In this section, you will find descriptions of some very special kinds of armor and shields. Before adding these to your campaign, however, be sure you are fully familiar with the armor gradation system:
For each +1 bonus to armor, regardless of the type of armor, the wearer’s Armor Class moves downward (toward AC 2 …to 1 …to 0, – 1, -2, and so on). A normal shield improves the Armor Class by one. A magical shield improves Armor Class like magical armor – toward – 1, -2, etc. Note, however, that Armor Class can never be improved beyond -10.
Thus, chain mail +1 is like ordinary chain mail (AC 5), but one category better (AC 4). A shield +1 is equal to Armor Class 8 – two places better than no armor (+1 for bearing a shield, +1 for the magical bonus of the shield).
When adding magical armor to the game, be aware of sizing problems: 65% of all armor (except elven chain mail) is man-sized, 20% is elf-sized, 10% is dwarf-sized, and but 5% gnome- or halfling-sized. (Elven chain mail sizing is determined by the table found below.)
Special armor and shields are described below:
Armor of Blending: This appears to be a normal suit of magical armor (determine type and AC modifier normally, ignoring negative results). However, upon command (a command word can be assigned if the DM desires), the armor changes shape and form, assuming the appearance of a normal set of clothing. The armor retains all its properties (including weight) when disguised. Only a True Seeing spell will reveal the true nature of the armor when disguised.
Armor of Command: This finely crafted full plate armor radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer is treated as if he had a Charisma of 18 for all encounter reactions. Friendly troops within 360 feet of the user have their morale increased by +2. Otherwise, the armor functions as plate mail +1. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal himself in any way and still have the effect function.
Armor of Missile Attraction: This armor appears to be a normal suit of magical armor (determine type and modifier normally). However, the armor is cursed and actually serves to attract missiles. The wearer is two or three times more likely to be selected as a random target of missiles than normal. In cases where each person is the target of a set number of missiles (most often in large combats), the wearer will have a greater number of missiles fired at him. Furthermore, the magical protection of the armor will fail when calculated for missile attacks. The true nature of the armor will not reveal itself until the character is fired upon in earnest – simple experiments (throwing rocks, etc.) will not suffice.
Armor of Rage: This armor is identical in appearance to armor of command and functions as a suit of plate mail +1. However, when worn, the armor causes the character to suffer a -3 penalty to all encounter checks. All friendly troops within 360 feet have their morale lowered by -2. The effect is not noticeable to the wearer or those affected (i.e., characters will not immediately notice that donning the armor is the cause of their problems).
Elven Chain Mail: This is magical armor so fine and light that it can be worn under normal clothing without revealing its presence. Its lightness and flexibility allow even magic users and thieves to use it with few restrictions (see page 39 in the PHB). Elven fighter/mages use it without restriction. However, it is rarely sized to fit anyone other than an elf or a half-elf. Roll percentile dice and consult the following table to ascertain what size character elven chain mail will fit:
D100 Roll |
Size of Elven Chain Mail |
01-10 | gnome/halfling (hairfoot) |
11-15 | dwarf/halfling (Stout or Tallfellow) |
16-80 | elf/half-elf |
81-95 | man-sized, normal (up to 6′, 200 lbs.) |
96-00 | man-sized, large (up to 6½’, 250 lbs.) |
Plate Mail of Etherealness: This is seemingly normal plate mail +5, but if a command word is spoken, the suit enables its wearer and all non-living items he wears and carries to become ethereal, as if oil of etherealness had been used. While in the ethereal state the wearer cannot attack material creatures. A Phase Door spell will negate the ethereal state and prevent the armor from functioning for one day.
There are 20 charges placed upon plate mail of etherealness. Once used, these cannot be replaced or recharged. Furthermore, every five uses reduces the bonus of the armor by one: If five charges are used to become ethereal, the armor is +4, if 10 are used it is +3, +2 if 15 are used, and only +1 if all 20 are exhausted.
Plate Mail of Fear: This armor functions as normal plate mail +1. However, it is imbued with 2d2 fear charges. Upon uttering the command, a charge is spent and the wearer radiates a 30-foot aura of fear. All creatures (except the one wearing the armor) must save vs. spell or flee in panic for 1d4 +1 rounds. When all charges are spent, the armor functions as normal plate mail +1. It cannot be recharged.
Plate Mail of Vulnerability: This appears to every test to be magical plate mail +1, +2, or +3, but it is actually cursed plate mail -2, -3, or -4. The armor’s great vulnerability will not be apparent until an enemy successfully strikes a blow in anger with desire and intent to kill the wearer. The armor will fall to pieces whenever an opponent strikes the wearer with an unmodified attack roll of 20.
Shield, large, +1, +4 versus missiles: This is a large shield with a +1 bonus vs. melee attacks, but it is four times more effective against hand-hurled and mechanically propelled missiles of all sorts. More importantly, the shield has a 20% chance of negating Magic Missile attacks (from a frontal position).
Shield -1, missile attractor: This not only makes the bearer equivalent to a shieldless person, it also attracts missiles of all types to itself: It doubles or triples the bearer’s chances of being selected by random die rolling according to the size of the party he is with (see “Combat,” page 62). This cursed shield is not distinguishable from a useful magical shield.
Magical weapons normally apply their bonuses ( +1, +2, +3, or +4) to both attack and damage rolls. Any weapon that is not totally self-explanatory is detailed in one of the special paragraphs below.
Most weapons are of the specific type listed. However, 70% of swords are long swords, 20% are scimitars broad swords, 5% are short (small) swords, 4% are bastard swords, and 1% are two-handed swords, unless the description of a specific item indicates otherwise. Magical pole arms can be of any type desired. Magical lances are always heavy lances. Other unusual weapons may have special restrictions given in the description of the item.
Spears can be used as hand or missile weapons. As missile weapons, they can be broken by any creature with 18/00 or greater Strength or by one that is massive (e.g., cave bear, hippo, or rhino). Intelligent creatures will be 70% likely to use the hurled spear against the hurler if struck by the weapon, 25% likely to break it (the spear must save versus crushing blow). Unintelligent creatures will be 25% likely to break it (save as above).
Hand Axes (not battle-axes) can be thrown up to 30 yards and still gain any magical attack roll bonus, but no damage bonus.
The DM can rule that magical weapons (particularly swords, daggers, and +3 or greater items) shed light and can’t be concealed when drawn. However, a magical sword should never glow until the wielder is aware of its magical properties – the light-giving property of a weapon should never be used as an excuse to identify a magical item. Note that the flame tongue, frost brand, holy avenger, life stealing, and sharpness swords have special properties with regard to light. These are dealt with in the individual weapon descriptions.
Intelligent Weapons: One of the rarer and more significant properties of a magical weapon is the chance that it is intelligent. The feature is most common among swords, but there are occasional instances of other weapons possessing intelligence. The chance of intelligence varies according to the type of weapon.
Swords have a 25% chance of some form of intelligence. Other melee weapons (axes, spears, polearms, etc.) have a 5% chance of intelligence, provided they do not already possess special powers. Missile weapons (including bows, crossbows, arrows, and bolts) never possess intelligence. Single-use items and those items that do not have a bonus to hit (such as a magical net) never possess intelligence.
If you determine that a weapon is intelligent, it will have one or more special powers. It may also have a special purpose or limitations on its use. This information is found under Intelligent Weapons (page 186).
Unknown Qualities: Whenever a weapon has some unknown quality – such as the Wishes in a luck blade – the DM should prepare a special 3″ × 5″ index card on it and keep the information handy whenever the possessor of the weapon is playing.
Magic arrows: When a magical arrow misses its target, there is a 50% chance it will break or otherwise be rendered useless. A magical arrow that hits is destroyed.
Arrow of Direction: This typically appears to be a normal arrow. However, its magical properties make it function like a Locate Object spell, empowering the arrow to show the direction to the nearest stairway, passage, cave, etc.
Once per day the device can be tossed into the air; it will fall and point in the requested direction. This process can be repeated seven times during the next seven turns. The request must be for one of the following:
Requests must be phrased by distance (nearest, farthest, highest, lowest) or by direction (north, south, east, west, etc.).
Arrow of Slaying: This is an arrow +3 with unusual physical characteristics – a shaft of some special material, feathers of some rare creature, a head of some strange design, a rune carved on the nock, etc. These characteristics indicate the arrow is effective against some creature type. If the arrow is employed against the kind of creature it has been enchanted to slay, the missile will kill it instantly if it hits the target creature. The following list comprises only a portion of the possible kinds of these
arrows:
Develop your own types and modify or limit the foregoing as fits your campaign.
Axe +2, Throwing: This hand axe can be thrown up to 180′ with the same attack roll and damage bonuses (+2) as if it were swung by the character.
Axe of Hurling: This appears to be a normal hand axe. With familiarity and practice, however, the possessor will eventually discover that the axe can be hurled up to 180′, and it will return to the thrower in the same round whether or not it scores a hit. Damage inflicted by the magical throwing attack is twice normal (2d6 vs. S or M, 2d4 vs. L), with the weapon’s magical bonus added thereafter. (For example, an axe of hurling +3 will inflict 2d6 +3 points of damage vs. S-or M-sized creatures and 2d4 +3 points of damage vs. creatures of size L if it hits the target after being thrown.) The axe will cause only normal damage (plus its magical bonus) when used as a hand-held weapon.
After each week of using the weapon, the possessor has a one-in-eight chance of discovering the full properties of the weapon. In any event, the magical properties of the weapon will be fully known to the possessor after eight full weeks of such familiarization.
The magical bonus of an axe of hurling is determined by referring to the table below:
D20 Roll | Magical Bonus | XP Value |
1-5 | +1 | 1,500 |
6-10 | +2 | 3,000 |
11-15 | +3 | 4,500 |
16-19 | +4 | 6,000 |
20 | +5 | 7,500 |
Bow +1: This gives a +1 bonus to attack and damage rolls to arrows fired from it. If magical arrows are used, total the bonuses of both the bow and the arrows used. The type of bow found (composite, short, long, etc.) should be based on the circumstances of your campaign and the nature of the area. A non-magical arrow fired from a magical bow is a non-magical missile.
Crossbow of Accuracy, + 3: This gives a +3 bonus to attack rolls with its missiles but not to damage. All ranges are considered short. About 10% of these weapons will be heavy crossbows.
Crossbow of Distance: This has double range in all categories. About 10% of these weapons will be heavy crossbows. This weapon is otheiwise +1 bonus to attack and damage rolls.
Crossbow of Speed: This item allows its possessor to double the rate of fire normal for the weapon. If it is grasped, the crossbow of speed will automatically cock itself. In surprise situations it is of no help. Otheiwise, it allows first fire in any melee round, and end-of-round fire also, when applicable. About 10% of these weapons are heavy crossbows. The weapon has a +1 bonus to attack and damage rolls.
Dagger + 2, Longtooth: This appears to be a normal weapon, or perhaps a non-special magical weapon. However, when this broad-bladed weapon is wielded by a small demihuman (e.g., gnome or halfling), it will actually lengthen and function as a short sword (retaining its +2 bonus in this form). Even when functioning in this way it remains as light and handy to use as a dagger would be in the hands of the same character. The weapon will actually penetrate wood or stone as easily as it will softer material, inflicting maximum damage against either substance.
Dagger of Throwing: This appears to be a normal weapon but will radiate strongly of magic when this is checked for. The balance of this sturdy blade is perfect, such that when it is thrown by anyone, the dagger will demonstrate superb characteristics as a ranged weapon. The magic of the dagger enables it to be hurled up to 180′. A successful hit when it is thrown will inflict twice normal dagger damage, plus the bonus provided by the blade, which will range from +1 to +4. To determine the bonus for a specific dagger, roll percentile dice and consult the following table:
D100 Roll | Magical Bonus | XP Value |
01-35 | +1 | 250 |
36-65 | +2 | 350 |
66-90 | +3 | 450 |
91-00 | +4 | 550 |
Dagger of Venom: This appears to be a standard dagger +1, but its hilt holds a hidden store of poison. Any hit on a roll of 20 injects fatal poison into the opponent unless a saving throw vs. poison is successful. The dagger of venom holds up to six doses of poison. If the hilt contains fewer than six doses, the owner can pour more in up to the maximum. (Use of this weapon by good – particularly lawful good – characters must be carefully monitored for effects on alignment.)
Darts of Homing: These appear to be normal projectiles, but are actually +3 magical weapons. If a dart hits the intended target, it will magically return to the thrower in the same round and can be re-used. A dart inflicts a base 1d6 points of damage plus its magical bonus on a successful hit against any size creature (4-9 points total). A dart that misses its target loses its magical power. These weapons have twice the range of ordinary darts – 20 yards short, 40 yards medium, 80 yards long.
Hammer +3, Dwarven Thrower: This appears to be a standard hammer +2. In the hands of a dwarven fighter who knows the appropriate command word, its full potential is realized. In addition to the +3 bonus, the hammer has the following characteristics:
The hammer has a 180′ range and will return to its wielder’s hand like a boomerang. It has a +3 bonus to attack and damage rolls. When hurled, the hammer inflicts double damage against all opponents except giants (including ogres, ogre magi, trolls, and ettins). Against giants it causes triple damage (plus the bonus of +3).
Hammer of Thunderbolts: This appears to be a large, extra-heavy hammer. A character less than 6′ tall and with Strength less than 18/01 will find it too unbalanced to wield properly in combat. However, a character of sufficient Strength and size will find that the hammer functions with a +3 bonus and gains double damage dice on any hit.
If the wielder wears a girdle of giant strength and gauntlets of ogre power and he knows the hammer’s true name, the weapon can be used to full effect: When swung or hurled it gains a +5 bonus, double damage dice, all girdle and gauntlet bonuses, and it strikes dead any giant upon which it scores a hit.
(Depending on the campaign, the DM might wish to limit the effect to exclude storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and stone golems.)
When hurled and successfully hitting, a great noise, like a clap of thunder, stuns all creatures within 90′ for one round. Throwing range is 180′. (Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After five throws within the space of any two turn period, the wielder must rest for one turn.
Hammers can be hurled as hand axes.
Horn blade: This is a magical weapon with a sickle-like blade resembling some sort of animal hom. Hornblades range in size from that of a knife to somewhat less than the length of a short sword. Even a close inspection is 90% unlikely to reveal it as anything other than a piece of horn of ½’ to 1¼’ in length, set in some sort of handle or grip. If magic is detected for, a hornblade will radiate faintly of enchantment magic. However, if the proper pressure is applied in the correct place, a curved blade of great strength and sharpness will spring out.
The small versions (knife-sized and dagger-sized) are usually enchanted to +1 or +2, and the largest version (scimitar-sized) commonly has a bonus of +2 or +3. Smaller hornblades can be thrown, and the bonus applies to both to hit number and damage determination.
Any character class permitted to use sickle-like weapons can use a hornblade. The possessor can use it with proficiency, providing he has proficiency with the appropriately sized weapon (knife, dagger, or scimitar).
The experience-point value of a hornblade depends upon its size and the amount of its magical bonus:
Size | XP Value |
Knife-sized | 500 per “plus” |
Dagger-sized | 750 per “plus” |
Scimitar-sized | 1,000 per “plus” |
Javelin of Lightning: A javelin of lightning is considered equal to a +2 magical weapon, although it has neither attack nor damage bonuses. It has a range of 90′ and whenever it strikes, the javelin becomes the head of a 5′ wide, 30′ long stroke of lightning. Any creature hit by the javelin suffers 1d6 points of damage, plus 20 points of electrical damage. Any other creatures in the path of the stroke take either 10 or 20 points of damage, based on whether their saving throws are successful or not.
From 2-5 javelins will be found. The javelin is consumed in the lightning discharge.
Javelin of Piercing: This weapon is not actually hurled – when a command word is spoken, the javelin of piercing launches itself. Range is 180′, all distances considered as short range. The javelin has a +6 bonus to attack rolls and inflicts 1d6 +6 points of damage. (Note this missile will fly horizontally, vertically, or any combination thereof to the full extent of its range.) From 2-8(2d4) will be found at one time. The magic of the javelin of piercing is good for only one throw after which it becomes a normal javelin.
Knife, Buckle: This magical blade has a hilt that looks just like a large belt-buckle ornament or a complete small buckle. The hilt can be grasped easily and the weapon drawn from its belt-sheath. The knife blade is short but has a very sharp point – it inflicts damage as a knife.
D10 Roll | Type |
XP Value |
1-4 | +1 | 100 |
5-7 | +2 | 200 |
8-9 | +3 | 300 |
10 | +4 | 400 |
Mace of Disruption: This appears to be a mace +1, but it has a neutral good alignment, and any evil character touching it will receive 5d4 points of damage due to the powerful enchantments laid upon the weapon. If a mace of disruption strikes any undead creature or evil creature from one of the lower planes, it may utterly destroy the creature.
Skeletons, zombies, ghouls, shadows, wights, and ghasts, if hit, are instantly blasted out of existence. Other creatures roll saving throws as follows:
Creature | Save |
Wraiths | 5% |
Mummies | 20% |
Spectres | 35% |
Vampires | 50% |
Ghosts | 65% |
Liches | 80% |
Other affected evil creatures | 95% |
Even if these saving throws are effective, the mace of disruption scores double damage upon opponents of this sort, and twice the damage bonus.
Net of Entrapment: This magical rope net is strong enough to defy Strength under 20 and is equal to AC -10 with respect to blows aimed at cutting it. (Normal sawing attempts to cut it with dagger or sword will not succeed; to sever a strand of the mesh, a character must hack at it until he does 5 points of damage on a strand.)
Each net is 10′ square and has 3″-square mesh. It can be thrown 20′ so as to cover and close upon opponents; each creature in range must roll a successful saving throw vs. dragon breath to avoid being entrapped. It can be suspended from a ceiling (or generally overhead) and drop upon a command word. It can be laid upon the floor and close upward upon command. The net stretches so as to close over an area up to five cubic feet. It can be loosened by its possessor on command.
Net of Snaring: This net looks just like a net of entrapment, but it functions only underwater. There, it can be commanded to shoot forth up to 30′ to trap a creature. It is otherwise the same as the net of entrapment.
Quarterstaff, Magical: This appears to be a normal bronzewood staff banded with iron. The shaft is actually as strong as steel, and has two magical qualities. Upon command, the staff will alter its length from as short as 6′ to as long as 12′ (or any length in between). It inflicts damage as a quarterstaff (base amount, 1d6 points). with additions to attack and damage rolls based upon its magical bonus.
D20 Roll | Type | XP Value |
1-5 | +1 | 250 |
6-9 | +2 | 500 |
10-13 | +3 | 750 |
14-17 | +4 | 1,000 |
18-20 | +5 | 1,250 |
Scimitar of Speed: This is a magical weapon, usually of +2 bonus, that automatically grants its wielder the first attack in a melee round, even though some magical effect might have otherwise slowed his speed and reaction time. It also allows more than one strike in some rounds, increasing the wielder’s figure for attacks per melee round by one place, so that if one attack is normal, the improved figure is three attacks every two rounds, and if three/two is normal, then the improvement is to two attacks per round. This increase in attacks is cumulative with any other bonus attacks (such as those provided by a haste spell).
The order of attacks in the round is determined normally after the wielder of the scimitar of speed has made his first attack to begin activity in the round. It is possible, for instance, that a wielder entitled to three attacks in the round will attack once before any other action takes place, and then (because of poor initiative rolls or other factors) take his remaining two attacks at the very end of the round.
There is a chance (25%) that the weapon will have a bonus of something other than +2; if this occurs, roll percentile dice and refer to the following table to determine. the appropriate bonus:
D100 Roll | Type | XP Value |
01-50 | +1 | 2,500 |
(normal form) | +2 | 3,000 |
51-75 | +3 | 3,500 |
76-90 | +4 | 4,000 |
91-00 | +5 | 4,500 |
Sling of Seeking +2: This gives its user a +2 bonus for both attack and damage rolls, but missiles from such a weapon are regarded as +1 with respect to whether or not certain creatures are affected by the weapon (i.e., a special defense of “+1 or better weapon to hit” means the creature is vulnerable to normal missiles from this sling).
Spear, Cursed Backbiter: This is to all tests a magical spear with a +1 bonus (or at the DM’s option +2 or +3). It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can’t get rid of it without a Remove Curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions.
When the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, he has, of course, released it; the damage done to the hurler will be double, however. Once the spear has returned to him, the character will again find himself compelled to use the spear.
Sun Blade: This sword is the size of a bastard sword. However, its enchantment enables the sun blade to be wielded as if it were a short sword with respect to encumbrance, weight, speed factor, and ease of use (i.e., the weapon appears to all viewers to be a bastard sword, and inflicts bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword). Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade.
In normal combat, the glowing golden blade of the weapon is equal to a +2 sword. Against evil creatures, its bonus is +4. Against Negative Material plane creatures or those drawing power from that plane (such as certain undead), the sword inflicts double damage.
Furthermore, the blade has a special sunray power. Once a day, upon command, the blade can be swung vigorously above the head, and it will shed a bright yellow radiance that is like full daylight. The radiance begins shining in a 10′ radius around the sword-wielder, spreading outward at 5′ per round for 10 rounds thereafter, creating a globe of light with a 60′ radius. When the swinging stops, the radiance fades to a dim glow that persists for another turn before disappearing entirely. All sun blades are of good alignment.
Sword +1, +2 vs. magic-using and enchanted creatures: This sword always provides a +1 bonus. The +2 bonus takes effect when the sword is employed against wizards, monsters that can cast spells, and conjured, created, gated, or summoned creatures. Note that the +2 bonus would not operate against a creature magically empowered by an item (such as a ring of spell storing) to cast spells.
Sword +1, +3 vs. lycanthropes and shape changers: This gives its +3 against werecreatures – those able to assume the form of another creature (such as a vampire or a druid), or any creature under the influence of a Polymorph or Shape Change spell.
Sword +1, +3 vs. regenerating creatures: This will give the +3 bonus to its wielder even when the regenerating creature does so because of a magical device – such as a ring of regeneration.
Sword +1, +4 vs. reptiles: This gives the +4 against such creatures as dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc.
Sword +1, cursed: This performs in all respects as a +1 weapon, but when its wielder is faced by an enemy, the sword will weld itself to the character’s hand and force him to fight until the enemy or the wielder is slain. Thereafter, the possessor can loose, but never rid himself of, the cursed sword. No matter what is done, it will appear in his hand whenever an opponent is faced. The character can be freed of the weapon only by a Remove Curse spell.
Sword +1, flame tongue, +2 vs. regenerating creatures, +3 vs. cold-using, inflammable, or avian creatures, +4 vs. undead: This sheds light when its possessor speaks a command word or phrase. When activated, the flame tongue sword’s fire illuminates the area as brightly as a torch. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood , etc. Cold-using creatures are those whose attack mode involves cold (ice toads, white dragons, winter wolves, yeti, etc.).
Sword +1, Luck Blade: This gives its possessor a +1 bonus to all saving throws and will have 1d4 +1 Wishes. The DM should keep the number of wishes secret.
Sword +2, Dragon Slayer: This has a +4 bonus against any sort of true dragon. It inflicts triple damage against one sort of dragon (i.e., 3d12 +4). Note that an unusual sword with intelligence and alignment will not be made to slay dragons of the same alignment. Determine dragon type (excluding unique ones like Bahamut and Tiamat) by rolling 1d10:
Sword +2, Giant Slayer: This provides a +3 bonus versus any giant, giant kin ettin, ogre mage, or titan. Against any of the true giants (hill, stone, frost, fire, cloud, storm) the sword causes double damage (i.e., 2d12 + 3).
Sword, Short, of Quickness: This is a special +2 blade that enables the wielder to strike first in every combat round. If the wielder encounters someone with a similar weapon (e.g., a scimitar of speed), both strike simultaneously.
Sword +2, Nine Lives Stealer: This will always perform as a +2 weapon, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. A natural 20 must be scored on the wielder’s attack roll for the sword to function. The victim is entitled to a saving throw vs. spell. If this succeeds, the sword does not function, no charge is used, and normal damage is determined.
Sword +3, Frost Brand, +6 vs. fire-using/dwelling creatures: This sword always provides a +3 bonus. The +6 bonus takes effect against creatures that use fire or live in fiery environments. The weapon does not shed any light, except when the air temperature is below 0 degrees F. It does give special benefits against fire, for its wielder is protected as if he were wearing a ring of fire resistance.
The frost brand sword also has a 50% chance of extinguishing any fire into which its blade is thrust. This power extends to a 10′ radius – including a Wall of Fire but excluding a Fireball, Meteor Swarm, or Flame Strike.
Sword, +4 Defender: This gives its wielder the option of using all, some, or none of the +4 bonus in defense (improving his Armor Class) against any opponent using a hand-held weapon, such as a dagger, mace, spear (not hurled), sword, etc. For example, the wielder can, on the first round of battle, opt to use the sword as +2 and save the other two bonus factors to be added to his Armor Class. This can be done each round.
Note that there is also a sword, +5 defender. This is identical to the +4 sword with one extra bonus point.
Sword, +5 Holy Avenger: In the hands of any character other than a paladin, this holy sword will perform only as a sword +2. In the hands of a paladin, however, it creates a magic resistance of 50% in a 5′ radius, dispels magic in a 5′ radius at the level of magic use equal to the experience level of the paladin, and inflicts +10 points of bonus damage upon chaotic evil opponents.
Sword -2, cursed: This is a sword that gives off a magical aura and performs well against targets in practice, but when it is used against an opponent in combat it lowers its user’s attack rolls by -2. Only by careful observation can this lowering be detected.
All damage scored is reduced by two hit points, but never below a one in any event. The sword will always force the character to employ it against enemies, appearing in the character’s hand. It can be gotten rid of only by means of Limited Wish or Wish.
Sword of Dancing: On the first round of melee this weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to “dance.”
Dancing consists of loosing the sword on any round (after the first) when its bonus is +1. The sword then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the sword returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. In other words, it is loosed to dance for four rounds, going from +1 to +4, and must then be held by its wielder at a +1 state and physically used for four successive rounds of melee combat.
When dancing, the sword will leave its owner’s hand and may go up to 30′ distant. At the end of its fourth round of solo combat, it will move to its possessor’s hand automatically. Note that when dancing the sword cannot be physically hit, although certain magical attacks such as a Fireball, Lightning Bolt, or Transmute Metal to Wood spell could affect it.
Finally, remember that the dancing sword fights alone at the same level (and class) as its possessor – if a 4th-level fighter, the sword fights alone exactly the same; if a 7th-level thief is the wielder, the sword will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired – resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc. – as long as he remains within 30′ of the sword. If he moves more than 30′ from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.
Sword of Wounding: This is a sword of only +1 bonus, but any hit made with it cannot be healed by regeneration. In subsequent rounds, the opponent so wounded loses one additional hit point for each wound inflicted by the sword.
Thus, an opponent hit for four points of damage on the first melee round will automatically lose one additional hit point on the second and each successive round of combat. Loss of the extra point stops only when the creature so wounded bandages its wound or after 10 melee rounds (one turn).
Damage from a sword of wounding can be healed only by normal means (rest and time), never by potion, spell, or other magical means short of a Wish. Note that successive wounds will damage in the same manner as the first.
Sword of Life Stealing: This +2 weapon will eliminate one level of experience (or Hit Die) and accompanying Hit Die and abilities when it strikes any opponent on a natural roll of 20. This function is the same as the level-draining ability of certain undead creatures.
The sword wielder can gain as many hit points as an opponent loses to this function of the weapon, up to the maximum number of hit points the character is allowed (i.e., only a character who has suffered loss of hit points can benefit from the function).
Sword of Sharpness: This weapon is treated as +3 or better for purposes of who or what can be hit by it, even though it gets only a +1 bonus to attack and damage rolls. Its power is great, however, for on a very high attack roll, it will sever an extremity – arm, leg, neck, tail, tentacle, whatever (but not head) determined by random dice roll:
Opponent is | Modified score to sever* |
normal/armored | 19-21 |
larger than man-sized | 20-21 |
solid metal or stone | 21 |
* Considering only the sword’s bonus of +1.
A sword of sharpness will respond to its wielder’s desire with respect to the light it sheds – none, a 5′ circle of dim illumination, a 15′ light, or a 30′ radius glow equal to a Light spell.
Sword, Vorpal: Similar but superior to a sword of sharpness, a vorpal weapon has a +3 bonus to attack and damage rolls. Check the table below to determine whether an attack roll is good enough to sever the neck/head of the opponent:
Opponent is | Modified score to sever* |
normal/armored | 20-23 |
larger than man-sized | 21-23 |
solid metal or stone | 22-23 |
*Considering only the sword’s bonus of +3.
Note that many creatures have no heads or can change their form and, therefore, cannot suffer decapitation. There are also creatures that have heads but will not necessarily be killed by decapitation (among these are dopplegangers, elementals, and golems).
Sword of the Planes: This magical weapon has a base bonus of +1 on the Prime Material plane, but on any inner plane its bonus increases to +2. (The +2 bonus also applies on the Prime Material plane when the weapon is used against opponents from the inner planes.) Similarly, when used on an outer plane or against creatures from the outer planes, the sword becomes a +3 weapon. Finally, it operates as a +4 weapon on the Astral or Ethereal plane or when used against opponents from either of those planes.
Sword, Cursed Berserking: This performs by every test, save that of the heat of battle, as a +2 magical sword of some sort. However, in actual battle its wielder will go berserk, attacking the nearest creature and continuing to fight until dead or until no living thing remains within 60′. The sword has a +2 bonus and otherwise acts as a cursed sword +1. The possessor of a cursed berserking sword can be rid of it only if it is exorcised via a Remove Curse spell or Wish.
Trident (military fork) +3: This weapon is about 6′ long. Upon command, the middle tine of the trident will retract into the pole while the shaft of the weapon lengthens to 9′, thus creating a military fork with a short center spike. The changing of the form of the weapon from trident to fork or vice versa requires one round.
Trident of fish Command: This three-tined fork atop a stout rod 6′ long appears to be a barbed military fork of some sort. However, its magical properties enable its wielder to cause all fish within a 60′ radius to roll saving throws vs. spell. This uses one charge of the trident. Fish failing this throw are completely under empathic command and will not attack the possessor of the trident nor any creature within 10′ of him. The wielder of the device can cause fish to move in whatever direction is desired and can convey messages of emotion (i.e., fear, hunger, anger, indifference, repletion, etc.). Fish making their saving throw are free of empathic control, but they will not approach closer than 10′ of the trident.
In addition to ordinary fish, the trident affects sharks and eels. It doesn’t affect mollusks, crustaceans, amphibians, reptiles, mammals, and similar sorts of non-piscine marine creatures. A school of fish should be checked as a single entity.
A trident of this type contains 1d4 +16 charges. It is otherwise a +1 magical weapon.
Trident of Warning: A weapon of this type enables its wielder to determine the location, depth, species, and number of hostile and/or hungry marine predators within 240′. A trident of warning must be grasped and pointed in order for the person using it to gain such information, and it requires one round to scan a hemisphere with a radius of 240 feet. There are 19-24 charges in a trident of this type, each charge sufficient to last for two rounds of scanning. The weapon is otherwise a +2 magical weapon.
Trident of Yearning: A trident of yearning looks exactly like any normal trident, and its aura is indistinguishable from that of other enchanted weapons of this sort. Any character grasping this type of trident immediately feels an overwhelming desire to immerse himself in as great a depth of water as possible. This unquenchable longing causes the affected character to proceed immediately toward the largest/deepest body of water – in any event, one that is sufficient to completely cover his or her person. Once there, he will immerse himself permanently.
The character cannot loose his grip on the trident, and only a Water Breathing spell (after submersion) or a Wish will enable the character to do so. The trident is otherwise a -2 cursed magical weapon. Note that this item does not confer the ability to breathe underwater.
The following tables should be used to determine the properties of an intelligent weapon: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Such weapons are useful to give higher-level fighters some additional tactical options and limited-use special abilities.
* The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.
** The weapon will speak the character’s native tongue plus one or more other tongues as indicated on Table 118 below.
*** The weapon can use either communication mode at will, with language use as any speaking weapon.
†: The weapon can also read languages/maps of any non-magical type.
††: The weapon can read languages as well as magical writings.
The DM is encouraged to design unusual weapons along special themes and for specific campaign purposes, using the tables as guidelines and for inspiration. Just because a power is rolled doesn’t mean it must be given out. If the DM feels a combination is too bizarre or powerful, he can simply change or ignore it.
The first step in creating an intelligent weapon ls to determine its general capabilities. These are found by rolling 1d100 on Table 113. Then, move onto Tables 114-118 until all the capabilities of the weapon have been specified.
Any weapon with intelligence will have an alignment. Note that holy avenger, swords have alignment restrictions. All cursed weapons are absolutely neutral.
* The item can also be used by any character whose alignment corresponds to the non-neutral alignment portion of the weapon’s alignment (i.e., chaotic, evil, good, or lawful). Thus any chaotic character can use a weapon with chaotic neutral alignment.
Any character whose alignment does not correspond to that of the weapon, except as noted by the asterisk above, will sustain points of damage equal to the number of ego points (see Table 119) of the weapon. This damage is suffered every time (or for every round) the character touches any portion of the weapon unless the weapon is in the grasp or possession of a character whose alignment is compatible with the weapon.
Using the number of capabilities determined by Table 113, the weapon’s specific abilities are determined by rolling on the appropriate tables below.
If the same ability is rolled twice or more, range of the power is double, triple, etc.
All abilities function only when the weapon is held, drawn, and the possessor is concentrating on the desired result. A weapon can perform only one function at a time, and thus can fight or detect but one thing at a time.
Other abilities can be created by the DM.
Table 116: WEAPON EXTRAORDINARY POWERS | |
D100 Roll |
Power* |
01-07 | Charm Person on contact – 3 times/day |
08-15 | Clairaudience, 30 yards range – 3 times/day, 1 round per use |
16-22 | Clairvoyance, 30 yards range – 3 times/day, 1 round per use |
23-28 | Determine direction and depth – 2 times/day |
29-34 | ESP, 30 yards range – 3 times/day, 1 round per use |
35-41 | Flying, 120’/turn – 1 hour/day |
42-47 | Heal – 1 time/day |
48-54 | Illusion, 120 yards range – 2 times/day, as the wand |
55-61 | Levitation, 1-turn duration – 3 times/day, at 6th level of magic use ability |
62-67 | Strength – 1 time/day (upon wielder only) |
68-75 | Telekinesis, 250 pounds maximum – 2 times/day, 1 round each use |
76-81 | Telepathy, 60 yards range – 2 times/day |
82-88 | Teleportation – 1 time/day, 600 pounds maximum, casting time 2 |
89-94 | X-ray vision, 40 yards 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 table, and then roll for a Special Purpose on Table 117 |
* Saving throws apply as usual
If the same power is rolled twice, the uses/day are doubled, etc.
Powers function only when the weapon is drawn and held and the possessor is concentrating upon the desired effect. Most powers require that the character stop and concentrate for a full round.
Table 117: SPECIAL PURPOSE WEAPONS A: Purpose Purpose must suit the type and alignment of the weapon in question. Killing is always restricted to evil when the weapon is of good alignment. Weapons dedicated to slaying monsters will always be either good and slay neutral or evil monsters, or evil and slay neutral or good monsters. |
|
D100 Roll |
Purpose |
01-10 | Defeat/slay diametrically opposed alignment* |
11-20 | Defeat priests (of a particular type) |
21-30 | Defeat fighters |
31-40 | Defeat wizards |
41-50 | Defeat thieves |
51-55 | Defeat bards |
56-65 | Overthrow law and/or chaos |
66-75 | Defeat good and/or evil |
76-95 | Defeat non-human monsters |
96-00 | Other |
* The purpose of the true neutral version of this weapon is to preserve the balance (see “Alignment”) by defeating/slaying powerful beings of the extreme alignments (lawful good, lawful evil, chaotic good, chaotic evil). | |
B: Special Purpose Power The power will operate only in pursuit of the special purpose. |
|
D100 Roll |
Power |
01-10 | Blindness* for 2d6 rounds |
11-20 | Confusion* for 2d6 rounds |
21-25 | Disintegrate* |
26-55 | Fear* for 1d4 rounds |
56-65 | insanity* for 1d4 rounds |
66-80 | paralysis* for 1d4 rounds |
81-00 | +2 to all saving throws, -1 to each die of damage sustained |
* Upon scoring a hit with the weapon unless the opponent succeeds with a saving throw vs. spell.
*Or the result of 2 additional rolls ignoring a score of 00, whichever is the greater.
Only after all aspects of a weapon have been determined and recorded can the ego rating of a weapon be found. Ego, along with intelligence, will be a factor with regard to the dominance of weapon over character, as detailed on Table 119.
*Thus, a sword +1 has one ego point, but if it has another (higher) plus, these are also counted. For example, a flame tongue +1 has a maximum plus of 4, so it ls +1/+4 for five ego points. In addition, weapons that have no extra pluses but extra powers (holy avenger, sharpness, etc.) add double their + rating for ego.
** If double ability, double ego points.
When a weapon possesses unusual characteristics, it has a personality, which is rated by combining its intelligence and ego scores. The weapon will, of course, be absolutely true to its alignment, and if the character who possesses the weapon is not, personality conflict – weapon versus character – will result.
Similarly, any weapon 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 weapon.
The personality score of a character is:
Intelligence + Charisma + Experience level
Note that the personality score is reduced by one for every group of hit points of damage taken equal to the character’s average number of points per level. Divide the character’s total hit points by his level (round up). For example: A fighter of 7th level has 53 hit points: 53 ÷ 7 = 7.6. Thus for every eight points of damage he suffers, his personality score will be lowered by one.
Whenever personality conflict occurs, the weapon will resist the character’s desires and demand concessions such as:
Any time the personality score of a weapon exceeds the personality score of the character who possesses it, the weapon will dominate its possessor, and it can force any or all of the above demands or actually cause any of the following actions:
Naturally, such actions are unlikely where the character-weapon alignment and purposes are harmonious. However, the weapon might well wish to have a lesser character possess it so as to easily command him, or a higher level possessor so as to better accomplish its goals.
All magical weapons with personalities will desire to play an important role in the success of activities, particularly combat. Such weapons are rivals of each other, even if of the same alignment. They will be aware of the presence of any similar weapon within 60′, and try their best to lead a possessor into missing or destroying the rival unless this is totally inimical to its nature – a holy avenger, for example, would certainly not allow destruction of any other lawful good weapon and might encourage their discovery, even at the risk of having to face grim odds to do so.
Weapons 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 weapon of unusual nature can be a vocal martyr, denigrating its own abilities and asking only that the character only give it the chance to shatter itself against some hated enemy, etc.
Note: Most players will be unwilling to play weapons with personalities as the personalities dictate. It is incumbent upon the DM to ensure that the role of the weapon is played to the hilt, so to speak, with the DM assuming the persona of the weapon if necessary.