Intelligent Weapon II (Enhancement)

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Certain magical weapons may be intelligent and have other special abilities, as well. The DM can create special intelligent magic weapons or roll them randomly, using the following procedure. An intelligent weapon should be played by the DM, just like an NPC.
Rolling up an intelligent weapon:
# Find out if the weapon has a special purpose (Optional 1d20).
# Determine Intelligence score (1d20).
# Find languages known (1d100).
# Determine weapon's alignment (1d20).
# Find primary power (1d100).
# Roll extraordinary power, if any (1d100).
# Roll ego score (1d12).
==Special Purpose==
A weapon will have a special purpose if a roll of 20 on 1d20 is made (the DM may choose to omit this roll, carefully placing all special purpose weapons, as they are both very powerful and very rare). Any weapon with a special purpose has Intelligence and Ego scores of 12, as well as one special purpose.
Special purpose is given to some rare weapons by their creator. The following list gives some special purposes that may be used, or the DM may invent others. Only one special purpose may be given to any one magic weapon
* Slay wizards (or elves).
* Slay priests.
* Slay fighters (or dwarves or halflings).
* Slay monster (roll for one type randomly).
* Defeat law (or chaos).
* Defeat good (or evil).
When used for its special purpose, the weapon gains one added ability, according to its alignment.
* Lawful weapons paralyze chaotic opponents unless the victim saves vs. spell.
* Neutral weapons add +1 to all of the user's saving throws.
* Chaotic weapons turn to stone a lawful opponent upon a hit unless the victim saves vs. spell.
Example: A lawful weapon with a special purpose to slay wizards will paralyze only chaotic wizards, and only if the saving throw is failed.
==Intelligence==
Each intelligent weapon has an Intelligence score, one or more primary powers, possibly an extraordinary power, and a method of communication Empathy means that the user of the weapon somehow knows what the weapon's powers are and how to use them.
Die Roll	Int Score	Powers 	Method of Communication
01-14 	None 	None 	None
15 	7 	1 Primary 	Empathy
16 	8 	2 Primary 	Empathy
17 	9 	3 Primary 	Empathy
18 	10 	3 Primary 	Speech
19 	11 	3 Primary + Read Magic 	Speech
20 	12 	3 Primary + Read Magic + 1 Extraordinary	Speech
==Languages==
Speaking weapons talk aloud, usually telling the user what is desired. Any weapon that can read magic can read written information in any language it can speak. A talking weapon always knows the number of languages rolled. The DM has to choose which languages are known.
Roll 	Number of Languages
01-50	1
51-70	2
71-85	3
86-95	4
96-99	5
00 	Roll again twice and add the results
==Alignment==
Determine the alignment of the intelligent weapon (roll 1d20):
Roll 	Alignment
01-13	Lawful
14-18	Neutral
19-20	Chaotic
A weapon's alignment cannot be detected until it is handled. If the creature handling the weapon is of the same alignment, there are no adverse effects. However, if the alignment is different, the user takes some damage in each round in which the weapon is touched or held, according to the following chart.
User's Alignment	Weapon's Alignment	Damage per Round
Lawful 	Neutral 	1d6
 	Chaotic 	2d6
Neutral 	Lawful 	1d6
 	Chaotic 	1d6
Chaotic 	Lawful 	2d6
 	Neutral 	1d6
==Primary Powers==
Roll 1d100 to find any primary powers a weapon might have. The number of primary powers depends on the weapon's Intelligence score. Duplicate results should be rerolled.
Roll 	Primary Power
01-15	Detect shifting walls and rooms
16-30	Detect sloping passages
31-40	Find secret doors
41-50	Find traps
51-60	See invisible objects
61-70	Detect evil/good
71-80	Detect metal
81-90	Detect magic
91-95	Detect gems
96-99	Roll for one extraordinary power (see Extraordinary Powers below)
00 	Roll twice more on this table
Unless otherwise noted, one primary power may be used each round, once per round. The user must have the weapon in hand and be concentrating on the power in order to use it. Duplicate results should be rolled again unless noted otherwise.
Detect shifting walls and rooms: The weapon can find shifting walls and rooms within a range of 10 feet.
Detect sloping passages: The weapon can locate sloping passages within a 10-foot range. Find secret doors: The weapon can locate all secret doors within a 10-foot range. This power can only be used three times per day.
Detect traps: The weapon can detect traps of any type within 10 feet, but only three times per day. See invisible objects: The weapon can see invisible and hidden objects (but not secret doors) within 20 feet.
Detect evil (good): The weapon is able to detect one of these intentions up to a range of 20 feet. (Animals and traps are neither evil nor good.)
Detect metal: The weapon can detect metal of any type requested up to a range of 60 feet (unless blocked by lead). It points in the direction of the material.
Detect magic: The weapon can detect any magic spell or item within 20 feet, and causes the magic item (when commanded) to glow. This power can only be used three times per day.
Detect gems: The weapon can detect any type of gems (and tells their number) within a range of 60 feet (unless blocked by lead). The weapon points in the direction of the gems.
==Extraordinary Powers==
If the intelligent weapon has an extraordinary power, roll 1d100 on the table below. Duplicate results should be rolled again unless noted otherwise.
Roll 	Extraordinary Powers
01-10	Clairaudience
11-20	Clairvoyance
21-30	ESP
31-40	Telepathy
41-50	Telekinesis
51-59	Teleportation
60-68	X-ray vision
69-77	Illusion
78-82	Levitation
83-87	Flying
88-92	Healing (duplicate allowed)
93-97	Extra damage (duplicate allowed)
98-99	Make two more rolls on this table
00 	Make three more rolls on this table
As with primary powers, the user must have the weapon in hand and be concentrating on the power. Any extraordinary power is only usable three times a day unless specially noted otherwise.
Clairaudience: This power allows the user to hear noises (including speech) in an area up to a range of 60 feet through the ears of a creature in that area (unless blocked by lead). The user must concentrate for one turn in order to hear what the creature hears.
Clairvoyance: This power allows the user to see an area up to 60 feet away through the eyes of a creature in that area, unless blocked by lead. The user must concentrate for one turn in order to "see." ESP: The user of the weapon may listen to any one living creature's thoughts. The user must concentrate in one direction, and can only "hear" thoughts within 60 feet (unless blocked by lead). The user can understand any thoughts "heard."
Telepathy: This power allows the user to perform the same powers as ESP (above), but also gives the ability to "send" thoughts to the creature contacted (as a helm of telepathy). Of course, the creature may refuse to answer.
Telekinesis: The user of the weapon may move up to 200 pounds of weight by concentration alone. See the wizard spell of the same name for more information.
Teleportation: This power allows the user of the weapon to teleport (as the wizard spell).
X-ray vision: This power produces the same effect as a ring of X-ray vision (the ability to see through anything, except gold or lead).
Illusion: This power allows the user to create one phantasmal force spell (as the wizard spell).
Levitation: The user of the weapon may levitate as if using the wizard spell of the same name, for a maximum of three turns.
Flying: The user of the weapon mayfly as if using the wizard spell of the same name, for a maximum of three turns.
Healing: The weapon can heal up to 6 points of damage at the rate of 1 point per round. This power may only be used once per day. Duplicate ability rolls increase the amount of healing and the time required by six.
Extra damage: This power increases the user's Strength when striking for 1d10 rounds. During this time, the user inflicts four times the normal damage on each successful hit (but has no better chances to hit). Each duplicate roll of this power increases the multiplier by one (to five times, six times, etc.)
==Ego==
To determine the ego score of an intelligent (nonspecial purpose) weapon, roll 1d12. The ego of the weapon is a measure of the force of its personality. A weapon with high intelligence and ego may try to control its user. The DM should make a control check at certain times.
Control checks: An intelligent weapon must be checked to see if it is controlling its user in five different situations:
* When the character first handles the weapon.
* When the character is wounded to a point where half of his or her original hit points are gone.
* When the character acquires any other magic weapon.
* When a character of a different alignment tries to use it.
* When a situation arises where the special purpose of the weapon (if applicable) can be used.
To make the control check, the DM must find the will score of the user and of the weapon. When the will scores are found, the being with the higher total score, either character or weapon, controls the actions of the character.
==Will Score==
An intelligent weapon's will score is found by adding the weapon's Intelligence, ego, and bonuses. The weapon gets a bonus of +1 to the will score for each extraordinary power it has, plus 1d10 points if the weapon is of a different alignment than the user. A character's will score is found by adding the character's Strength and Wisdom scores and subtracting any adjustments due to wounds, as follows:
* If the character is damaged, but has lost no more than the original hit points, 1d4 points are subtracted.
* If the character has lost more than of the original hit points, 2d4 points are subtracted from the will score.
==Weapons in Control==
If a weapon controls a character, the DM must decide on the actions of the weapon in certain situations. These may include:
* Leading the user past other magic weapons found, or to discard other weapons.
* Forcing the user to charge into combat to win glory for itself.
* Forcing the user to surrender to an opponent— either one more worthy of the weapon or one easier to control.
* Forcing the user to spend most of his or her money on items for the weapon (jeweled fittings, fancy scabbards, special magical protection, etc.).
The control lasts until the weapon is satisfied or until the situation that caused the control check
has passed.
Category:Encyclopedia Magica
Category:Weapon Enhancements
Category:Enhancements
Category:Encyclopedia Magica Enhancements