Swordsπ
B: d8 | X: d% | Sword |
---|---|---|
1 | 01β02 | Sword -1, Cursed |
03β04 | Sword -2, Cursed | |
2 | 05β44 | Sword +1 |
3 | 45β50 | Sword +1, +2 vs Lycanthropes |
4 | 51β56 | Sword +1, +2 vs Spell Users |
5 | 57β61 | Sword +1, +3 vs Dragons |
62β66 | Sword +1, +3 vs Enchanted Creatures | |
67β71 | Sword +1, +3 vs Regenerating Creatures | |
6 | 72β76 | Sword +1, +3 vs Undead |
77 | Sword +1, Energy Drain | |
78β81 | Sword +1, Flaming | |
7 | 82β89 | Sword +1, Light |
90β92 | Sword +1, Locate Objects | |
93 | Sword +1, Wishes | |
8 | 94β96 | Sword +2 |
97β98 | Sword +2, Charm Person | |
99β00 | Sword +3 |
B: Basic characters (levels 1β3) X: Expert characters (level 4+)
Usage: Per normal class restrictions.
Cursed Swordsπ
Penalty: Cursed swords specify a penalty applied to both attack rolls and damage rolls made with the weapon.
Discarding: Once the sword has been used in combat, the character comes under the curse and cannot discard the item. They will favor the sword and use it whenever possible. The curse can only be removed with magic.
Enchanted Swordsπ
Bonus: Enchanted swords specify a bonus for both attack rolls and damage rolls made with the weapon.
Bonus vs. creature type: Some swords have a special bonus when used against a certain type of creature.
Bonus vs. enchanted creatures: Magically created or animated monsters and those summoned by spells or magic items.
Sentient Swordsπ
Some magic swords have innate intelligence, personality, and other special powers. See Sentient Swords for rules for determining the special powers of a sentient sword.
Probability: If the referee wishes to determine whether a magic sword is intelligent randomly, the chance is 30%.
Swords With a Special Purposeπ
Some magic swords are imbued with a special purpose. Such swords are extremely powerful and are always sentient. See Sentient Swords for rules for determining the powers of a sword with a special purpose.
Probability: There is a 1-in-20 chance of a magic sword having a special purpose. The referee may choose to only place such swords by design rather than rolling this chance randomly.
Sword +1, Energy Drainπ
It drains the life energy of its victims.
- On a successful hit: The wielder may command the sword to drain the victimβs life energy.
- Energy drain: Besides suffering normal damage, the target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points and all other benefits due to the drained level (e.g., spells, saving throws, etc.). A characterβs XP is reduced to the lowest amount for the new level. A person drained of all levels dies.
- Charges: The sword may drain a total of 1d4+4 levels. Once this many levels have been drained, it becomes a normal magical sword +1.
Sword +1, Flamingπ
Bursts into flames, on command. When flaming:
-
Casts light: In a 30β radius.
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Can set things alight: Treated as a torch to set things on fire (e.g., a web spell).
-
Inflicts fire damage: This may have special effects on certain creatures.
-
Grants an attack bonus:
Against certain types of creature:
- +2 vs. trolls (or other creatures that cannot regenerate fire damage).
- +2 vs. pegasi, hippogriffs, and rocs (or other bird-like creatures).
- +3 vs. treants (or other plant-based creatures).
-
+3 vs. undead.
-
Duration: The sword blazes until commanded to cease.
Sword +1, Lightπ
On command, it produces light in a 30β radius.
Sword +2, Charm Personπ
It grants the wielder the ability to charm other people.
- Effect: This works in the same way as the magic-user spell charm person.
- Usage frequency: The power may be used up to three times weekly.
Sword +1, Locate Objectsπ
It grants the wielder the ability to detect the presence of objects within 120β.
- Effect: This works in the same way as the magic-user spell locate object.
- Usage frequency: The power may be used once per day.
Sword +1, Wishesπ
Has the power to grant the wielderβs wishes.
- Charges: The sword grants a total of 1d4 wishes.
- Wishing: The wish must be spoken out loud by the sword's wielder.