Flying Dagger II (Magic Dagger)

This item was very popular as an animated guardian in elder days. Many different specimens can still be found (a DM can freely alter the statistics of an individual flying dagger). The secrets of magically animating such daggers are known to few living mages; 1d12 such daggers are usually found. A flying dagger darts about silently, point first, and is usually 9 inches long. The trigger activating a dagger can be as general as "attack all intruders" or as specific as the most elaborate triggering conditions of a magic mouth spell.
An average flying dagger is AC 5; MV FI 24 (A); HD 1+1; hp 9 each; THAC0 17; AT 3; Dmg 1d4; and is considered a magical weapon for purposes of deciding what it can hit. Flying daggers cannot be affected by any sort of mental control.
The spells that cause a flying dagger to swoop, dart, and detect opponents-it is usually enchanted to attack anything within 60 feet that moves also prevent rusting and brittleness due to extreme heat and cold. A dagger that successfully strikes a moving arrow or thrown weapon, deflects it, if a DM desires.
Some flying daggers can reflect, or are immune to, certain spells, or have special abilities, for example, their touch can rust metal items as a rust monster's antenna does. Items struck must save vs. lightning or rust. A flying dagger strikes metal when it is attacking a target being carrying or wearing something metal, and its attack roll misses by only one to three points.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Daggers
Category:Magic Weapons