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 Twelve Weapons of Power
The twelve Weapons were created by the gods under orders of Ao. No one's sure why, but even Ao gets his orders from somewhere. He went to each of the gods in turn and requested that they forge one Weapon each and fill them with their essence. And thus, the Twelve were born. These weapons, Ao soon found out, were much too powerful to be introduced to Mankind. Many wars were fought to control each. Many kingdoms were toppled by the wielders of such artifacts. But there was nothing he could do. Not at the moment, anyway, so he went and secluded himself from everyone and began forging his own blade to combat the powers of all the others.
All of the Weapons look like ordinary mundane weapons, and feel as such, until you first unsheath them and hold them in your hand. They all have black hilts with a small engraving on the end that tells of its true power. The metal on each alwaya has a reflective shine and never stay dirty for long.
Also called the Sword of Chance, this blade was forged by Tymora and Beshaba, and has a pair of dice (one white, one red) engraved on the hilt. Since it was infused with Tymora's essence, the bestows the wielder with incredible luck, or incredibly bad luck to the wielder's enemies. It also has the ability to point the wielder in the direction they need to go, similar to Wayfinder's ability. The sword, however, seems to have an agenda of its own, and will often teleport away from its current owner, often times when it greatly hinders them to the point of life or death. Once the sword finds a new owner, its previous one seems to be plagued with the opposite, having incredibly bad luck in everything they attempt to do.
Coinspinner functions exactly like a +6 Shortsword in battle. As long as the sword on somewhere on a person's body, they recieve a +10 luck bonus to all saving throws, attack rolls, skill checks, and AC, +5 luck bonus to damage, and they're treated as if they have the Self-Concealment feat (even if they don't have the prerequisites for it). Once every 1d6 rounds, the wielder may force a reroll of one die. The die that's chosen is the one that benefits the wielder the most (failed enemy attack roll, passed skill check, etc...) As a standard action, they wielder may unsheath the sword and hold it parallel to the ground. After speaking the command word, the wielder can spin while holding the blade outwards and it will quiver when it's pointed in the direction of their current goal. However, if there are things that must be done before they can actually get there, the Sword will not tell them.
Once a day, per DM's discretion, the wielder must roll a %d. On a 15% or less, the sword magically vanishes, leaving to find a new owner. No magical or mundane container can keep it from leaving. Once left, the previous owner now takes a -5 to all saving throws, attack rolls, damage rolls, skill checks, and AC. These penalties stick with them until 1d12+2 days have passed
Also called the Sword of Justice, this blade was forged by the dragon god Bahamut and has a hollow white circle engraved on the hilt. Not much is known about this blade, as Bahamut had given the sword to his most loyal priest to help defend against the imminent wars for the Swords. It's been said that it will turn any wrong doing back onto whoever was against the Blade.
In battle, this weapon functions as a +4 Axiomatic longsword. The sword doesn't function if sheathed, but if wielded, the carrier is treated as though they have the Infinite Deflection feat, even if they don't have the proper prerequisites. But instead of just deflecting, they're turned back onto the attacker, with the same attack roll and damage. The wielder is also affected by the Spell Turning spell for as long as the Blade is drawn.
It also has the ability to turn the other Swords' powers against their own weilder. Sightblinder's wielder would be affected instead, Farslayer would be turned back onto the one that threw it, Doomgiver's wielder is unaffected by Soulcutter and Mindsword's enchanting powers and Doomgiver's wielder would obtain Coinspinner's bonuses instead.
Also called the Sword of Heroes, forged by Tempus and has a dragon head engraved on the hilt. Said to be the bane of all dragonkind. Past stories of previous wielders say that the sword passes through a dragon's hide as if it were mere parchment
When used in regular battle, the sword functions as a +6 Claymore. Against any creature with draconic ancestry, all attacks made by the sword ignore all natural AC, do an extra 2d6 damage and bypasses all damage reduction.
Also known as the Arrow of Vengeance, forged by Hoar and has a bullseye engraved on the arrowhead. This Arrow will seem to phase out and pass through the string of any bow. There are a few accounts of people firing the arrow, but none live this day.
This arrow is completely unusable in battle, unless the command word is known by the posessor. As soons as the phrase is spoken, a bow of brilliant energy springs into existence in their hand, with the arrow nocked and ready. A finishing command phrase is needed as they're thinking of nothing but the one they want vengeance on, and the bow will seem to take control of the possessor and fire into the sky, a bright golden arc following the arrow. As soon as the string is released, the bow disappears. The arrow is treated, in flight, as a +10 True Strike Slaying Arrow. The slaying ability is keyed to whatever type of creature the target is, and the save DC is 50. This special ability may only work on those thay have personally wronged the posessor.
Also known as the Skulltwister, forged by the Bane and has a flying banner engraved on the hilt. It's said that once this sword is unsheathed on the battlefield, friend and foe alike will follow the posessor to the ends of the earth and back. There have been a very few accounts of people unaffected by this Sword's power.
In battle, it's treated as a +4 Unholy Longsword. When unsheathed, all within a 100ft. radius are affected by a Mass Charm spell. The save DC is 35 and once a save is made, they are immune to the effects for the next 2d4 +7 weeks. For all purposes, treat this effect as a SRD:Charm Monster spell, except they don't get a bonus to their saving throw, all orders given automatically succeed, and there's no limit to the orders.
Also, in addition to causing mass charm, the blade stops all natural healing when a successful attack is made. In order to heal a wound caused by Skulltwister, the person must recieve the spell SRD:Heal.
Also known as "The Widowmaker," forged by Asmodeus and has a broken sword on the hilt. When drawn, it offers complete and utter protection from all types of armed attacks, either melee, ranged, or magical. Once the battle has started and one side draws Shieldbreaker, the fight might as well be finished. Though, there have been accounts told where unarmed innocents were spared.
In battle, Shieldbreaker is treated as a +5 Warhammer of Speed while in battle. Once unsheathed, the wielder gains +20 deflection bonus to AC against any enemy in a threatened square with weapons or natural attacks. They're also treated as though they have the Infinite Deflection Feat and all spells cast directly at the wielder are completely ineffective. However, against an enemy with no weapons, they recieve a -10 penalty to AC instead, and the sword seems to phase out and pass through them as if they weren't there.
Another ability is that Shieldbreaker bypasses the first 45 points of hardness of any weapon during a Sunder attempt. If it connects, the weapon is instantly demolished in an explosion of shards in a 5ft. diameter. The wielder of the now broken weapon takes 4d6 points of piercing damage and is stunned for one round.
Shieldbreaker is, however, immune to all of the other Weapons of Power's abilities. If Farslayer is fired at the wielder, the sword will take control and destroy the Arrow before it makes contact. The wielder also sees through Sightblinder's illusions, is immune to the enchanting properties of Skulltwister and Soulcutter, and is hidden from Wayfinder's divining abilities.
However, if come into forceful contact with Woundhealer, the Hammer shatters violently, dealing 20d6 damage to the wielder, stunning him for 2d6 minutes, and the Hammer being utterly disintigrated.
Also known as The Dagger of Deception, forged by Cyric and it has a white human eye engraved on the hilt. The power of Sightblinder makes it so other people see the wielder as someone else, though ask ten different people and you'll hear ten different versions. Some see their loved one. Some see close family. Some even see their greatest enemy, or the most hideous, fearsome monster ever seen. But all of them are right.
In battle, Sightblinder is treated as a +5 Keen Dagger. Once unsheathed, the wielder takes on a different appearance to each person around them. Treat this ability as a Disguise Self spell, but no limitations on the transformation, and they gain a +20 to disguise checks. Those looking at the Wielder are allowed a Sense Motive check to see through it, but at a -5 penalty. This ability even functions in an anti-magic field and cannot be dispelled. It also gives the wielder a +10 on Spot, Listen, and Search Checks, even if not drawn. They are also effected as if they were under the effects of a True Sight spell, and gain +35 to Sense Motive checks to discern if someone's lying. Also, rolling a Natural 1 on a Disguise or Sense Motive check isn't an automatic fail.
They also gain a +15 against Mindsword's enchanting powers, but these illusionary powers do not fool Farslayer.
Also known as The Sword of Despair, forged by Loviatar and has no marking on its hilt. It also differs from the other blades in that instead of reflecting light like a regular, perfectly polished sword, it instead seems to draw all light into it, almost sucking it out of everyone around. Not many people have been able to feel the effects of the Sword of Despair and live to speak about it.
In battle, it functions as a +6 Longsword. Once drawn, though, every living creature in a 100ft. radius suddenly loses all will to live, including the wielder. They slip into a completely apathetic, almost catatonic state, and ignore all hunger, thirst, and even extreme weather. They become incapable to move until the sword is resheathed. While in this state, every living thing affect ages at a much more rapid pace. Once the sword is sheathed, everyone snaps out of the catatonic state as if nothign happened, except for the wielder, who from then on suffers from long term depression (treat as incurable fatigue).
However, Shieldbreaker and Doomgiver grant complete immunity to Soulcutter's ability, and Woundhealer is able to cure the long-term depression, and most of the advanced aging caused by drawing the sword.
 For DMs
These Weapons are meant for at least 21st level characters. These weapons can easily turn a battle into a very one-sided affair for whoever has one. It's recommended that you keep these weapons hidden extremely well, and guarded by an enemy that's very powerful (see below).