Magic Swords
Magic swords are exceptionally powerful and perilous artifacts. Each of these sentient weapons can only be wielded by Fighters, and they take a sinister delight in the pain it inflicts upon others.
Magic Sword Roleplay
A magic sword can talk to its wielder through telepathy. The GM can do it but if the table agrees, a player can play the role of another’s weapon. Players cannot “act” with the weapon in any way, but they can speak to the wielder now and then. The goal is to make sure the weapon has a personality that contributes to the story, not to make your friends’ lives miserable.
The sword personality will be different depending on the wielding Fighter’s highest attribute:
- STR (brutal, always calling for action)
- DEX (vicious, often mocking the wielder)
- WIL (judgmental, prideful, pushing the wielder to be more ambitious)
Creating a Magic Sword
Each runic weapon possesses its own Willpower score, determined using the same method applied to Creating a Character.
At the beginning of each session, the GM must perform a WIL Danger Roll for the weapon. If this test succeeds, the weapon will seize the opportunity to kill its wielder if they ever become helpless during that session. Alternatively, at the GM's discretion, the weapon may choose to take the life of an important NPC instead.
The weapon seems
to be made of.... (d12)
d12 | Material |
---|---|
1 | Bone |
2 | Obsidian |
3 | Quicksilver |
4 | Rusted metal |
5 | Engraved steel |
6 | Cold iron |
7 | Glass |
8 | Shell |
9 | Bronze |
10 | Stone |
11 | Coral |
12 | Mix two results |
Magic Sword Ability
Magic swords are capable of holding powerful spirits, and are often (25%) forged with unusual and unique qualities. If a Unique Magic Sword is indicated by this die roll, roll on the table below.
All magic swords deal +1, +2, +3 or +4 extra damage (roll a
d20 | Unique Sword Ability |
---|---|
1 | Flaming Sword: The sword burns with enchanted fire when drawn from its sheath, inflicting an additional 1d6 points of damage with successful hits in combat. It can also be used as a light source with a 30 foot radius when unsheathed. |
2 | Guarddog Sword: A dancing sword levitates to fight beside its owner without the need to be held. In the first round it is a +1 weapon, in the second round it is a +2 weapon, and in the third round it is a +3 weapon. After 3 rounds, the sword dances no further until it is directed at a new opponent, but remains a regular +1 sword regardless. |
3 | Truesight Sword: The sword allows its wielder to see invisible objects. |
4 | Levitating Sword: The sword allows the wielder to fly |
5 | Healing Sword: The sword may be used to heal 1d6 attribute points, once per day |
6 | Viggo Sword: The sword has a chance to deflect arrows and/or daggers. Archers must roll DEX to hit. |
7 | Vigilant Dream Sword: The sword awakens its owner when danger is near, but only if the owner is asleep |
8 | Marked Foe Sword: The sword detects the presence of a particular type or class of monster |
9 | Fancedancer Sword: The sword allows its wielder to change his or her facial appearance and create the appearance of a slightly larger or smaller size, all by illusion. |
10 | Super Steel: The weapon inflicts exploding damage (i.e. any maximum roll allows the user to roll again and add the result, potentially ad infinitum). |