
Magical weapons in Dungeons & Dragons are mostly meh.
Sure, there is the occasional flaming brand, or luck blade, but for the most part they are +1, +2, or +3 weapons and not much else.
And that’s kind of boring.
Here are a bunch of ways to make a magical weapon feel magical – without falling back on flat numerical bonuses. These are all plug-and-play ideas you can drop straight into old-school D&D games.
For the table below, simply roll 2D6 of differing colour with one being the “tens” and the other being the “units”.
You can also download a PDF which is located at the end of the article.

d66 Magical Weapon Traits
11 Guiding Edge – Points faintly toward treasure, water, or a chosen quarry.
12 Lightbearer – Emits steady or thematic light on command.
13 Thunder Tap – Struck on stone, produces a booming report heard for miles.
14 Silent Blade – Makes no noise when drawn or used.
15 Path-Cutter – Slices mundane chains, ropes, or brambles easily.
16 Shadow-Pin – Stabbing a creature’s shadow holds it in place for a moment.
21 Waker’s Bite – Vibrates when danger nears.
22 Lantern Edge – Clears smoke or darkness briefly when swung.
23 Armour-Breaker – Ignores shields or reduces armour effectiveness.
24 Sure Grip – Cannot be disarmed; leaps to hand with a command word.
25 Momentum Strike – Grows stronger the longer a fight continues.
26 Reaping Blow – On a kill, wielder gains a small burst of temporary strength or morale.
31 Ghost-Cut – Can strike ethereal or incorporeal beings.
32 Breach Point – Once per fight, declare an attack that automatically hits.
33 Splinter Edge – Dropping a foe to 0 HP forces nearby enemies to check morale.
34 Oathbound – Stronger only when fulfilling a sworn purpose.
35 Goblin-Cursed – Goblins can smell the weapon and hate its wielder.
36 Whispering Steel – Offers faint tactical advice, rumours, or insults.

41 Temperamental – Requires daily offerings (blood, coin dust, poem, etc.).
42 Lineage Bound – Reacts to its former owners or their descendants.
43 Witness Blade – Holds memories of past owners and reveals glimpses.
44 Storm-Kissed – Sparks in storms; deals lightning only in rain.
45 Night-Reaver – Stronger in darkness, weaker in daylight.
46 Deep Iron – More potent underground or in caves.
51 Sun-Steeped – Wounds inflicted resist magical regeneration in sunlight.
52 Frostbite Edge – Leaves frost trails; can freeze small amounts of water.
53 Emberbrand – Can ignite flammable material with a spark.
54 Echo Blade – A delayed echo strikes again for minor damage.
55 Spectral Twin – Once per day, creates a ghostly duplicate for one round.
56 Time-Snag – Once per day, act at any point in the initiative order.
61 Memory Drinker – Learns one minor trait from slain monsters.
62 Feather-Touch – Harms only undead, constructs, and spirits.
63 Name-Eater – More potent if its true name remains secret.
64 Blood-Mark – Wounds leave a mark visible only to the wielder for tracking.
65 Curse-Breaker – Once per day, cuts through a minor curse or enchantment.
66 Doom-Calling – The weapon occasionally forewarns calamity (cryptic, ominous).
Most of these can be applied to any weapon, not just blades.
Free PDF Download
I have created a PDF with these listed and their in-game effects (based for OSE / BX, but easily useable by any old school D&D edition or clone), or you can just make up something yourself.

While You’re Here…
Since 2021 I have been publishing d12 Monthly, a monthly zine, which has a ton of articles for any edition of Dungeons and Dragons.
Printed copies are available in my store. The PDF is available on DriveThruRPG and you can get both, plus support my work, via my Patreon.
I will also be releasing some more products in the near future.
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