
Fizzban |

Does anyone know of if there is a stated out moonblade in a forgotten realms book. I thought I had seen one, but I've looked though all the ones I have and can't find it.
I've found several references to them, and how they are each different so does anyone have any ideas about the abilities for a moonblade for a rogue/sorcerer? Maybe a legacy item? Working on an idea.
Thanks
Fizz

seekerofshadowlight |

I have that info. each is unique one of a kind item.
they use this chart. each owner grants an item you must be good,elven of half elven.The claiming/awakening ritual varies from blade to blade, but usually requires the blade to be unsheathed at the proper time and place. Upon completing the ritual, the sword either accepts or rejects
the holder. Whether the sword accepts the holder is strictly up to
the DM. In general, only brave and upstanding holders are accepted. Holders who have committed cowardly or selfish acts are rejected unless the holder has atoned for them in some way (such as receiving an atonement spell or performing some heroic or selfless act that wipes away the taint of the character’s previous actions). Should the blade
reject the holder, the holder receives 1d6 negative levels. These never result in actual level loss, but if the number of negative levels exceed the holder’s level, the holder dies. If the holder survives, negative levels from the sword cannot be overcome in any way while the character holds the sword. If the sword accepts the new holder, the holder loses 5,000 XP and the sword attunes itself to the new holder.
If the holder lacks sufficient experience points to pay this
cost, she cannot claim or awaken the blade. A new rune appears on the blade, and the sword gains a new ability. (A moonblade never accepts a new owner if characters attempt to pass it among themselves just to make it manifest new powers.
01–40 Any primary ability (DMG]
41–67 Any extraordinary power (DMG]
68–69 Bane*
70–71 Dancing*
72–73 Defending*
74–75Elfshadow (see below)
76–77 Everbright**
78–79 Flaming*
80–81 Frost*
82–83 Ghost touch*
84–85Jumping**
86–87 Keen*
88–89 Mighty cleaving*
90–91 Shock*
92–93 Speed*
94–95Spellblade**
96–97 Spell storing*
98–99 Throwing*
100 Voral
complete rules for 3e arre in magic of farun