- The sword of [CENSORED] always strikes as a magic weapon. If its wielder has at least 20 hit dice, it strikes as an epic weapon. It cannot be enhanced by any normal means, and is immune to most mortal magic.
- The sword's wielder is granted a +1 insight bonus to all melee attack and damage rolls for every 3 hit dice (maximum +5). This bonus applies to all melee attacks made in a round, even those made with other weapons, so long as the wielder attacks with the sword of [CENSORED] at least once in that round.
- The wielder of the sword of [CENSORED] gains a +1 insight bonus to AC and Reflex saving throws for every 5 hit dice (maximum +3). This bonus applies even when he is flatfooted or otherwise denied his Dexterity bonus to Armor Class, but not if he is immobilized, unconscious, or incapacitated.
- If the wielder of the sword of [CENSORED] has at least 3 hit dice, he may "borrow" a slice of time from the near future. Activating this ability is an immediate action; it can be used once per day. The action granted by this ability may even interrupt another character's turn. After activating this ability, the sword's wielder is dazed for the duration of his next turn.
- 3 HD: This immediately grants the wielder a move action.
- 7 HD: This immediately grants the wielder a standard action.
- 15 HD: This immediately grants the wielder a full-round action.
- If the wielder has at least 5 hit dice, the sword allows him act as if hasted for a number of rounds per day equal to his character level. The duration of this effect need not be continuous, and the sword's wielder may activate or deactivate it as a free action.
- As a side effect of this power, a wielder with 5 or more hit dice is immune to all other haste effects, as well as to all slow effects, so long as he wields the sword.
- If the wielder chooses, he may forgo a normal melee attack with the sword in order to make a special slow attack against a melee opponent of his choice, forcing the fabric of time to twist around that opponent, impeding the way forward. The sword's wielder makes a touch attack with the sword, and if he hits, his target must make a Will save (DC 10 + one-half the wielder's character level + the wielder's Charisma bonus) or be slowed for as many rounds as the wielder's character level. This effect is usable three times per day, though only once per round.
- If the sword's wielder has at least 5 hit dice, he may temporarily remove himself from the time stream for a number of rounds equal to his character level. He seems to disappear in a whirlwind of sand, and reappears after this ability's duration expires. This ability can be used once per day, and requires a standard action to activate. In each round of the effect's duration, on what would have been his turn, the wielder can attempt a DC 15 Wisdom check. Success allows him to return to the time stream. He may act normally on his next turn after this ability's effect ends.
- If the sword's wielder has at least 9 hit dice, he may temporarily gain the ability to perceive the probable outcomes of his immediate environment. You see the many alternative branches that reality could take in the next few seconds; with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round of the ability's duration. You must take the result of the reroll, even if it's worse than the original roll. This ability may be activated once per day as a swift action, and it lasts for three rounds.
- If the sword's wielder has at least 11 hit dice, he may gain access to pathways through time that are closed to others. This grants him the ability to act for one round of apparent time, plus another round for every 4 additional hit dice that the wielder possesses (2 rounds at 15 HD, 3 at 19 HD, etc.). While so accelerated, the sword's wielder is partially isolated from the normal time stream, and his actions are restricted. Other creatures are invulnerable to his attacks and abilities. He can affect unattended objects, but not objects worn, carried, or held by other creatures. Normal and magical fire, cold, acid, and the like can still harm him. When the wielder of the sword exits the alternate time-pathway, he resumes acting on his current turn in the normal time stream. This power can be used once per day; activating it is a swift action.