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🔥❄️🗡️ In the Obsidian Pits' deepest chasms, where even demon lords dared not tread, a forbidden forge was alight. These were the depths where demon lords, in their ceaseless strife for supremacy, sought an edge. Their attention turned to the art of the blade, more precise and elegant than the blunt might of a maul.

Pooling their dark powers, they summoned the ancient smiths, once champions of forgotten realms but now enslaved spirits in the Pits. With the volcanic heart's flames and the abyss's deepest frost, they forged the Swords of Demonfire. Each blade's shimmer was a dance between fire and ice, encapsulating the turbulent passions and cold calculations of demonic politics.

These swords were more than just tools of war; they were statements, declarations of the wielder's prowess and ambition. Only the most dexterous and cunning demon lords dared to use them, for while the mauls delivered raw, destructive power, the swords demanded precision, control, and strategy.

Yet, for all their elegance, the Swords of Demonfire were treacherous. Filled with the volatile energies of their crafters, they could turn on those who wielded them without utmost focus. Legends spoke of demon lords, entranced by their sword's beauty, only to be betrayed by its latent rage.

Time wore on, and as with the Mauls, tales of the Swords grew, whispered in the dark corners of inns and sung in ballads of heroes brave enough to harness their power. They remain a symbol of the lethal dance between power and ambition, artifacts of the dark mysteries and intrigues that ever swirl in the Obsidian Pits. 🔥❄️🗡️
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Sword of Demonfire

Weapon (any sword), legendary (requires attunement)

Carved from the molten heart of an abyssal volcano, this sword appears to simultaneously freeze and burn. Its blade is a mesmerizing dance of hot and cold, and the hilt, wrapped in an ashy leather, carries an ever-present warmth.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword can store up to 3 charges. Every time you successfully strike an enemy with this sword, it gains a charge. You can gain no more than one charge per turn.

Demonfire. When you hit a creature with this weapon, it deals an additional 1d6 fire damage and 1d6 cold damage.

Demonic Pull. At 2 charges, you can choose to pull an enemy you can see within 30 feet towards you by 10 feet as an action. This consumes 1 charge.

Abyssal Wave. With 3 charges, as an action, you can unleash a wave of abyssal energy in a 15-foot cone. Creatures in the area must make a Dexterity saving throw (DC 18), taking 4d6 fire damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. This consumes all charges.

Armor of the Abyss. At the end of combat, for every unspent charge, the sword cloaks you in a protective shell, casting Armor of Agathys on you at a level equal to the number of remaining charges. The sword then expends its charges.

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