Special Sword (Magic Sword)

The Magical Sword Tables in the DMG are more than adequate for most purposes. There are, however, two problems with the magical sword creation system. First, no experience point or gold piece value 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? Secondly, the list of extraordinary abilities for swords is relatively short and this could create a situation where members of an adventuring party possess very similar weaponry in a long-term campaign.
Primary abilities are as they appear in the DMG, because they are all powers of detection, and the existing abilities cover all necessities. What is new here is the addition of gold piece and experience point values of swords possessing these abilities.
The extraordinary abilities, on the other hand, have been greatly expanded without perverting the original intent of the table. All spell powers granted by extraordinary abilities function at 8th level, and each is accompanied by additions to experience point and gold piece value. In the original DMG, it appears that sword abilities have levels of use as low as 6th, in some cases. This was increased to 8th level across the board, as some swords in the DMG tables could heal or teleport. Thus, levitation, fireball, strength, and magic missile are at the 8th level of ability 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 in this entry is in the area of purpose swords. The original list of victims for purpose swords ignored subclasses or (perhaps) assumed their inclusion with the major classes. The original list also lumped all monsters together in the same category. A new table divides monsters by type or major grouping. 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. This is especially true since many monster descriptions in the MONSTROUS MANUAL books and the MONSTROUS COMPENDIUM indexes do not say whether or not monsters have a 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 have a primitive spoken language of a few dozen words.
2. Creatures such as fiends and extraplanar creatures have a common tongue capable of expressing most ordinary concepts. Other creatures possessing common tongues might include elementals, daemons, dragons, modrons, and so forth.
3. Sword languages can be assigned as the DM sees fit, or may be rolled 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 campaign.
The encounter tables from the MONSTROUS COMPENDIUM appendices are the most up-to-date yet published, and are admirably suited for use in generating languages for swords. A wizard 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 language of unicorns would have no great value.
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 cannot be created, because personality depends, for the most part, on alignment, abilities, Intelligence, Ego, special abilities, and purpose, if any. The language spoken would have an effect upon a sword's personality; thus, a Pixie-speaking sword should be different from a sword that speaks Manticore. Magical swords have to be played by the DM just as any nonplayer character would be played.
The benefit of a sword name should not be overlooked. Compare Excalibur, Anduril, and Stormbringer to "my gem detection sword +3 that speaks Ore." Names should relate to sword powers, origins, or the original owners if possible, and they may or may not give clues to their abilities. Each DM's imagination must do the work. Under Sword and Dagger are many examples of weapon names that should your creativity flowing.
The following are expanded and revised tables for the random generation of magical swords. They derive from the DMG, 1st Edition Tables.
 Table 1. Sword Intelligence and Capabilities
Roll 	Int 	Abilities	Communications
01-75	None	None 	None
76-83	12 	1 	Primary Semiempathy
84-89	13 	2 	Primary Empathy1
90-94	14 	2 	Primary Speech2
95-97	15 	3 	Primary Speech3
98-99	16 	3 	Primary Speech4
00 	17 	3 	Primary Speech, telepathy plus 1 extraordinary power5
: 1 The owner receives a signal (a throb or a tingle) and feels urges when the ability functions.
: 2 The sword speaks its owner's language plus 1 or more other languages—indicated on Table 6.
: 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 used like any speaking sword.
 Table 2. Sword Alignment
Roll 	Alignment
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
81-00	Neutral good
 Table 3. Sword Primary Abilities
Roll 	Ability 	XP Value 	GP Value
01—11	Detect elevator/shifting rooms/walls, 10' radius 	60 	300
12-22	Detect sloping passages, 10' radius 	60 	300
23-33	Detect evil or good, 10' radius 	120 	600
34-44	Detect gems, number and kind, 20' radius 	240 	1,200
45-55	Detect precious metals, kind and amount, 20 radius	240 	1,200
56-66	Find traps, 10' radius 	240 	1,200
67-77	Detect magic, 10' radius 	240 	1,200
78-82	Detect secret doors, 5' radius 	120 	600
83-87	Detect invisibility, 10' radius 	240 	1,200
88-92	Locate object, 120' radius 	180 	900
93-98	Roll twice, ignoring scores of 93-98 	Roll twice, ignoring scores of 93-98	Roll twice, ignoring scores of 93-98
99-00	Roll on Table 4 instead 	Roll on Table 4 instead 	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).
If the same primary ability is rolled twice, the radius of the power is doubled.
All abilities function only when the sword is drawn from its scabbard and held 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 the wands (despite the fact that they have no charges to exhaust) for several reasons. First, few swords have the detection radius of the corresponding wand (for example, a wand of magic detection has a 30-foot radius, while the corresponding sword has only a 10-foot radius). Secondly, the swords' values derive primarily from the fact that they are, first and foremost, weapons—most detection abilities are "icing on the cake." Thirdly, a sword is not exactly an innocuous detection device. (Ever try to slip one up your sleeve?) Thus, the gp values range from 300 to a of 1,200, 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 1,500 gp, and some of the mightiest are worth up to 3,000 gp. They come in three general types (offensive, defensive, and miscellaneous) and in low, medium, and high levels of power. Gold piece values assigned to each category are as follows:
 GP Values
Power 	Low 	Medium 	High
Defensive 	1,500 	1,800 	2,100
Offensive 	1,500-1,800	2,100-2,400	3,000
Miscellaneous	1,500-1,800	2,100-2,400	2,700
 Table 4. Sword Extraordinary Powers
Roll 	Ability 	XPValue 	GPValue
01-03	Add sword's plus to saving throws, 1/day, one turn duration 	300 	1,500
04-06	Animate dead, 1/day 	420 	2,100
07-09	Charm person on contact, 3/day 	360 	1,800
10-11	Clairaudience, 30' range, 3/day, one round duration 	360 	1,800
12-14	Clairvoyance, 30' range, 3/day, one round duration 	360 	1,800
15-17	Color spray, 2/day 	360 	1,800
18-20	Command, 3/day 	300 	1,500
21-22	Cure light wounds on self, 3/day 	300 	1,500
23-24	Determine direction and depth, 2/day 	300 	1,500
25-27	Dispel magic, 2/day 	480 	2,400
28-30	ESP, 30' range, 3/day, one round duration 	480 	2,400
31-33	Fireball, 8d6, 1/day, 180' range 	600 	3,000
34-36	Fly, 1207round, 1 hour/day 	480 	2,400
37-39	Gaze reflection, 3/day 	360 	1,800
40-41	Heal self, 1/day 	600 	3,000
42-44	Hold person on contact, 2/day 	420 	2,100
45-47	Hypnotic pattern, 2/day 	420 	2,100
48-50	Create illusion, 120' range, 2/day as a wand of illusion 	480 	2,400
51-53	Invisibility on self, 3/day 	360 	1,800
54-56	Levitate, 3/day, one turn duration 	420 	2,100
57-59	Lightning bolt, 8d6, 1/day, 120' range 	600 	3,000
60-62	Magic missile, 4 missiles, 140' range, 2/day 	420 	2,100
63-65	Mirror image, 21 day 	360 	1,800
66-68	Paralyzation on contact, 2/day 	80 	2,400
69-71	Protection from evil/good, 3/day, 16 round duration 	360 	1,800
72-74	Ray of enfeeblement, 2/day, 35% Strength loss, 30' range 	420 	2,100
75-76	Strength on self, 1/day, 8 turn duration 	420 	2,100
77-79	Silence on self, 3/day 	300 	1,500
80-82	Suggestion, 2/day on one creature only, 5 turn duration 	420 	2,100
83-85	Telekinesis, 250 lb. wt., 2/day, 1 round duration 	420 	2,100
86-87	Telepathy, 60' range, 2/day 	420 	2,100
88-89	Teleportation, 1/day, 600 pound weight maximum, Initiative modifier of +2 to activate	540 	2,700
90-92	Web, 2/day 	360 	1,800
93-94	X-ray vision, 2/day, 1 turn duration 	20 	2,100
95-97	Roll twice, ignoring scores of 95-97 	Roll twice, ignoring scores of 95-97 	Roll twice, ignoring scores of 95-97
98-99	Character may choose one power from this table 	Character may choose one power from this table 	Character may choose one power from this table
00 	Character may choose one power and roll for a Special Purpose 	Character may choose one power and roll for a Special Purpose	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 at 8th-level.
If the same power is rolled twice, the number of uses of that power per day is doubled.
Powers function when the sword is drawn and held and the possessor concentrates upon the desired effect. Most powers require that the user concentrate for at least a full round.
 Table 5: Special Purpose Swords—Purpose
Roll 	Purpose 	XPValue	GPValue
01-04	Defeat opposite alignment 	200 	1,000
05-07	Defeat law 	200 	1,000
08-10	Defeat chaos 	200 	1,000
11-13	Defeat neutrality 	200 	1,000
14-16	Defeat good 	200 	1,000
17-19	Defeat evil 	200 	1,000
20-23	Slay priests 	225 	1,125
24 	Slay druids 	225 	1,125
25-28	Slay fighters 	225 	1,125
29 	Slay paladins 	225 	1,125
30-31	Slay rangers 	225 	1,125
32-34	Slay wizards 	225 	1,125
35 	Slay specialist wizards1 	225 	1,125
36-39	Slay thieves 	225 	1,125
40-41	Slay assassins 	225 	1,125
42 	Slay monks 	225 	1,125
43 	Slay bards. 	225 	1,125
44-46	Slay avians 	200 	1,000
47 	Slay baatezu 	250 	1,250
48-50	Slay tanar'ri 	200 	1,000
51-54	Slay demihumans 	250 	1,250
55-58	Slay dragons 	250 	1,250
59-62	Slay extraplanar creatures 	250 	1,250
63-65	Slay faerie creatures2 	250 	1,250
66-69	Slay giants 	225 	1,125
70-72	Slay humanoids 	200 	1,000
73-75	Slay insects 	200 	1,000
76-79	Slay magic-using creatures 	225 	1,125
80-82	Slay mammals 	200 	1,000
83-85	Slay plant life 	200 	1,000
86-88	Slay poison-using creatures	225 	1,125
89-91	Slay psionic creatures 	250 	1,250
92-94	Slay reptiles 	200 	1,000
95-97	Slay tanar'ri 	225 	1,125
98-00	Destroy undead 	250 	1,250
: 1 The particular specialist wizard can be determined by rolling Id8 on Table 5A1
: 2 Faerie creatures are: brownies, centaurs, dryads, pegasi, pixies, satyrs, sprites, sylphs, unicorns, and the like (perhaps including elves, gnomes, and halflings).
The purpose of a neutral sword of "defeat opposite alignment" is to ruin or slay creatures of the 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, "wizard" does not include specialist wizards, and so on.
A purpose must suit the type and alignment of the sword in question. Good-aligned swords 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 operates 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 5A: Specialist wizards
Roll	Specialist Wizard
1 	Abjurer
2 	Conjurer
3 	Diviner
4 	Enchanter
5 	Illusionist
6 	Invoker
7 	Necromancer
8 	Transmuter
 Table 5B: Special Purpose Swords—Powers
Roll 	Purpose 	XPValue	GPValue
01-08	Cause blindness for 2d6 rounds	100 	500
09-15	Confusion for 2d6 rounds 	100 	500
16-25	Death 	200 	1,000
26-35	Disintegration 	200 	1,000
36-42	Cause fear for 1d4 rounds 	100 	500
43-49	Feeblemind for 1d4 rounds 	150 	750
50-56	Insanity for 1d4 rounds 	100 	500
57-66	Maze 	100 	500
67-75	Paralyzation for 1d4 rounds 	150 	750
76-85	Petrifwation' 	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 is always appropriate to its purpose—a sword that destroys undead would not haveyear as a purpose power. In a case where purpose and power conflict, simply reroll on Table 5B until a noncontradictory set of characteristics is obtained.
: 1 The plane shifting power throws the victim to a random plane of existence.
: 2 The petrification power does 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, suicidal mania, or insanity involving constant hallucinations.
 Table 6. Number of Languages
Roll 	Languages	XPValue	GPValue
01-40	1 	50 	250
41-70	2 	100 	500
71-85	3 	150 	750
86-95	4 	200 	1,000
96-99	5 	250 	1,250
001 	62 	300 	1,500
: 1 On a roll of 00, the minimum number of languages available to the sword is 6. The GP and XP values reflect this minimum. When rolling twice on the table above, add the XP and GP values if the total is greater than 6.
: 2 or the total of two additional rolls (ignoring further results of 00), whichever is greater.
Languages should reflect the type of sword and its abilities.
 Table 7: Sword Ego
Attribute of sword 	Ego points
Each "plus" of sword1 	1
Each primary ability2 	2
Each extraordinary power2	2
Special purpose 	5
Each language spoken3 	
Telepathic ability 	2
Reading languages ability	1
Reading magic ability 	2
: 1 A sword +1 has 1 Ego point, but if it has another (higher) plus, the highest is also counted. In addition, swords which have no extra pluses but have extra powers add double their "plus" rating for Ego.
: 2 If the ability is doubled, double the Ego points.
: 3 Round up.
A sword with a neutral alignment can be used by any character whose alignment in any part corresponds with the nonneutral 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 would be true for a lawful neutral sword and a lawful evil character, and so on.
Category:Encyclopedia Magica Magic Items
Category:Magic Items
Category:Magic Swords
Category:Magic Weapons