Extraordinary Powers of Sentient Swordsπ
Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.
Usage frequency: Unless a powerβs description notes otherwise, it may be used at most three times a day.
d100 | Power |
---|---|
01β10 | Clairaudience |
11β20 | Clairvoyance |
21β30 | ESP |
31β35 | Extra damage (dups. allowed) |
36β40 | Flying |
41β45 | Healing (duplicates allowed) |
46β54 | Illusion |
55β59 | Levitation |
60β69 | Telekinesis |
70β79 | Telepathy |
80β88 | Teleportation |
89β97 | X-ray vision |
98β99 | Roll twice again on this table |
00 | Roll 3 times again on this table |
Clairaudienceπ
It enables the wielder to hear through the ears of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60β.
- Obstruction: Lead blocks this power.
Clairvoyanceπ
It enables the wielder to see through the eyes of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60β.
- Obstruction: Lead blocks this power.
ESPπ
It enables the wielder to read the thoughts of another living creature.
- Activation: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60β.
- Comprehension: The wielder gains an empathic understanding of the creatureβs thoughts.
- Obstruction: Lead blocks this power.
Extra Damageπ
Increases the wielderβs strength for 1d10 rounds. While the power is active, the damage inflicted by the wielder is multiplied by 4.
Duplicatesπ
If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.
Flyingπ
The wielder can fly for up to 3 turns.
- Movement rate: A speed of up to 360β (120β) is possible.
- Free movement: This is possible in any direction, including levitating and hovering mid-air.
Healingπ
The sword heals damage.
- Effect: One point of damage is healed per round for six rounds.
- Usage frequency: This power may only be activated once a day.
Duplicatesπ
If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.
Illusionπ
An illusion of the wielderβs choosing manifests. This works in the same way as the magic-user spell phantasmal force.
Levitationπ
Grants the wielder the ability to move up and down through the air for up to 3 turns:
- Vertical: The wielder mentally directs vertical movement up to 20β per round.
- Horizontal: The character can push against solid objects to move laterally.
- Weight: A normal amount of weight can be carried while levitating.
Telekinesisπ
By concentrating, the wielder can move objects or creatures within 120β by the power of thought.
- Weight: Up to 2,000 coins of weight may be targeted.
- Movement: The target may be moved up to 20β per round in whatever direction the wielder wishes (including vertically).
- Resisting: A targeted creature may save versus spells to resist.
- Duration: Up to 6 rounds.
- Concentration: If concentration is broken, the target falls.
Telepathyπ
It enables the wielder to read the thoughts of another living creature.
- Concentration: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60β.
- Comprehension: The wielder gains an empathic understanding of the creatureβs thoughts.
- Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.
- Obstruction: Lead blocks this power.
Teleportationπ
The wielder can teleport, per the magic-user spell (see ***Teleport.
X-Ray Visionπ
Allows the wielder to see through solid objects.
- Through stone: Sight up to 30β through stone is possible.
- Through softer materials: Sight up to 60β through less dense materials (cloth, water, wood) is possible.
- Obstructions: Sight through gold or lead is blocked.
- Searching: When used for searching (see Dungeon Adventuring), the wielder is guaranteed to notice secret doors or traps in the 10β square area being examined.
- Concentration: Usage requires concentration (the wielder cannot move).
- Usage frequency: This power may not be activated more frequently than once per turn.