Crysomer (Magic Sword)

When used by a lawful good non-paladin, Crysomer will not reveal its true identity, but seems, by all tests, to be an unintelligent long sword +2. If touched by a creature not of lawful alignment, or one not good, it waits until it is used in combat, at which time it shocks the user for 3d8 points of electrical damage (no saving throw, no resistances apply unless of divine origin). When wielded by a paladin, the sword bestows 50% magic resistance in a 5' radius (automatic unless commanded otherwise), on command it can dispel magic in a 5' radius, as if a wizard of the paladin's level, does +10 damage vs. chaotic evil opponents (instead of +5, automatically).
Its other abilities and properties include an alignment of lawful good, (as a holy avenger), an Intelligence of 17, and an Ego of 38. It can detect evil with a 20' range on command, detect shifting rooms and walls with a 10' range on command, detect magic with a 10' range on command, detect invisibility with a 20' range on command, read languages on command or voluntarily, read magic on command or voluntarily, has telepathy with user, regenerates user 1 hit point per turn (automatic), and can teleport with user once per day (DM rolls normally, as the 5th-level wizard spell, but Crysomer adjusts the roll by 5%, and the Initiative modifier for activation is +1-a maximum weight of 600 pounds can be carried). This sword can speak Common, Dwarf, Halfling, Fire Giant, Gold Dragon, and High Elf.
Crysomer's special purpose is to defeat chaos. When used against a chaotic opponent, a successful attack forces the victim to save vs. spell (including Wisdom adjustment, if applicable) or be paralyzed for 1d4 rounds.
As soon as Crysomer is touched by a paladin, it informs the paladin of its name and abilities, in the order listed above, at the rate of one bit of information per round. This may be pertinent if the paladin needs to use certain abilities of the sword quickly (for example, to teleport out from within a lurker or trapper). Remember that a character's ToPS (Total Personality Strength) is Intelligence + Charisma + Level. Note the ToPS of Crysomer (Intelligence-Ego) is 55: it usually controls all but the most powerful paladins. However, its behavior and preferences are for the ideals of the paladin. It is extremely lawful and good, and tolerates no nonsense from chaotics. If Crysomer assumes control, it relies on the user for Wisdom and counts on its own Intelligence. Where applicable, the user there after introduces himself or herself by both names. In other words, if a paladin named Athelsta was using Crysomer, as an example, she would introduce herself as “We are Athelsta Crysomer, paladin.”
Though often misinterpreted as the use of the royal or editorial “we,” it is literally an introduction to the two life forces merged into one being. Needless to say, Crysomer does not allow any other magical sword to be used by its paladin, regardless of the results of the comparison between personality strengths. It does not object to the use of other magical items or weapons.
Crysomer uses the regeneration and teleport abilities as commanded or as needed, but does not use the latter voluntarily unless the situation is desperate. It demands that it be decorated once per month. If not appeased, it withholds abilities until satisfied (unless the user faithfully promises to “feed” it as soon as possible). It only accepts emeralds, rubies, or diamonds as decorations, and of a minimum value of 5,000 gp per month. The gems currently on its hilt total 50,000 gp in value.
Crysomer was forged in the distant past, and, as one of the Great Legendary Swords, it leads young paladins on the road to fame and fortune. Once it has a paladin under its control, it does not needlessly endanger the character. However, it does occasionally wear out the users if they are not up to the epic tasks it sets before them.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Swords
Category:Magic Weapons