Chill Blade Dagger (Magic Dagger)

This weapon appears to be and can be used as a normal weapon. Up to three rounds in any turn, its magical chill power can be activated, causing the blade to glow with a pale, ghostly white radiance. When so empowered, a chill blade does an additional 1d4 points of damage per strike (no save to avoid), and forces any struck creature to save vs. spell. If the save fails, the victim's attack rolls are made at -1 for the next hour (further successful attacks cause a greater penalty, as follows: three attacks cause a -2 penalty, five attacks a -3 penalty, and so on). Any chill blade strike that is successfully saved against does not count in the numbering. Undead suffer only one hit point of damage from a chill blade strike, but must save vs. spell each time they are struck, or be forced to flee for 1d4+1 rounds.
Activation is instantaneous and by will of the wielder. Activated or not, a chill blade itself saves against normal and magical cold, ice, and chill effects at +2. It does not confer such bonuses on its wielder.
The enchantment of a chill blade requires a finely made dagger with a blade of ferrous metal, a piece of rock crystal, a snowflake or piece of ice, some sort of lightning or electrical discharge, and the casting of a chill touch spell. 
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Daggers
Category:Magic Weapons