Tri-Entity (Magic Sword)

Widely known as a maverick, Jett is one of the most loathsome individuals any party of adventurers could ever come across. He never fights fairly, always has the upper hand and generally uses a squad of permanently invisible humanoids to help him combat his opponents. Recently, Prismal has come to believe that Jett is actually the avatar of a devious god of death, though he has yet to figure out which. One reason Prismal has come to this conclusion, is the great weapon of power that Jett carries with him. (At the very least, Jett is probably a “holy” warrior of this unknown chaotic deity.)
This weapon, known simply as Tri-Entity or Turbo, is a great, unhealthy looking three-bladed sword. The central blade is the equivalent of a long sword of sharpness while the two outer blades are similar in size to short swords of sharpness. When Jett swings and hits, he causes 2d6+1d6 damage, with a +5 bonus for the weapons enchantment.
The two outer blades can be shot from the hilt, attacking as arrows of accuracy +4. If the arrows miss their target, the blades fly back to the sword like a pair of boomerangs and reattach by the end of the current round.
Across the hilt, the sword has 12 small black knives (about the size of well-balanced pocket knives). These knives of venom +1 can be thrown by the sword's owner, however they must be found and reattached in order for the knives to maintain their venomous qualities. If they are not reattached, they act as normal small knives, causing 1d2 points of damage (+1 for their enchantment).
The equivalent of an unholy reaver (with all powers), its primary purpose is the destruction of law and good, it can detect invisible objects and creatures, can communicate telepathically with its user, and has a chaotic evil alignment. It has an Intelligence of 21 and an Ego of 20. The sword, however, has never tried to control Jett, and it is believed that it cannot, due to Jett's status with his deity.
When Jett's attack roll is a 20, the DM should roll on the following chart to determine the exact effects of the strike. Being a gift from a chaotic deity, the sword's critical table has effects that damage both user and opponent. All results are cumulative where applicable.
Roll 	Critical Effect
01 	Life stealing: Treat as the sword of the same name.
02 	Damage the possessor: The blow harms the wielder instead of the opponent.
03 	Confusion: Effect lasts 2d4 rounds, save for half effect.
04 	Double damage to possessor: The sword transfers double the damage of the strike from the opponent to the wielder.
05 	Disintegrate: the opponent is disintegrated unless a saving throw vs. spell is successful.
06 	Deafness: Wielder is struck deaf until a remove curse or heal is cast. No save applicable.
07 	Drain energy levels: 1d2 levels are drained from the opponent. A save vs. spell is applicable.
08 	Teleport: Wielder is teleported to a random (hospitable) location within 1,000 miles of current location.
09 	Vorpal attack: Treat as a vorpal sword.
10 	Tasha's uncontrollable hideous laughter: Wielder is struck with 2d4 rounds of the named spell. Saving throw vs. spell applies.
11 	Blindness: Opponent is permanently blinded. Save vs. spell applies.
12 	Drain energy levels: One level is drained from the wielder. Save vs. spell applies.
13 	Teleport: Opponent is teleported to a random (hospitable) location within 1,000 miles of current location.
14 	Mute: Both wielder and opponent are struck dumb for 1d4 days (roll randomly for each).
15-20	No special effect.
The sword also has the following abilities:
* If the user says its name (usually under the breath), it will teleport into the user's hand. Jett usually uses this feature to gain a surprise attack.
* The sword has a refutable “dart gun” in the hilt, it holds a total of 20 darts. When activated by a small button, the dart flies from the back of the hilt. The dart has a range of 25'/50'/100'.
* The sword can heal 1d100 points of damage each week (randomly rolled each week). Once these points are used, the wielder (and possibly companions) must wait for the next seven-day period to begin.
* The possessor regenerates missing body parts and heals all scar tissue. This process takes one week per point of damage that caused the affliction.
* If the possessor is struck with a lethal blow, the sword has a 45% chance to teleport the wielder away in nine (in a random hospitable location within 1,000 miles) to save his or her life. This power can be used once a week.
* If the wielder is killed in battle, the sword can resurrect the user, without the usual necessary resurrection survival roll, this power can be used four times a year (at any point within that year).
* If nonevil individuals touch the hilt of the sword, they suffer 1d4 points of damage equivalent to the Negative Energy Plane touch of an undead creature. (The damage can be temporarily halted with the use of the Negative Plane protection spell.)
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Swords
Category:Magic Weapons