Unusual Swords~~


Swords
-
Magic Items
-
DMG

The tables hereafter are used to determine if a sword is unusual; and if it is so, what intelligence, alignment, etc. it has.

<finish linking tables>

    Table I.: Sword Intelligence and Capabilities >>
Dice 
Roll
Intelligence Capabilities Communication
01-75 none none none
76-83 12 1 primary ability semi-empathy*
84-89 13 2 primary abilities empathy
90-94 14 2 primary abilities speech**
95-97 15 2 primary abilities speech**
98-99 16 2 primary abilities+ speech**
00 17 3 primary abilities++ plus 
1 extraordinary power
speech and telepathy***

    * The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.

    ** The sword will speak its alignment language plus 1 or more other tongues as indicated on a table hereafter.

    *** The sword can use either communication mode at will, with language use as any speaking sword.

    + The sword can also read languages/maps of any non-magical sort.

    ++ The sword can read languages as well as magical writings.

<+ 3 primary abilities>
<++ symbol is actually the sword symbol>

Q. Why are swords the only weapons 
which can be intelligent and have the 
special abilities which go with that 
INT? (Advanced)
A. Magic swords are the only 
weapons in the DMG which 
have the special abilities and INT 
rules applied to them, with 
the option to apply these to magic 
scimitars and the like if the campaign 
has an Eastern/Arabic flavor. 
    This is simply a traditional part of the 
background upon which the game is 
based -- nearly all heroes tend to use 
magickal swords.  2 examples 
should illustrate this, King Arthur 
has the sword Excalibur, and Elric  
uses/is used by Stormbringer
(Imagine #2).

Table 2.: Sword Alignment

Any sword with intelligence will have an alignment. Note that certain swords - Holy Avenger, Sharpness, Vorpal (q.q.v.) - have alignment restrictions.
All cursed swords are absolutely neutral.
 
 
Die Roll Alignment of Sword
01-05 chaotic good
06-15 chaotic neutral*
16-20 chaotic evil
21-25 neutral evil*
26-30 lawful evil
31-55 lawful good
56-60 lawful neutral
61-80 neutral (absolute)
81-00 neutral good*

* The sword can also be used by any character whose alignment corresponds
to the non-neutral alignment portion of the weapon's alignment,
i.e. chaotic or evil or good or lawful. Thus any chaotic character
can use a sword with chaotic neutral alignment.

Note: Any character whose alignment does not correspond to that of the
sword, except as noted by the asterisk above, will sustain hit points of
damage equal to the number of ego points (see hereafter) of the sword
each and every time the character touches any portion of the sword unless
the sword is in the grasp or possession of a character whose alignment is
compatible with the weapon.

Table 3.: Sword Primary Abilities
Dice Roll Ability*
01-11 detect ”elevator” / shifting rooms / walls in a 1” radius 
12-22 detect sloping passages in a 1” radius 
23-33 detect traps of large size in a 1” radius 
34-44 detect evil/good in a 1” radius 
45-55 detect precious metals, kind, and amount in a 2” radius 
55-66 detect gems, kind, and number in a 0.5” radius 
67-77 detect magic in a 1“ radius 
78-82 detect secret doors in a 0.5” radius 
83-87 detect invisible objects in a 1” radius 
88-92 locate object in a 12” radius
93-98 roll twice on this table ignoring scores of 93 to 00
99-00 roll on the Extraordinary Power Table instead 

If the same ability is rolled twice or more, range of the power is double or triple, etc.

All abilities function only when the sword is held, drawn, and the
possessor is concentrating on the desired result. A sword can do only one
function at a time, and thus can fight or detect but one thing at a time.

    Table 4.: Sword Extraordinary Powers
Dice Roll Power *
01-07 charm person on contact - 3 times/day 
08-18 clairoudience, 3” range-3 times/day 1 round per use 
16-22 clairvoyance, 3” range - 3 times/day, 1 round per use
23-28 determine directions and depth - 2 times/day
29-34 ESP, 3” ronge - 3 times/day 1 round per use
35-41 flying, 12”/turn - 1 hour/day
42-47 heal - 1 time/day
48-54 illusion, 12” range - 2 times/day, as the wand
55-61 levitation, 1 turn duration - 3 times/day ot 6th level of magic 
62-67 strength - 1 time/day (upon wielder only) 
68-75 telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each 
76-81 telepathy, 6” range - 2 times/day 
82-88 teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments 
89-94 X-ray vision, 4” range - 2 times/day 1 turn per use 
95-97 roll twice on this table ignoring scores of 95-97 
98-99 character may choose 1 power from this table 
00 character may choose 1 power from this toble, and then roll for a Special Purpose

* Saving throws apply as usual

If the some power is rolled twice, the uses/day ore doubled, etc.

Powers function only when the sword is held and drawn and the possessor
is concentrating upon the desired effect. Most powers will require that the
character stop and concentrate foro full round.

    Table 5.: Special Purpose Swords

A: Purpose
Dice Roll Purpose
01-10 Purpose defeat/slay diametrically opposed alignment
11-20 kill clerics
21-30 kill fighters 
31-40 kill magic-users 
41-50 kill thieves 
51-55 kill bards/monks
56-65 overthrow law and/or chaos 
66-75 slay good and/or evil 
76-00 slay non-human monsters 

* The purpose of the true neutral version of this sword is to preserve the balance (cf. ALIGNMENT) by defeoting/slaying powerful beings of the
extreme alignments (LG, LE, CG, CE).

Purpose must suit the type and alignment of the sword in question.
Killing is always restricted to evil when the sword is of good alignment.
Swords dedicated to slaying monsters will always be either good and
slay neutral or evil monsters or evil which will slay neutral or good
monsters.

B.: Special Purpose Power
Dice Roll Power
01-10 blindness* for 2-1 2 rounds 
11-20 confusion* for 2-12 rounds
21-25 disintegrate*
26-55 fear* for 1-4 rounds
56-65 insanity* for 1-4 rounds
66-80 paralysis* for 1-4 rounds 
81-00 +2 on oll saving throws, -1 on each die of damage sustained

* Upon scoring a hit with the weapon unless the opponent makes a soving throw versus magic.

The power will operate only in pursuit of the special purpose

    Table 6.: Non-Alignment Languages Spoken by Sword
Dice Roll Number of Languages
01-40 1
41-70 2
71-85 3
86-95 4
96-99 5
00 6, or the result of 2 additional rolls ignoring a score of 00, whichever is the greater

See the section on LANGUAGE DETERMINATION under PERSONAE OF
NON-PLAYER CHARACTERS for a listing of many of the posslble tongues
which can be spoken by a sword. You should select languages which will
suit the type of sword and its abilities.

Table 7.: Sword Ego

Only ofter all aspects of a sword have been determined and recorded con
the ego rating of a sword be found. Ego, along with intelligence, will be a
factor with regard to the dominance of sword over character. as detailed
hereafter:
 
Dice Roll Ego Points
each + of sword* 1
each primary ability**  1
eoch extraordinary power**  2
special purpose  5
each language spoken***  0.5
telepathic ability 2
reading languages ability  1
reading magic ability 2

    *Thus, a + 1 sword is 1 ego point, but if it has another (higher) plus,
    these are also counted, i.e. a + 1 Flame Tongue has a maximum plus of
    4, so it is +1/+4 for 5 ego points. In addition, swords which have no
    extra pluses but extra powers (Holy Avenger, Sharpness, etc.) add
    double their + rating for ego.

**If double ability, double ego points

*** Round upwards.

Battle of the Wills: Swords Versus Characters (OSRIC.328)
<variations on format follow>
<would sentience & personality make this easier to understand?>

When a sword possesses unusual characteristics <ie. 76+ on Table I> it has a personality which is rated by combining its intelligence and ego scores.

<Case A.> The sword will, of course, be absolutely true to its alignment,
    and if the character who possesses the sword is not,
    personality conflict will result, i.e. sword versus character.

<Case B.> Similarly, any sword with an ego of 19 or higher will always consider itself superior to any character, and a personality conflict will result if the possessor does not always agree with the sword's dictums.

The personality strength of a character is: INTELLIGENCE + CHARISMA + LEVEL OF EXPERIENCE.
Note level is reduced by 1 for every group of hit points of damage taken equal to the character's average number of points per hit die for total levels of experience (rangers, for example, getting 2 dice at 1st level).
Example: A fighter of 7th level has 53 hit points: 53 + 7 = 7.6 - for every 8 points of damage he or she takes, his or her personality strength will be lowered by 1.

Whenever personality conflict <Case A or Case B> occurs, the sword will resist the character's
desires and demand concessions such as:

    1. removal of associates, henchmen, hirelings, or creatures of alignment or personality distasteful to the sword
    2. the character divesting himself or herself of all other magic weapons
    3. obedience from the character so that the sword can lead the expedition for its purposes
    4. immediate seeking out and slaying of creatures hateful to the sword
    5. encrustation of gems on pommel, hilt, scabbard, baldric, or belt and a special container for its safekeeping likewise of precious substances
    6. magical protections and devices to protect i t from molestation when not in use
    7. that the character pay it handsomely for all abilities and powers the sword is called upon ta exercise in behalf of its possessor
    8. that the character always take it along on all occasions
    9. that the character relinquish the sword in favor of a more suitable person due to alignment differences and/or conduct

At any time that the personality score of a sword exceeds the personality
score of the character who possesses it, the sword will dominate its
possessor, and it can force any or all of the above demands or actually
cause any of the following actions:

    1. force its possessor into combat
    2. refuse to strike opponents
    3. strike at its wielder or his or her associates
    4. force its possessor to surrender to an opponent
    5. cause itself to drop from the character's grasp

Naturally, such actions are unlikely where the character-sword alignment
and purposes are harmonious. However, the sword might well wish to
have a lesser character possess it so as to easily command him or her, or a
higher, level possessor so as to better accomplish its goals.

All magic swords with personalities will desire to play an important role in
the success of activities, particularly combat. Likewise, they are rivals,
even if of the exact same alignment, and they will be aware of the
presence of any similar weapon within 60', and try the best to lead a
possessor into missing or destroying the rival unless this is totally inimical
to its nature, i.e. a Holy Avenger would certainly not allow destruction of
any other lawful good sword and might encourage discovery of same -
even at the risk of having to face grim odds to do so . . .

Swords of this nature will never be totally controlled or silenced by the
characters who possess them, even though they may be heavily outweighed
by personality force. They may be powerless to force their demands,
but they will be in there plugging. Even a humble + 1 sword of
unusual nature can be a vocal martyr, denigrating its own abilities and
asking that the character only give it the chance to shatter itself against
some hated enemy, etc.

N.B. Most players will be unwilling to play swords with personalities as
the personalities dictate. It is incumbent upon the DM to ensure that the
role of the sword is played to the hilt, with the DM assuming the persona of
the sword if necessary.


Quote:
Originally Posted by Gray Mouser
5) Just out of curiosity, would you think it owuld be possible to possess an intelligent sword since it has its own poersonality?
 


No, the sword is possessed by a spirit.
that spirit would have to be dislodged/destroyed, and then the possessing entity would be stuck in the weapon...not a desirable thing for any demon or devil.
 

Quote:
Originally Posted by Gray Mouser
Ah, that's pretty interesting. I guess I never thought of an intelligent sword in those terms before, though it makes a lot of sense. As a follow up, do you envision intelligent swords' spirits being pre-existing creatures which were bound to the sword or as being somehow "constructed" or created when the sword is originally enchanted?


I believe they are from existing sources, mostly elemental or elementary.
A truly evil sword might be possessed of the spirit of a demon or devil...surely Stormbringer was <EEK!>

On the opposite side, a truly good one might have some upper planar spirit entity imbued within it.