, quenched in blood, and polished with dried blood. Its entire purpose is the letting of more blood; if it strikes a foe but fails to slay them, it becomes fixated on drinking them dry, automatically guiding itself around their desperate parries and through their armor to drink deep.

WHFRPG 2e Properties[edit]

Animated: The blade shakes and jumps in its scabbard or hanger. When used in combat, it settles down and performs as a normal sword. At your mental command, the blade flies from your hand to continue the fight against your foe. It continues to fight in the air so long as you remain within 6 yards of it. You do not gain any of the weapon’s capabilities when you wield it. Though animated, the blade is not intelligent.

Banishment: Forged in the fires of burning bones and quenched in the blood of a Chaos Sorcerer, this blade has a ghastly appearance, fitted with a bone handle and a blade etched with dancing skeletons. This weapon is especially useful against creatures with Instability. Whenever it strikes a creature that can be made unstable, it must deal damage immediately or be compelled to return to the Realm of Chaos.

Bewitched: This blade is arrogant and hates its owner. It delights in leading its “master” to his doom simply out of sheer malice.

Blood Drinker: When swung, a Blood Drinker gives off a ghostly moan, created by its hollow blade. Despite its unusual construction, it is just as strong as a normal weapon. On a strike, it drains blood from its foe, if the foe has blood.

Breathe: The blade is etched with a scaly pattern, and the hilt is wrapped in sharkskin. Whilst grasped, the wielder can always breathe safely, even underwater. This makes the wielder immune to poisonous gases, musk, and other strange and detrimental odours.

Chainsword: This heavy weapon is always a sword—kind of. Though it resembles a relatively normal blade, it has a complex hilt fitted with a lever, and the blade is lined with teeth. When the lever is depressed, the teeth come to life, whirring and grinding, dripping foul oil everywhere. If the Chainsword is parried by a nonmagical weapon, it automatically chews up the parrying weapon, destroying it.

Chill Blast: This sword is a single spike of eternal and never-melting ice recovered from a glacier at the edge of the Realm of Chaos. Once per combat, the wielder can issue the weapon a psychic command for it to unleash a burst of cold within 24 yards.

Command: This sword is magnificently polished and inscribed with dread runes of the Daemonic Arcane Language. The sword grants increased ability to command others to the one wielding it.

Cool: Arcane runes glow along the length of this blade, filling its wielder with self-assurance and confidence, increasing the wielder's willpower.

Coward: Due to some minor imperfection during its forging, this weapon developed a flaw that has only worsened over the eons. It now seems discoloured and corroded. At the start of any battle, the wielder must overcome its will or the sword refuses to fight, twisting in the hands and dropping to the ground.

Creature: A creature weapon is a category of Chaos Weapons that includes a number of different swords (or axes) fashioned in such a way that they incorporated elements from some Old World horror. Usually this entails incorporating part of the beast or using its essence during its manufacture.

  • Basilisk: This blade was forged from the warped and solidified tail of a Basilisk. Its pommel is a crown of the monster’s teeth. On a strike, the wielder can turn the victim to stone, and this blade makes the wielder automatically unsettling to others.
  • Dragon: Fashioned from the tooth of a great Chaos Dragon and tempered in the Dragon’s spittle, this blade glows with awful green energy. When grasped in the hand, the wielder can hover and move while hovering at the same speed as normal walking. Additionally, once per battle, the wielder can issue the blade a psychic command to release a gout of fire.
  • Minotaur: Forged on an anvil of Minotaur skulls and quenched in a great cauldron filled with Minotaur blood, the weapon’s blade has a brassy sheen riddled with streaks of crimson. Th weapon is armour-piercing by nature, but can easily drive its wielder into a frenzy after they deal a wound with the weapon.
  • Skeleton: This strange sword was fashioned from a fused Human vertebra, bound into a single mass by foul Chaos sorceries. Bristling along the edges of this weapon are teeth harvested from children. The wielder of this weapon is automatically frightening to others.
  • Spider: Just before this foul sword was complete, the craftsman drenched the blade in a soup made from the venom of a thousand spiders. When recovered from the morass, the blade seemed to crawl with thousands of metallic spiders. The result is a highly poisonous blade that can overcome a victim's toughness.
  • Troll: This blade is deeply etched with Troll blood, and its edge has been tested time and again by thrusting it into the belly of a Chaos Troll. On command, once per battle, the Troll Blade can vomit corrosive juices at a single target within 2 yards.
  • Wraith: This blade was heated by flames of the immolated and cooled in their ashes. The sword has a smoky grey sheen and mutters and gibbers when swung. The blade can drain out the strength of those hit with it, unless they are Undead.

Deathdealer: When this weapon was forged, it was quenched in the blood and spirit of some creature, instilling within it a craving for more. A victim of this blade could be immediately slain and reduced to a pile of fine, black powder. Each time the sword kills a creature in this way, the wielder goes somewhat more insane.

Deathlust: Forged in the flames of burning hearts, this blade craves the taste of heart blood. The blade has a bright-red sheen, and increases the wielder's skill with the blade.

Deflection: This strange blade is pocked with air bubbles, and feels exceptionally light. If the wielder enters a parrying stance, he may attempt to parry a single ranged attack that is an arrow, bolt, or thrown weapon.

Degeneration: This blade has a rotten and putrescent appearance, seeming to have been forged from solid corruption and foulness. When it strikes a foe, it leaves a little something of itself behind, increasing the damage of its victims' wounds five-fold.

Disenchantment: This blade is fashioned from black iron chased with brass and decorated in crimson runes. Strangely, it casts a red shadow. When used against a Daemon or a spellcaster, “Ulric’s Fury” results one tenth more of the time.

Enchanted: This blade is enchanted and finely made. All along the length of the blade, pale blue runes flicker. It is a fast weapon, increases the wielder's skill, and can damage those immune to normal weapons.

Enfeeble: This blade has a sickly, yellow hue and doesn’t resemble steel at all. It significantly weakens those hit with it.

Entrancing: The blade of this sword has been polished to an impossibly bright finish. When used in combat, it has a hypnotic effect that can bewilder opponents.

Fade: This sword is made from a queer white metal. At times, it seems to dissolve, becoming no more than a wisp of smoke. The weapon is fast. Those struck by the weapon must have significant willpower, or they will have reduced characteristics as they begin to fade away into nothing. If any of the characteristics fall to nothing or lower, they will fade away completely, pulled bodily into the Realm of Chaos. However, if the victim manages to survive the experience, all accumulated penalties vanish.

Fear: This weapon is deathly afraid of a particular type of creature.

Ferocity: Forged from the armour of a fallen Champion of Chaos, this weapon seems to throb with foul energy.

Fiery Blast: This sword is forged from a single flame bound in a flickering blade of black iron. Once per battle, the wielder can command the sword to release a blast of unholy fire within 24 yards for a half action.

Flame: Never quenched, this blade erupts into flames when drawn from its scabbard.

Flight: The hilt of this weapon is made from the wing bones of an eagle. Wielders of this weapon can fly faster than they can walk.

Freeze: The blade of this weapon is jagged and splintered, having been forged on an anvil of ice, unheated in an un-flame of frost, and then quenched in a pool of liquid fire.

Glittering: This blade has been magically polished by the flayed skin of Daemonettes, giving it a perfect finish. In combat, this weapon gives off a dazzling light, making others' fighting ability lessen.

Hacking: The jagged edge of this terrible sword has been enchanted so that it plunges itself repeatedly into wounds it causes.

Hate: This blade was forged on the mind and soul of a particular creature, instilling in the weapon a deep and abiding hatred.

Howling: When drawn, this black blade looses a low unearthly howl, disheartening all who hear it.

Hurling: This weapon has an unusual balance and weight. It may be thrown as a spear. If it successfully strikes its target, it wrenches itself free from the wound (dealing more damage) and flies back to its owner. Otherwise, the weapon lies were it fell.

Illusion: This large weapon is carved with runes. Its pommel is the shrunken head of a Grey Wizard. Whilst in the possession of its owner, it creates an illusion of normalcy that completely conceals any mutation and other strange features, making its owner seem completely normal for his race and gender.

Immunity: Quenched in the blood of brave and noble men, and washed with the tears of their lovers, this weapon makes its wielder virtually invulnerable.

Impunity: This disgusting weapon features a pommel and hilt made from the ribs and still-living heart of a failed servant of Chaos, granting some additional health to those who wield it.

Intelligence: Forged between the skulls of two weeping scholars, and tempered in the flames of their treasured and forbidden books, this weapon bestows greater intelligence to its wielder so long as they keep it in their possession.

Lashing: Made from living metal, and cunningly wrought into the form of a snake or tongue, this bizarre weapon may be used either as a fast hand weapon or as a Whip.

Leadership: This weapon contains the undying spirit of a mighty mortal warrior. So long as the weapon remains in the possession of its wielder, it grants additional leadership ability.

Levitation: This hollow weapon buzzes with the sound of undying wasps contained inside. When drawn, the wielder can hover and move while hovering at the same speed as they walk.

Maddening: This purple and brown weapon cackles when swung. Inlaid into the blade of the sword are the knucklebones of a dozen raving lunatics. A strike from this weapon can drive a victim somewhat insane.

Magic Absorption: Forged from the wattle-spine of one of Khorne’s Flesh Hounds, bound in iron and brass, and quenched in the urine of a frightened Wizard, this weapon can absorb magic. So long as the weapon is held in hand, the sword absorbs any spell directed at its master. The spell, however, is retained with the blade, and the wielder can release the spell back at its caster. The spell remains imprisoned in the blade for a limited time, or until it absorbs a second spell, or until the original caster is slain.

Magic Destroyer: When this rune-encrusted obsidian weapon successfully strikes a target who can use magic and wounds them, the victim must have significant willpower or their magical ability will be reduced a small amount for one to ten hours. Multiple attacks are cumulative.

Magic Force: Violet pulses of energy thrum in this blade. Spellcasters can use their own magic to increase the power of the weapon. The benefits last for the duration of the fight.

Magic Reflection: This blade appears to be crudely made, rusty, and unfinished. However, when used against a spellcaster, its true power is revealed. This sword has the ability to reflect any magic missile directed at its wielder back against the caster.

Might: This blood-red blade pulses with a life of its own. When parried, the blade sprays blood as if injured. The weapon increases its wielder's strength by thirty percent.

Mighty Strike: Fashioned from a rib-bone of a Daemon, this dull, unsharpened blade contains an incredible power. Once per day, the wielder can call upon the Daemon’s essence to land a mighty blow, effectively increasing his strength to its maximum for the single attack.

Mind Eater: This translucent blade has blue veins running up and down its length. It craves the thoughts and feelings of its victims. When a Mind Eater weapon strikes an opponent, instead of dealing damage to their body, it reduces the victim's intelligence, willpower, and leadership ability. Multiple strikes are cumulative. If the weapon reduces any one characteristic to nothing, the victim’s soul is devoured by the weapon, leaving behind an unmarred corpse. Reduced characteristics recover completely in one day.

Morbid: This black weapon seems to be a sliver of the night stars as it is splattered with sparkling motes of light. If a Morbid weapon manages to deal enough damage, the victim is overcome with sorrow and melancholy. Multiple strikes are cumulative.

Mutating: This weapon appears to be made entirely of throbbing flesh, with veins dancing just under its foul skin. When parried, the weapon lets loose a horrific shriek and bleeds. Targets struck by a mutating weapon must be tough enough or gain one mutation.

Parry: A Parrying weapon has a jagged blade designed to stop blows.

Piercing: Like many weapons of Chaos, this weapon thirsts for the blood of its victims. Appearing like an oversized thorn, it worms its way through armour.

Plague: This weapon is infested with a terrible Chaos-spawned disease. When it was forged, the smith plunged the weapon into bound, diseased Mutants to test its edge. If this weapon is granted to one of Nurgle’s sworn Champions, it is infected with Neiglish Rot. Otherwise, it inflicts The Shakes, Eye Rot, Creeping Buboes, Bone Ague, Grey Fever, or Ochre Pox.

Poisonous: This weapon has a bright-green blade. Having quenched this blade in scorpion venom, this weapon is now toxic.

Protection: When grasped, this odd, pink blade produces a shimmering disk of pink energy that pulses with energy, increasing their defensive capabilities.

Random: Constructed from highly unstable Warpstone, this weapon is unpredictable and often as dangerous to the wielder as it is to the wielder’s enemies.

Relic: During the forging of this weapon, it was infused with the powdered remains of a profoundly good and noble creature. Eerily, instead of being twisted and evil, this weapon is somehow virtuous and holy. It grants the user increased combat ability against creatures of Chaos (Mutants, Daemons, and their ilk). Moreover, each week the weapon remains in the possession of its owner, the wielder must have enough willpower to resist losing a boon of Chaos. This starts with any mutations gained, followed by any Rewards, and then any Gifts. If the wielder loses all boons and somehow survives, he is freed from the hold of Chaos and may return to the lands of his birth.

Resilience: The blade of this sword is incredibly strong, made from fine, unflawed metal, increasing the wielder's toughness.

Riposte: This slender sword features a living eye in the centre of the crosspiece. It is a shifty, canny eye that leers out at its wielder. The wielder gains double the normal parrying ability so long as he grasps the weapon.

Sanctity: Forged from the despair of those who cannot die, and cleansed with the prayers of those afraid of death, a Sanctity weapon has great power against the living dead.

Savage: Contained within this foul twisted blade is the insane mind of a Berserker, bound there when the sword was quenched in his blood. The wielder goes into a frenzy if he does not already have that ability.

Screaming: The blade of this sword is wrought to look like a twisted, screaming face. When drawn from its scabbard, it unleashes a scream that unmans those who hear it.

Shrieking: Shortly after this long blade was completed, its maker washed it in the tears of young women and children, causing the metal to darken. Once per combat, the wielder can command the blade to voice a terrible keening shriek that’s agonising to all who hear it, frightening them.

Singing: This blade appears to be made of glass, and within it is a pale blue fluid. When drawn, the fluid begins to bubble, and an eerie song emits from the weapon. All living creatures within 10 yards must have enough willpower or be compelled to move towards the sword (and its wielder). Once they get as close as they can, they are captivated by the sword’s song. Victims cannot move, attack, or defend themselves.

Slacken: This weapon has been infused with the essence of a stolen soul of a sleeping old man, and forged on the back on an indolent youth. Each time this weapon strikes an opponent, it permanently reduces his agility. The weapon need not deal damage to affect the opponent in this way. Repeated blows are cumulative. If the sword reduces the target’s agility to nothing or less, the opponent is permanently paralysed.

Slaying: The blade of this sword is pitted and scratched, flawed with numerous notches and dings. When its wielder successfully slays a creature, he gains additional weapon skill and strength for a limited time.

Sleep: Forged from living darkness and the mindless whispers of Daemons, on command, the wielder can force a living creature with 10 yards to collapse into a deep slumber for some time. Nothing short of violence can wake him. Worse, whilst asleep, he suffers from terrifying nightmares and gains some insanity.

Slime: This noxious, green blade drips with mucous. Each time the weapon deals a wound to an opponent, that opponent must be tough enough or become violently ill and must spend his next turn spraying the contents of his gut into the air.

Spell: If one listens carefully to this weapon, he can hear the faint cries of the Wizard trapped inside. Once per combat, the wielder can command the Wizard within to cast a spell from the Lore of Chaos. The wielder makes all determinations about the spell but uses the Wizard’s magical ability. Should the spell result in Tzeentch’s Curse (and therefore a Side-Effect as well), the detrimental effects apply to the weapon’s owner.

Stealing: Heated over a fire of starving souls, the edges of the Stealing sword are worked into a thousand tiny mouths, each biting and chomping at the air. The wielder can steal some characteristic of the victim for a limited time.

Strength: Heavy and strong and covered in an oily sheen, the Strength weapon seems to have rhythmic pulse akin to a beating heart. Someone using this weapon has their strength increased by ten percent.

Summoning: The Summoning weapon is made entirely of bone carved with black, blasphemous runes along the length of its blade. When the wielder slays an opponent using this weapon, the Summoning blade shines with an unholy light, briefly opening a gate to the Realm of Chaos through which a generic Lesser Daemon emerges. It cannot be controlled and attacks at random, starting with the nearest creature it finds. It remains in this world until it has killed a creature, or enough time has passed.

Swiftness: Crafted from the lightest of metals, and pierced through in many places with holes, this weapon is carved with airy symbols of runes in the Daemonic tongue. This weapon increases the wielder's reaction time.

Tooth of Tzeentch: This bizarre weapon is more of a technological horror than it is a sword. When grasped, the blade erupts from the hilt, blazing with raw Chaos energy. The weapon is armour-piercing. While a powerful weapon in its own right, it wreaks havoc with its wielder. At the end of every combat in which it was used, the wielder must tough enough or gain a mutation.

Warp: This blade is tainted by the touch of all four Chaos Gods and its appearance generally heralds the start of a new Chaos Incursion. The metal feels heavy and unstable, as if it’s filled with liquid. When examined closely, the metal casts distorted and twisted reflections. Whenever this weapon strikes a target, that target automatically gains one to three mutations. The weapon need not actually damage the target; however, the target must be alive to gain the mutations. Thus, if the target is Undead, or was slain by the attack, no mutations appear.

Weakening: This blade craves the life force and vitality of the living. Whenever a living target is struck and damaged by this weapon, he be tough enough or have his strength permanently reduced. Those who have their strength reduced to nothing or lower die.

Will: Cold-forged, and owning a palpable sense of some driving purpose—although what, exactly, is not certain—the weapon’s inner fire drives it and its bearer onward in pursuit of more daring acts of utter depravity, increasing their willpower.

Wounding: This strange weapon is covered in thorns and spikes.


Vampire: The blade has an unquenchable thirst for warm blood, having been forged from bloodstained iron, quenched in blood, and polished with dried blood. Its entire purpose is the letting of more blood; nothing else satisfies its cravings.

Vicious: This blade is alive with hate. When it pierces the flesh, it twists and turns in the wound.