This dagger possesses a haunting spirit that attempts to take control of whoever carries it. The spirit is an chaotic evil assassin named Aliar Daraan. If the dagger's new owner reduces the spirit to 0 hit points, it will dissipate for a week before trying to possess someone else. The spirit can permanently be laid to rest if its remains are properly blessed or destroyed.
This dagger possesses a haunting spirit that attempts to take control of whoever carries it. The spirit is an chaotic evil assassin named Aliar Daraan. If the dagger's new owner reduces the spirit to 0 hit points, it will dissipate for a week before trying to possess someone else. The spirit can permanently be laid to rest if its remains are properly blessed or destroyed.
This dagger possesses a haunting spirit that attempts to take control of whoever carries it. The spirit is an chaotic evil assassin named Aliar Daraan. If the dagger's new owner reduces the spirit to 0 hit points, it will dissipate for a week before trying to possess someone else. The spirit can permanently be laid to rest if its remains are properly blessed or destroyed.
Baravar Cloakshadow's higher than the modified chance of success, the
XP Value: 1,500 GP Value: 10,000 dagger has no effect (note that spells of 8th level Monster Mythology or greater can never be affected). His dagger +4 drips paralyzing venom that Consider all magical item effects to have the immobilizes victims for 1d8 rounds. level of the item's creator, if known; otherwise, use one level greater than the level of any equiva- of Blackflame lent spell. The DM may choose to consider all XP Value: 22,000 GP Value: 175,000 unknown defensive magic to be 7th or 8th level, The Five Shires and all artifacts to be 12th level or greater. To act, This normal-appearing dagger has powers quite the dagger need not be drawn or wielded. Its different from a sword of black/lame. It is a dag- destructive nature is constant, regardless of the ger +2 that can extinguish all flames it touches, caster's wishes, and need not be activated or affecting a 10-foot, spherical area per round. invoked. If thrown or thrust through a barrier that Flames caused by a continuing process, such as a it does not bring down, the blade (and wielder, if lava flow, will reignite ld6+5 rounds after the in contact with it) suffers the magic's full normal dagger's touch. This automatic power occurs effects. If the blade destroys the barrier, no dam- whenever an unsheathed dagger of blackflame age is done to the wielder. comes into contact with flames. The dagger's flame-quenching power allows Bladestar safe passage through flames. Note that blast XP Value: 2,700 GP Value: 27,000 effects, intense heat, and hazards such as falling Treasures of GREYHAWX timbers can still harm creatures using the protec- Also known as the haunted dagger, this small tion of such a weapon to pass through a burning blade is ornate, with several jewels (rubies and building. Once every turn any absorbed sapphires) encrusted in its hilt. The metal of the flames can be released as a spurt of flames blade is black steel, inscribed with various runes. extending in a line up to 40 feet long from the If a detect magic spell is cast on the dagger, it dagger's tip, by the wielder's use of a command reveals a powerful dweomer; detect evil reveals word. All absorbed fire will be released at once; that the dagger is strongly evil. Any attempts to none can be saved for later. If the release of fire is use an identify spell on the dagger will fail due to unleashed as part of a physical attack, all flames the presence of the haunt. will strike the target (add to physical damage) The night that the dagger is taken, the haunt and will not spurt beyond it. The DM should esti- possessing the blade attacks and attempts to take mate the fiery damage absorbed (and released) as over the person who carries it. If the owner 1d6 per round of normal fire, 10-foot radius engages the haunt in combat and reduces it to 0 absorption, and 2d6 per round of magical fire hit points, it dissipates, only to return one week absorption. later, at which time it continues the pattern of tak- ing over others until it finds one of compatible Blade of Banishing alignment (any nongood alignment). XP Value: 4,600 GP Value: 22,500 The haunt's alignment can be determined DRAGON Magazine 169 through use of a know alignment spell. If cast This dagger twists any magical barriers, protec- successfully, the party learns not only the align- tions, and illusions that it touches. Whenever it ment of the haunt, but also which alignments can grazes a being or an area under an illusion, pro- survive the haunt's attentions. The haunt is tective magic, or magical barrier, there is a per- chaotic evil, thus its host can be of any nongood centage chance that the dagger will destroy the alignment. Possessed characters of any good magic. The weapon has a base 60% chance of alignment attempt suicide. success, plus a random bonus of 1 d20%, minus The haunt's task can be found by using a 10% per level of the magic contacted (a shield spe'ak with dead spell. The spell needs to be cast spell is a 1 st-level spell and gives a modifier of at the haunt either just after it takes form (after -10%). Percentile dice are rolled. If the roll is dark), or while it is in the body of a suitable less than or equal to the modified chance of suc- host. If the spell is successfully cast, Aliar cess, the dagger destroys the magic. If the roll is Daraan reveals that he was killed only two days 1,239