Wednesday, 22 October 2025

magic Scabbards



You need scabbards and not just cheap ones


d12 Scabbard type
1 Knife
2-4 Dagger 
5-7 Shortsword
8-11 Sword, half for less common types
12 Two-handed sword

use a d6 for more bronze age or d8 for iron age

d12 Minor Magic Scabbards
1 Sharpens and cleans the blade held inside 1in6 cleans the wielder also when the sword is returned
2 Blade kept inside burns with +d4 fire damage as a torch for the first round drawn
3 Heals 1hp 3x per day, automatically activates to halt bleeding if unconscious
4 Feather fall 3x per day
5 Protection +1 as per a ring
6 Guards from non-magic unarmed attacks of mortal humans and animals, -1 per dice
7 Guards from edged non-magic weapon damage, -1 damage per dice
8 Sword stored inside is immune to rust, heat or cold inside the scabbard or for 10 minutes outside
9 Detect Traps once per day, range 1 for 10 minutes when weapon drawn
10 Detect Enemies once per day, range 1 for 10 minutes when the weapon is drawn
11 Night Vision for 10 minutes when drawn
12 Sings an inspiring battle hym when drawn, making the user immune to fear and lights up like a lamp for a total of ten minutes per day when drawn, making stealth tricky

Some special scabards will have 2 or 3 of these effects

d12 Major Magic Scabbards
1 Heals d4hp 3x per day 1in6 heals 2d4hp
2 Protection from non-magic missile weapons 1in6 +2AC vs all missiles
3 Blade kept in here for one hour is so sharp has +3 damage the first blow, 1in6 requires only ten minutes to sharpen  
4 Firetongue Scabbard the weapon when drawn burns for +d4 damage and lights as a torch when drawn, 1in6 casts burning hands 3x a day
5 Scabbard of Might +2 Strength 1in6 can throw d6 half bricks as easily as a normal stone 
6 Invisible Scabbard more common on shortswords and daggers but while blade inside the weapon and scabbard are invisible, 1in6 cast invisibility x1 per day
7 Quickdraw Scabbard allows the weapon to instantly teleport into the hand which might help surprise or respond to surprise on better terms. 1in6 also cast dimension door 2x a week
8 Haste Scabbard wielder is affected as a haste spell, the first round the weapon is drawn once in any ten-minute period. 1in6 cast haste once per week 
9 Earth Scabbard +2AC & Save vs earth elemental creatures or spells, -1 damage per dice from such creatures, spells, stone weapons, rocks or falling onto earth or stone damage 1in6 protect vs petrification  
10 Fire Scabbard +2AC & Save vs fire elemental creatures or spells, -1 damage per dice from such creatures, spells, burning weapons or fire damage 1in6 immune to non-magic fire 
11 Sea Scabbard +2AC & Save vs water elemental creatures or spells, -1 damage per dice from such creatures, spells, ice or cold damage 1in6 breath water 
12 Sky Scabbard +2AC & Save vs air elemental creatures or spells, -1 damage per dice from such creatures, spells, wind or lightning damage 1in6 featherfall

Some special scabbards will have extra fx on a d6

d12 Cursed Scabbards
1 Vampires Scabard every time you draw a blade, it must take at least 1hp blood, +1 on the first enemy, but if no enemy is cut within ten minutes, it takes 1hp of blood from the wielder
2 Berserker Scabbard makes the wearer immune to fear, but when a weapon is wielded, they become berserk and will fight until nobody is standing 
3 Fear Scabbard provides +1 AC but in any combat, the wielder must save vs fear or flee for a d4 rounds. The wielder also must save vs fear if any attempt to remove the scabbard is made
4 Fire Scabbard provides +1 save vs fire but if a weapon is drawn, the wielder bursts into flame for a d4 damage per round while holding their weapon
5 Sticky Scabbard provides wielder with immunity to bleeding which seems good but any weapon drawn from it takes ten minutes to remove from your hand which can be inconveniant. A friend, a bottle of vinegar and a brush can half the time to remove the weapon. The scabbard sticks to the wearer also 
6 Swift Scabbard seems to make swords draw as fast as a skilled quickdraw expert but if they ever roll a 1 to hit they decapitate themself and the scabbard and the sword becomes a cursed evil magic sword (+1 for evil weilders -2 non evil, one save to be able to give up the weapon otherwise, need remove curse)
7 Scabbard of Wonder looks fabulous with silver skull designs; any sword in it seems to be cleaned and improved and lighter if stored in it. Destroys any sword placed in it and replaces with an illusion that seems believable until you hit someone with it, then the wielder can save otherwise, they are convinced the phantom sword is better and committed to its use. When they save succeed, the illusion ends. Others, seeing the illusion, pointing it out won't be believed once weilder failed to resist a save
8 Scabbard of Burning seems to make the wielder stronger +1 but if they draw a weapon from it it explodes as a 12d6 fireball targeted on the wielder
9 Scabbard of the owl, gives you night vision but every time you draw a weapon you save or be turned into an owl. Possibly for the rest of your life  
10 Ice Scabbard - while worn take half damage from cold, when a weapon is drawn save or frozen into a solid block of magic heat resistant ice
11 Scabbard of Wounding causes +1 damage on a weapon, when you put it back in the scabbard, you run yourself through for double damage by "accident"
12 Sword or Harm gives the wearer +3HP but but wearer needs to save vs illusions to see how much damage they really have taken, while wearing all wounds seem just scratches

Cursed item benefits are obvious and impressive


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