Verum

Verum was an artefact weapon of House Uquitia. When not attuned by a member of the House, Verum appeared as a short rod of gilded blackened heartwood. When first attuned or activated the sword's guard and blade unfolded from the rod in a flash of red alchemical fire. The blade was curved and slightly tarnished in appearance. The symbol of House Uquitia, The All -Seeing Eye of Eldath, appeared where the blade met the guard and glowed with red fire when held by an attuned wielder.

Verum was one half of the Glaive of the Guildpact.

Verum was destroyed by Ventus in 612 AT, using the Hammer of Moradin.

Abilities
The wielder gains +2 to their attack and damage rolls with this weapon. It has the following additional effects:

Retraction
As a bonus action the wielder can return Verum to its rod form. In this form it does not appear to be a weapon and is immune to the  Detect Magic spell. Only those who have reason to specifically recognise Verum will perceive the rod as in any way threatening. The sword retracts if dropped but doesn't have the other effects of  Retraction.

Grand Inquisitor
The blade of the Grand Inquisitor is extra effective against beings from other planes. When attacking any creature not wholly from the Material Plane the wielder rolls a d6 and adds it to both their attack and damage roll.

Magebane
If Verum hits a creature who is under a 3rd level or lower positive magical effect the effect instantly ends. At 4th level or higher the target must make a Wisdom saving throw against Verum's spellsave DC. The DC is 15+ the wielder's Dexterity modifier for a 4th level spell and -2 for each spell level above 4th i.e.13+ Dex for 5th, 11+ Dex for 6th etc.

Mageward
As a whole turn the wielder can cast  Mageward  in a 10 foot sphere centred on the sword. This sphere is divorced from the magical energy that suffuses the multiverse. Within the sphere: Until the spell ends, the sphere moves with Verum, centred on the weapon. The spell lasts for 1 minute.
 * spells can’t be cast
 * magical effects end
 * spells entering the sphere or targeting creatures within it fail
 * summoned and fully extra-planar creatures are pushed outside it and take 4d10 force damage
 * magically animated creatures, constructs and objects fall inert
 * magic items become mundane.
 * any creature capable of casting a spell who is within the sphere when the spell is cast takes 3d10 psychic damage, is knocked prone and is paralysed for as long as they are within the sphere
 * any creature who can cast a spell that touches the border of the sphere after the spell is cast takes 1d10 force damage and is knocked back 5 feet. If they cannot be pushed away from the border they suffer the full effects of  Mageward  as if they were in the sphere when it was first cast

Mageward is cast by driving the blade into the wielder's own stomach causing 8d10 piercing damage.