A sharp system for swords
Magic blades get more personality and purpose
by Pete Mohney
 
Dragon - Magic Items - -
Dragon #99 - - - -

The tables in the Dungeon Masters Guide for creating magic
swords have been more than adequate for most DMs. This author,
though, has had two problems with the magic sword creation system.
First, no experience-point or gold-piece value in addition to the
base value of a magic sword is given for primary abilities, extraordinary
abilities, purpose swords, or languages. Certainly, a sword with
any of these characteristics is worth more than an identical sword
without them ? but how much more? Second, the list of extraordinary
abilities for swords is relatively short, leading to an adventuring
group possessing very similar weaponry in a long-term campaign.
This article presents an extension to and (it is hoped) an improvement
on the existing sword-creation system.

The primary abilities have been left as they appear in the
Dungeon Masters Guide, because they are all powers of detection
and the existing abilities seemed to cover all the necessities. All that
was added here were figures for additions to gold-piece and
experience-point values of the sword possessing these abilities.

The extraordinary abilites, on the other hand, were greatly expanded
without perverting the original intent of the table. All spell
powers granted by extraordinary abilities function at the 8th level of
spell use, and each is accompanied by additions to XP
and gold-piece value. In the DMG, it appears that sword abilities
have levels of use as low as 6th level in some cases. This was increased
to 8th level of use across the board, as some swords in the
DMG tables could heal or teleport. Thus, levitation, fireball,
strength, and magic missile are at 8th level of use when cast from a
sword. It is suggested that all extraordinary powers be usable only
with the knowledge of a command word or phrase.

The greatest change made here is in the area of purpose swords.
The original list of victims for purpose swords ignored sub-classes or
(perhaps) assumed their inclusion with the major classes. The original
list also lumped all monsters together in the same category. The
new table divides monsters up by type or major groups. Several
purpose abilities, as well as experience-point and gold-piece values
for those purposes, were added to the tables.

Creating a table for languages spoken by a sword would be a
monumental task. (I know -- I tried to make one.) This is especially
true since many monster descriptions in the Monster Manual books
and the FIEND FOLIO® Tome do not say if the monsters have a <Monster Manual II?>
spoken language. Therefore, languages may be assigned for magic
swords in several ways, using any or all of the suggestions below.

1. A language may be assigned to every creature of at least low
intelligence. Most semi-intelligent creatures will have a primitive
spoken language of a few dozen words.

2. Creatures such as devils or demons will have a common tongue
capable of expressing most common concepts. Other creatures possessing
common tongues might include elementals, daemons,
dragons, modrons, and so forth.

3. Sword languages are then assigned as the DM sees fit, or they
may be rolled for on the encounter tables for the lands where the
campaign is taking place. This takes into account factors such as
where the sword was made, where it was intended to be used, and
the relative frequency of various creatures in the area in question.

The encounter tables from Monster Manual II are the most up-todate
published as yet, and are admirably suitable for use in generating
languages for swords. A magic-user enchanting a sword for use
in the tropics would not bother enchanting the sword to speak the
white dragon?s tongue. Similarly, in the desert, a sword that spoke
the tongue of unicorns would have no great worth.

The personality of a sword should be considered. To begin with,
each sword, whether intelligent or not, should have a name, preferably
engraved on the blade or hilt. All intelligent swords should have
a definite personality. A random table for sword personality would
not suffice, because personality would depend for the most part
upon alignment, abilities, intelligence, ego, special abilities, and
purpose, if any. The language spoken might have an effect upon a
sword?s personality; thus, a pixie-speaking sword should be somewhat
different from a manticore-speaking sword. The swords will
have to be played by the DM just as any non-player character would
be played.

Here?s an example of a sword personality extrapolated from its
abilities.
 

Broad sword +2, bronze dragon slayer — detects precious metals
(type and amount) within a 2? radius; detects secret doors within a
½” radius; and speaks the blue dragon tongue. Intelligence 14; ego
7; neutral evil.

This sword is greedy, hateful, and probably has concerns for its
master only insofar as its own interests are concerned. The sword?s
abilities are 1) killing bronze dragons, and 2) finding their loot,
however well hidden it might be. It speaks the blue dragon language
so that it can communicate with them and find their most hated foes,
the bronze dragons.
 

The benefit of having individual sword names cannot be overstressed.
Compare Excalibur, Anduril, and Stormbringer to ?my
plus three sword with gem detection that speaks orcish.? Names
should relate to sword powers, origins, or original owners if possible,
and may or may not give clues to the above. Each DM?s
Imagination will have to do this work. Here are several examples of
sword names I have used or heard of in other campaigns:

    A giant slayer called Fist of Odin;
    A sword of dancing called Heartseeker;
    A sword of wounding called Blood-drinker,
    A sword of sharpness called Piercer;
    A nine lives stealer called Life Taker;
    A +1, +4 vs. reptiles sword named Snakebane;
    A sword +1 that could detect evil named Foefinder

Given below are expanded and revised tables for random generation
of magic swords. They derive from the DMG's tables, and the
first two are copied straight from the book for the purpose of having
all necessary material for sword creation in one place.

<
[01-65] Note: 65% of swords are longswords,
[66-85] 20% are broadswords,
[86-90] 5% are falchion swords,
[91-95] 5% are short (small) swords,
[96-99] 4% are bastard swords,
[00] and 1% are two-handed swords,
unless the description of a specific item indicates otherwise.

The DM should assume that
25% of magic broadswords are falchions. (UA.78)
>

Table 1: Sword Intelligence and Capabilities
Dice Int. Capabilities Communications
01-75 none none none
76-83 12 1 primary ability semi-empathy1
84-89 13 2 primary abilities empathy
90-94 14 2 primary abilities speech2
95-97 15 3 primary abilities speech2
98-99 16 3 primary abilities3 speech2
00 17 3 primary abilities 
plus 1 extraordinary power4
speech and telepathy5

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

2: The sword will speak its alignment language plus one or more
other languages, as indicated on a table hereafter.

3: The sword can also read languages and maps of any nonmagical
sort.

4: The sword can read magical writings as well as other languages.

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

Table 2. Sword Alignment
Dice Alignment
01-05 CG
06-15 CN
16-20 CE
21-25 NE
26-30 LE
31-55 LG
56-60 LN
61-80 N
81-00 NG

Table 3: Sword Primary Abilities
Dice Ability XP Value GP Value
01-11 detect elevator/shifting rooms/walls in a 1" radius 60 300
12-22 detect sloping passages 1" radius 60 300
23-33 detect evil or good 1" radius 120 600
34-44 detect gems, number and kind, 2" radius 240 1200
45-55 detect precious metals, kind and 
amount, 2" radius
240 1200
56-66 find traps, 1" radius 240 1200
67-77 detect magick, 1" radius 240 1200
78-82 detect secret doors, 1/2" radius 120 600
83-87 detect invisibility 1" radius 240 1200
88-92 locate object, 12" radius 180 900
93-98 roll twice, ignoring scores of 93-00 - -
99-00 roll on Table 4 instead

Note that the detect good/evil sword power is one or the other,
according to the alignment of the sword. (Evil swords detect good
and vice versa.) Neutral swords detect one or the other (50% chance
for either kind).

If the same primary ability is rolled twice, the radius of the power
is doubled.

All abilities function only when the sword is held, drawn from its
scabbard, and the possessor is concentrating on the desired result. A
sword cannot fight and detect at the same time.

The experience-point and gold-piece values in the above table are
based on, among other things, the value of wands with similar
powers, and the swords are much less valuable than wands of similar
power (despite the fact that they have no charges to be exhausted)
for several reasons. First, few swords have the detection radius of the
corresponding wand (for instance, a wand of magic detection has a
3? radius, while the sword ability has only a 1? radius). Second, the
swords? values derive primarily from the fact that they are, first and
foremost, weapons ? most detection abilities are ?icing on the
cake.? Third, a sword is not exactly an innocuous detection device.
(Ever try to slip one up your sleeve?) Thus, the gold-piece values
range from 300 gp to 1200 gp maximum, based on perceived value
to fighters and other sword users.

Extraordinary powers are, by definition, better than primary
abilities. The weakest extraordinary swords are worth as much as
1500 gp, and some of the strongest are worth up to 3000 gp. They
come in three general types (offensive, defensive, and miscellaneous)
and in weak, medium, and strong levels of power. Gold-piece values
assigned to each category are as follows:

    Defensive power ? weak 1500, medium 1800, strong 2100.
    Offensive ? weak 1500 or 1800, medium 2100 or 2400, strong
        3000.
    Miscellaneous ? weak 1500 or 1800, medium 2100 or 2400,
        strong 2700.

Table 3. Sword Extraordinary Powers
Dice Ability X.P. Value G.P. Value
01-03 Add sword's plus to saves, 1/day, 1 turn duration 300 1500
04-06 Animate dead, 1/day 420 2100
07-09 Charm person on contact, 3/day 360 1800
10-11 Clairaudience, 3" range, 3/day, 1/rd. 360 1800
12-14 Clairvoyancec,  3" range, 3/day, 1/rd. 360 1800
15-17 Color spray, 2/day 360 1800
18-20 Command, 3/day 300 1500
21-22 Cure light wounds on self, 3/day 300 1500
23-24 Determine direction and depth, 2/day 300 1500
25-27 Dispel magic, 2/day 480 2400
28-30 ESP, 3" range, 3/day, 1/rd 480 2400
31-33 Fireball, 8d6, 1/day, 18" range 600 3000
34-36 Fly, 12"/round, 1 hour/day 480 2400
37-39 Gaze reflection, 3/day 360 1800
40-41 Heal self, 1/day 600 3000
42-44 Hold person, 2/day, on contact 420 2100
45-47 Hypnotic pattern, 2/day 420 2100
48-50 Create illusion, 12" range, 2/day, as a wand of illusion 480 2400
51-53 Invisibility on self, 3/day 360 1800
54-56 Levitate, 1 turn duration, 3/day 420 2100
57-59 Lightning bolt, 8d6, 1/day, 12" range 600 3000
60-62 Magick missile, 4 missiles, 14" range, 2/day 420 2100
63-65 Mirror image, 2/day 360 1800
66-68 Paralyzation, 2/day, on contact 480 2400
69-71 Protection from evil, 3/day, 16 rounds duration 360 1800
72-74 Ray of enfeeblement, 2/day, 
35% STR loss, 3" range
420 2100
75-76 Strength on self, 1/day, 8 turns duration 420 2100
77-79 Silence on self, 3/day 300 1500
80-82 Suggestion, 2/day, 5 turns duration, one creature only 420 2100
83-85 Telekinesis, 2500 gp wt., 2/day, 1/rd. 420 2100
86-87 Telepathy, 6" range, 2/day 420 2100
88-89 Teleportation, 1/day, 6000 gp 
wt. max., 2 segments to activate
540 2700
90-92 Web, 2/day 360 1800
93-94 X-ray vision, 2/day, 1/turn 420 2100
95-97 Roll twice, ignoring scores of 95-97 - -
98-99 Character may choose one power from this table - -
00 Character may choose one power and roll for a Special Purpose - -

Note that all spell effects, including those concerning magic resistance,
saving throws, and so forth, apply as if the spell were cast by
an 8th-level spellcaster.

If the same power is rolled twice, the number of uses of that power
per day are doubled.

Powers function when the sword is drawn and held and the possessor
concentrates upon the desired effect. Most powers will require
that the user concentrate for at least a full round.

Table 5A. Special Purpose Swords: Purposes
Dice Purpose X.P. Value G.P. Value
01-04 Defeat opposite alignment 200 1000
05-07 Defeat law 200 1000
08-10 Defeat chaos 200 1000
11-13 Defeat neutrality 200 1000
14-16 Defeat good 200 1000
17-19 Defeat evil 200 1000
20-23 SLAY <priests> 225 1125
24 SLAY druids 225 1125
25-28 SLAY fighters 225 1125
29 SLAY paladins <d10 to determine alignment?> 225 1125
30-31 SLAY rangers 225 1125
32-34 SLAY <wizards> 225 1125
35 SLAY illusionists <oracles? necromancers?> 225 1125
36-39 SLAY thieves 225 1125
40-41 SLAY assassins <cf. ASSASSIN, by SLAYER> 225 1125
42 SLAY monks 225 1125
43 SLAY bards 225 1125
44-46 SLAY avians 200 1000
47 SLAY daemons or demodands 250 1250
48-50 SLAY demi-humans <0.5 orcs NOT demi-human!> 200 1000
51-54 SLAY demons 250 1250
55-58 SLAY devils 250 1250
59-62 SLAY dragons 250 1250
63-65 SLAY <extra-dimensional> creatures 250 1250
66-69 SLAY Jotun (Killer ov Jotuna>
<I don't know. How to pluralize Jotun, so I made it up. Sorry>
225 1125
70-72 SLAY humanoids 200 1000
73-75 SLAY insects 
<remember those 5e consent forms!>
200 1000
76-79 SLAY magick-using creatures 225 1125
80-82 SLAY mammals <link to sage> 200 1000
83-85 SLAY <flora> 200 1000
86-88 SLAY <venom>-using creatures 225 1125
89-91 SLAY psionic creatures <link: d104> 250 1250
92-94 SLAY reptiles <link to sage> 200 1000
95-97 SLAY faerie creatures* <link: d155?> 225 1125
98-00 Destroy undead 250 1250

* Faerie creatures are: brownies, centaurs, dryads, pegasi, pixies,
satyrs, sprites, sylphs, unicorns, and the like (perhaps including,
with certain swords, elves, gnomes, and halflings).

The purpose of a neutral sword with a ?defeat opposite alignment
? purpose is to defeat or slay creatures of the four extreme
alignments (LG, LE, CG, CE).

With regard to the character classes mentioned in the above table,
note that ?fighter? does not include ranger or paladin, ?magicuser
? does not include illusionist, and so on.

A purpose must suit the type and alignment of the sword in question.
Good-aligned swords will only use purpose abilities on evil
creatures, though neutral and evil swords are not so restricted.
Thus, a good sword that was created to slay giants would not use its
purpose ability to slay storm giants, for example.

When a creature is struck by the sword, the sword will use its
purpose ability if the creature is one the sword was meant to slay or
destroy. The victim gets a save vs. spell. The power will operate only
in pursuit of the special purpose, and a character who fails to attack
a creature the sword was created to slay, or who fails to kill the creature
with the sword, will have at best a strained relationship with the
sword ? the weapon may, in fact, refuse to use any of its powers for
the master until the affront is settled.

Table 5B. Special Purpose Swords: Powers
Dice Power X.P. Value G.P. Value
01-08 Cause blindness for 2-12 rounds 100 500
09-15 Confusion for 2-12 rounds 100 500
16-25 Death 200 1000
26-35 Disintegration 200 1000
36-42 Cause fear for 1-4 rounds 100 500
43-49 Feeblemind for 1-4 rounds 150 750
50-56 Insanity for 1-4 rounds 100 500
57-66 Maze 100 500
67-75 Paralyzation for 1-4 rounds 150 750
76-85 Petrification 150 750
86-93 Plane shift 150 750
94-00 Quested 150 750

Any sword determined to have a Special Purpose is allowed one
roll on Table 5A followed by one roll on Table 5B. However, a
sword?s power will be appropriate to its purpose; e.g., a sword that
destroys undead would not have fear as a purpose power. In a case
where purpose and power conflict in this fashion, simply re-roll on
Table 5B until a non-contradictory set of characteristics is obtained.
The plane shifting power throws the victim to a random plane of
existence. The petrification power will not cause the sword to become
entrapped in the body of the victim; this effect may be undone
by a stone to flesh spell. Any insanity caused will be catatonia, suitidal
mania, or insanity involving constant hallucinations. <revise>

Table 6. Non-alignment Languages of Sword
Dice Number of languages
01-40 1
41-70 2
71-85 3
86-95 4
96-99 5
00 6, or the total of 2 additional rolls (ignoring further results of 00), whichever is the greater.

Languages should be appropriate to the type of sword and its
abilities. Each language spoken adds 50 xp and 250 gp value to the
sword?s value, including the alignment language.

Table 7. Sword Ego
Attribute of sword Ego points
Each "plus" of sword1 1
Each primary ability2 1
Each extraordinary power2 2
Special prespos 5
Each language spoken3 1/2
Telepathic ability 2
Reading languages ability 1
Reading magick ability 2

1: A +1 sword has 1 ego point, but if it has another (higher) plus,
the highest is also counted. In addition, swords which have no extra
plusses, but have extra powers, add double their ?plus? rating for
ego.
2: If the ability is doubled, double the ego points.
3: Round up.

Under the DMG roolz, a magick sword with a neutral alignment
can be used by any character whose alignment in any part corresponds
with the non-neutral alignment of the sword. However, a
neutral good sword (for instance) would dislike the lawfulness of a
lawful good character?s actions just as much as a lawful good sword
would dislike a neutral good character?s lack of orderliness. The
same, it would seem, would be true for a lawful neutral sword and a
lawful evil character, and so on through the full gamut of possibilities.
Neutrality is not the lack of a viewpoint ? it is a balance of
viewpoints. Thus, a neutral sword would dislike the unbalanced
views of a character who was non-neutral where the sword is neutral.
In my campaign, character alignment must correspond to
sword alignment exactly, or ego damage will result upon grasping
the sword.