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reprinted from V7 N1 of the Ink Blot

Chameleon Dagger


Chameleon Dagger

[Note: This weapon was originally designed for the Best Weapon category for the RPGA Decathlon. However, after adding my usual bad side-effects to the dagger, I decided that it wasn’t exactly what every AD&D player character would want as an ultimate weapon. Nonetheless, here it is for all to see. - D.F.]

Created long ago by an ancient humanoid race, the Chameleon Dagger is a wonderful yet dangerous weapon to possess.

The dagger’s appearance is rather plain. It’s crafted of fine iron, appears to be one solid object, and has no decorations except for five small lines carved into the end of the hilt. The lines themselves have no purpose, other than to hint at the five special functions of this weapon.

The first function of the Chameleon Dagger is to aid in damaging opponents. It does this by adding a +2 to hit bonus to both hand and thrown attacks. Damage done by this weapon is more than a standard dagger, being 1d8+2 points against small and medium sized creatures, and 1d6+2 against larger enemies.

The dagger can also aid in defense. When held in hand, it can deflect magic missile attacks directed at its wielder. The magic missiles deflect off the dagger into the surrounding area, possibly hitting the closest friend or foe nearby if they fail to save against spells. Note, of course, that this ability does not work if the owner of the dagger is caught off guard, and is not wielding the dagger.

For the remaining three functions of this weapon, the dagger needs to receive an influx of energy from time-to-time. The only source of energy it uses comes from other magical items, including other weapons. Herein lies the danger in wielding this dagger.

When the dagger starts to run low on energy, it will compel its owner to press it against magical items in the nearby vicinity. Magic items that adventuring comrades own are ideal targets. The dagger’s owner must make a daily save vs. magic to avoid giving in to the dagger’s need. The urge to charge the weapon will become more and more powerful as the dagger loses magical energy. When it is almost out of energy (below 10 charges), the owner of the dagger suffers an additional -4 to saving throws against the dagger’s will. When a magical item is finally touched, it is drained of all magical properties, permanently. Note that this function is not effective against magical artifacts.

Depending on the power of the magical item being drained, the dagger will be recharged 1 point per each 1,000 gold piece value of the item in question (this is subjective to the DM - he can make the ratio higher or lower, depending on his campaign). The total amount of charge the dagger can hold is 100 points. If it ever goes over this value, the dagger explodes violently, doing 10d6 points of fire damage to anyone in a 100 foot radius (save against spells for half damage). If this happens, the dagger is permanently destroyed. Of course, the dagger would never willingly let this happen.

For each point of energy that the dagger possesses, it can create a temporary shield around it’s wielder that will last for one turn. This shield allows the person to blend in to his or her surroundings, adding a +5 AC bonus to the person holding the dagger. This shield will deflect all non-magical missiles fired in it’s direction. Note that this shield effect cannot be dispelled, and cannot be detected by any magical or non-magical means.

The dagger’s fourth ability involves creation of magical fire. Upon command, and the use of 5 charges, the dagger can summon forth an 8d6 fireball, which acts exactly as the spell does as if cast at 8th level. With the use of only 2 charges, the dagger can produce a flaming sphere, as per the spell. This is also done as if cast at 8th level. For only one charge, the dagger can shoot forth a small flame capable of igniting flammable material in an area 5’ wide by 10’ long. Any creatures caught in this area suffer 2d6 points of damage, and an additional 1d6 per round for the next 3 rounds. The initial fire blast from the dagger lasts only one round.

The last, and possibly the most essential feature of the Chameleon Dagger is the healing powers it can bestow upon its owner. For each point of power that the dagger consumes, it can heal its owner for 1d8+1 points of damage per round. There is no limit on this healing power, so technically it could heal up to a maximum of 100d8 points in one round if the dagger were fully charged. Of course, the dagger itself will use just enough of its power to keep its owner alive, not wishing to waste energy.

Once a person has this dagger, he will not let it out of his possession, even if this means killing to do so. A remove curse, wish, or other similar spell will not allow removal of the dagger. Only the death of the dagger’s owner, or the overcharging of the dagger itself will be effective in eliminating the potential threat posed by its presence.

(c) David Flemming 2000


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