EDIT: Updated since last game session
First some background info. In our Saga the current year is 1319 and my Magus has decided to enter a competition at the Grand Tribunal of 1327 against other members of his House (Bonisagus) for creating the greatest enchanted sword. The judging is supposed to be based on how effective it can be used as a sword. Effects as a sword wielder are full points, effects related to a sword wielder are half points, and other effects are a quarter or tenth (somewhat or not related). The testing will be done by a blade master and lab text must be present for review. This is only one of a few dozen competitions going on, though it is the one that caught my eye (though I am also considering challenging for Archmagus). One of the other PCs is entering the same competition.
The sword itself is a compound invested item, made up of a pattern welded steel great sword (Large, Base Metal 4x5) of Excellent +3 quality, a silver ring (Tiny, Silver 1x6) at the top of the hilt were the grip meets the guard, a holly wood core to the grip (Tiny, Wood 1x2), lion hide and mane braided handle wrap (Tiny, Leather 1x2), and a piece of amber in the pommel (Tiny, SP Gem 1x12). This took it to the very limit he could open of 42 pawns (MT 18+2, specialty in Enchanting Items).
The S&P modifiers are: Block Single Attack +3, Harm Human & Animal Bodies +4, Move Self +2, Protect Self +4, Transform Self +4, Constant Effect +2, Terram +1, Intellego +2, Protect Spirits +3, general Lycanthropes +5, Harm Lycanthropes +10, Turn into Lion +7, Courage +5, Pride +5, Strength +5, Controlling Movement +3, Corpus +3, affect Living Wood +3, affect Dead Wood +4, Inflict Pain +2, and Inflict Wounds +2.
So far six Effects have been enchantd into the sword: The Mystic Knights Blade, Sword Like No Other, The All Sundering Edge, Effortless Defender, The Tireless Warrior, and Master's Phantom Move. They have used up 27 of the 42 capacity.
The Mystic Knights Blade
ReTe 75 (Base 70, Special, Constant [+5]), Base is combined Initiative +2 (10), Damage +5 (25), Attack +1 (5), Defense +1 (5), Strength Requirement -1 (5), and Load -2 (20).
This is an effect built using Parma Fabula (a HR in our Saga) which makes the sword feel virtually weightless in the hand, allowing it to be easier to weld and carry as well as more effective on attack and defense.
Sword Like No Other
MuTe 65 (Base 70, Special, Constant [+5], Base is combined Damage +6 (30) and Tough +3 (30).
Another effect built using Parma Fabula, this effect has transformed the blade to a material able to cut better than any other metal and extremely hard to damage. It never loses its edge.
The All Sundering Edge
PeTe(An, He) 30 (Base 3, T/M/I, Metal 2, Requirement 2, Unlimited Uses +10)
Upon activation an item made of metal, animal product, or wood touching the blade is destroyed. This allows it to cut through and destroy weapons, shields, armor, and nearly anything else it encounters.
This is an upgraded version of Sunder Warrior, MoH p.32.
Effortless Defender
Re(In)Te(He) 30 (Base 2, T/C/I, Metal 2, Requirement 1, Item Maintains Concentration +5, Unlimited Uses +10)
When active this allows the wielder to automatically “parry” incoming blows from weapons covered by Terram or Herbam. The wielder must be generally aware of the incoming attack, so he can still be stabbed in the back by an unknown adversary. However, in normal melee he can automatically “parry” any number of blows in a round. He may also "parry" single missile attacks (arrow cutting), though not a volley. All "parries" require a roll, but only to see if there is a botch.
This is an upgraded version of Defender Swords, TtA p.94.
The Tireless Warrior
Re(Cr)Co 28 (Base 10, T/C/I, Maintains Concentration +5, 6/Day Uses +3)
Upon activation, the wielder is flooded with seemingly endless energy. Their body seems to swell with power and their eyes gleam. They are unaffected by penalties from injuries and fatigue. Wounds are stabilized and do not worsen due to activity while under the effect, but also do not heal naturally. When the effect ends, they are affected instantly by all wounds and fatigue and must make any rolls previously ignored.
This is a version of Endurance of the Berserkers with Bind Wound .
Master's Phantom Move
Re(Cr)Co 30 (Base 15, T/M/I, Unlimited Uses +10)
Upon activation, the wielder burst into movement so fast they leave a blurring streak behind them. They can travel to any point within 50 paces of their start point within a heartbeat, even if it requires running up walls or leaping through the air. However they can only travel a path in which they could physically fit. Cosmetically the wielder appears to be moving this fast, as if their Quickness was increased ten fold.
This is hybrid of Gift of Frogs Legs and Seven League Stride , with CrCo cosmetic effects.
The current stat line for the sword is:
Initiative +4, Attack +9, Defense +6, Damage +20, Strength Req 0, Load 0, Attack Type S/P
It can only be damaged on a Quad Botch
That gets you all caught up to where I am right now with the sword. There are about seven years left before needing to get ready to head out to the Grand Tribunal. Right now I need to name the sword and figure out some other enchantments that should go into it.
While things like shooting balls of fire could be done, they are not part of using a sword as a sword and so are worth minimal points in the competition. However effects such as making the wielder a more effective leader are good (though not worth as much as straight use as a sword).
Some I am currently considering:
- MuHe(Me) to awaken Cunning in the wood. This is part of the reason I included wood in the handle and am known for a Cr(Mu)He(Me) awaken living plants ritual breakthrough.
- Jupiter's Resounding Blow, as a stun attack on strike (Low to High Points)
- Circling Winds of Protection, most likely with a Diameter duration (Medium or High Points)
- Eyes of the Bat, to allow effective blind fighting (Medium or High Points)
- Eyes of the Cat, fighting in low light
- Gift of the Bear's Fortitude, to make the wielder tougher
- Shriek of the Impending Shafts, to improve defense against ranged attacks
- Ward Against Heat & Flame, as a defense against Flambeaus
- Aura of Ennobled Presence, to make the wielder a better leader
- Aura of Rightful Authority, less valuable than the above, but a good companion to it
- Wizard's Sidestep, another defense possibility. Cosmetic look the same as Master's Phantom Move.
- A MuTe effect which would allow the sword to change into other weapons. This would require a high Penetration and thus be a high level effect.
- PeVi spell cutting/disenchanting effect
EDIT: Yes the game is 5th Edition and for anyone wondering here is our HR thread, the stuff related to enchanting is at the end of it.