Usable by all classes. Scabbards and sheaths are items that hold and protect some type of bladed weapon. Each type of bladed weapon has its own specially shaped scabbard or sheath, which can only be used with that type of weapon. Hence, the type of weapon must be specified. A weapon must spend a full melee round in a sheath to have powers imparted to it. Magical Scabbards/Sheaths only function for individuals who could use the weapon type.
As a guideline for randomly determining which type of weapon a sheath fits, approximately 10% of magical scabbards are for short swords, 40% are for long swords, 10% are for two-handed swords, 20% are for daggers, 10% are for battleaxes, and 10% are for other types of bladed weapon.
In the following list, the items are generically referred to as "Scabbards", although scabbards generally refer to swords, while sheaths refer to other weapons.
Level variable. See the appropriate section. Any nonmagical weapon gains the power of the scabbard for the 3 rounds after it is drawn. The power of the scabbard is determined from the item list of the weapon; the power does not change. The scabbard does not bestow any Special abilities. Note that the Scabbard of Dancing is detailed below.
Level 2. A magical weapon placed in the scabbard temporarily gains a Primary power. This power is determined when the scabbard is created. The scabbard may only impart its ability to one weapon every hour, and the weapon retains the ability for one hour.
Level 4. This is similar to a Scabbard of Primary Power, but it grants an Extraordinary power.
Level 2. The user knows the powers of any weapon placed inside. This includes whether the weapon is magical, its bonuses, powers, abilities, intelligence, ego, mission and alignment. Curses on weapons cannot be detected, and any negative combat bonus is indicated as a plus instead. Intelligent weapons will recognize the scabbard and may choose to fight against being sheathed.
Level 4. This item may appear as a different type of scabbard, but its power by default is not disguised. Any magical weapon placed inside this scabbard becomes permanently nonmagical, as per the Rod of Cancellation.
Level 2. This scabbard aids the wearer in sheathing an otherwise uncooperative intelligent weapon. A noncursed weapon has half the normal chance of controlling the wielder when he is attempting to sheathe it. The wielder of a Cursed weapon will have a 10% chance per month of sheathing and being able to get rid of the weapon.
Level 2. Cursed-14. This scabbard aids a sentient weapon in controlling an otherwise uncooperative user. Give the user half the normal chance of controlling the weapon. The user may not get rid of the weapon without first getting rid of the scabbard, which requires a Remove Curse against 14th level. Of course the weapon is not stopped from getting rid of the user if it chooses.
Level 4. For the three melee rounds after a weapon is drawn from this scabbard, it will fight on its own as per a Weapon of Dancing. The power of this scabbard may be used once per hour.
Level 4. This scabbard is aligned to a religion. It gets one chance to convert to its god any weapon sheathed in it. Treat the initial attempt as the clerical Convert Weapon prayer. If the scabbard fails on a particular weapon it gets no further chance on that weapon. If the scabbard succeeds, then the weapon will need to be in the scabbard at least once per week or it will revert to its original alignment.
Level 3. The round after a weapon is drawn from this scabbard, it does double damage.
Level 2. This scabbard protects the weapon inside it against all external attacks and magic. This includes Fireballs, breath weapons, rust monsters, Convert Weapon, Analyze Magic, etc.
Level 1. This item usually appears as a different type of scabbard, usually a Scabbard of Protection. Any weapon sheathed in this scabbard is turned to rust and ruined. Magical weapons get saving throws. Once this scabbard has revealed its nature, it is Cursed-14, and the wearer will always sheathe any applicable weapons in it until he rids himself of it.
Level 2. The wearer can use the noncombat abilities of a weapon in the scabbard without having to touch the weapon. The weapon, if sentient, must be willing to allow this. The wearer must be able to wield the weapon in question.
Last Modified on September 10,1995.
ammulder@princeton.edu