Now, we’re cooking! Some DM’s prefer low-level campaigns. A friend of mine, would usually stop his games, when the characters hit 9th to 11th level. For him, the game was most fun to DM at lower levels. Me? I can hardly wait for 9th! I’m at my best, when running high level games. It’s where things start to really come together and the Fire of my Imagination, stokes ever hotter, as I start playing with all the possibilities opened up at that level of play.
Most of the swords which follow, have Motivations. As with my previous postings in this series, even those which don’t have one, have some kind of goal or reason for being, whether general or specific, imposed upon creation or chosen by the sword itself. I don’t feel the need to give all magic swords a Motivation in the technical sense, but an argument could be made for that idea. Magic swords are special and made for a well planned purpose. Now I’m wondering if I shouldn’t make all weapons unique and intelligent. Maybe. Probably not. It helps make Fighters special.
These are based on the LL/AEC rules for Intelligent Weapons, but several liberties have been taken.
The Following is declared Open Game Content.
Table of +3 Intelligent, Magic Swords
1. Name: Light’s Argument
Int: 12. Psyche: 12. Willpower: 27. Communication: Verbal, Read Magic. Alignment: Lawful. Motivation: To Slay Demons. Powers: Dispel Evil 1/day. Protection From Evil 10’ 2/day. Motivation Power: The Sword can summon 1d2 Couatle, when engaged in battle against Demons.
A gold hilt, shaped in the form of a winged serpent, serves a blade the color of gold. A line of sigils run the length of the blade on both sides. The etchings are filled with a black, stone-like substance, which feature tiny flecks of ruby and emerald dust.
Light’s Argument was created on a world, where Couatle served a Lawful God of Justice and Protection. Over the centuries, it has been taken to several different dimensions, in its fight against the hordes of the abyss.
The sword is very much an exemplary of Knightly Virtues and will only agree to serve a Fighter who is willing to at least try to live up to its ideals. It’s knowledge of demon-kind is impressive and it will seek out any information it can find, regarding the doings of its foes, upon whatever world it finds itself inhabiting. The Couatle summoned by its Motivation Power come from the Outer Planes. Couatle inhabiting the Prime Material location of the sword, will offer any aid they can to Light’s Argument and its wielder, out of respect for the pact, which others of its kind made with the deity, by whose power the sword was formed.
2. Name: Abyssal Assailment
Int: 12. Psyche: 12. Willpower: 27. Communication: Verbal, Read Magic. Alignment: Chaotic. Motivation: To Slay Paladins. Powers: The blade is shrouded in green Abyssal Flame, doing an extra 1d6 points of damage to most foes, 1d8 to “good” enchanted creatures. Summon a Vrock 1/day. Motivation Power: Bestow Curse.
A scarlet blade, with sigils of the most depraved magic, running the length of its blade. The etchings are filled with the dust from a rare, dark green gemstone, native to the abyss. The hilt is black and relatively simple, save for the pommel, which is shaped like the head of a vrock.
Created in the Abyss, itself, by the dark priests of an Abyssal Lord, the sword was let loose on the Material Plane to serve champions of Chaos and Evil.
Abyssal Assailment will insist that it’s wielder actively hunt down and slay Paladins! Originally, the sentience inhabiting the sword was a Higher Order demon. It believes, rightly or wrongly, that when it has slain 1,000 Paladins, it will be set free. So far, it’s on number 120. It has an extensive knowledge of Paladins and their abilities, has intimate knowledge of the Abyss and a respectable amount of information on other “evil” outer planes. It loves philosophy and can discourse at length on this subject. Parties of various alignments and loyalties, will try to obtain this sword, once they learn of its existence or, in the case of prior knowledge, of its presence.
3. Name: Prime Obviation
Int: 12. Psyche: 12. Willpower: 27. Communication: Verbal, Read Magic. Alignment: Neutral. Motivation: To Slay Clerics, who derive spells from Outer Planar Divinities. Powers: Heat Metal 2/day. Dispel Magic 1/day. Motivational Power: Insect Swarm.
A Mithril Sword, finely made, but otherwise unadorned.
Created by a circle of Druids, who wished to check the actions of Outer Planar beings, upon their world, the sword has made more than a few enemies amongst clerical organizations.
Prime Obviation is quite dispassionate about its task, but it will seek to carry it out, unflinchingly. It’s its job, so to speak. It will not under any circumstances, agree to adventure with a party if a cleric of a deity, which resides in the Outer Planes, is present.
4. Name: Nothing
Int: 12. Psyche: 4* (12). Willpower: 18* (27). Communication: Verbal, Read Magic. Alignment: Special. Motivation: Special. Powers: The wielder's strength is increased by 2, when the blade is in use. The sword provides a +1 bonus to all saves. Motivation Power: Special.
The blade is multi-colored, the various hues, shifting and flowing, as if it were made of a solidified rainbow. The hilt is of an unknown, inky black metal, wrapped in red leather.
Nothing of the history of this sword is know. Sometime, in the past, it lost its memories and much of its personality and abilities.
If asked its name, the sword will answer “Nothing,” in a a voice tinged with a touch of despair. It will function adequately, with seemingly no will or desire of its own. It will, in conversation, be rather dreary and depressed. Once per day, there is a cumulative 5% chance, that the sword will suddenly choose a Motivation, which will be based upon something it has experienced or witnessed on that day. For instance, if undead were previously fought, then Slaying Undead, may become its new cause. If it saw a woman being abused in a city, Protecting that specific person, or women In general, or defeating the type/class of being the abuser was, may be chosen. Or, slaying women may become its new Motivation. Its Alignment and personality will change to one appropriate for its new-found cause and its stats will increase, to match the number given in parenthesis, above. It will act fiery, maniacal and filled with a burning desire for its cause and believe that it has always been, thus Motivated. It will also remember its name as being something appropriate to its newfound passion. It’s Motivation Power at these times, is Phantasmal Monsters, but there is a 5%, each time it calls upon its Motivation Power, that it will be cast a Prismatic Spray, instead. The period of Motivation will last 1d6 days and one week after it ends, the chance for a new Motivation will start again at 5%.
5. Name: Mother of the Lost
Int: 12. Psyche: 12. Willpower: 27. Communication: Verbal, Read Magic. Alignment: Lawful. Motivation: Protect the Helpless. Powers: Flamestrike 2/day. Protection From Evil 10’ Radius 3/day. Motivational Power: Blade Barrier.
The sword is rather plain though obviously of high quality. Brown leather, wraps the simple cross-hilt and only the small holy symbol, etched into the spherical pommel, gives any indication of its allegiance or powers.
Created by a Lawful order of Clerics, the sword has been involved in many battles and times of strife. Few, if any, know of its existence, as its wielders have always avoided any sort of fame or notoriety, for themselves or the sword.
Mother of the Lost has served Paladins, Knights and simple warriors, over the centuries and will demand the same high degree of commitment to its cause from its wielder, as it feels, itself.
6. Name: Ruin of the Magi
Int: 12. Psyche: 12. Willpower: 27. Communication: Verbal, Read Magic. Alignment: Neutral. Motivation: Slay Magic-Users. Powers: Dispel Magic 1/Day. Lesser Globe of Invulnerability 1/day. Motivation Power: Feeblemind.
A sky-blue blade, etched with sigils, which glow a brilliant white. The hilt is of a like color, wrapped in white leather.
The sword was created by a order of Magic-Users, who were at war with a rival sect. Though the war is now long forgotten, the sword continues to carry out its purpose.
Ruin of the Magi approaches its task in a business-like fashion. Due to the circumstances of its creation, it does understand that its wielder might have wizardly allies and will leave these unmolested. Usually. If the MU in question is foolish enough to make an enemy of the sword, it would have no qualms about scheming to do away with the offending magus.
7. Name: Abomination
Int: 10. Psyche: 8. Willpower: 21. Communication: Verbal. Alignment: Chaotic. Powers: The sword emanates Abyssal Radiation, doing an additional 1d6 points of damage, per hit. 1/day, the sword may release a cone of Flames, which contain concentrated Abyssal Radiation, extending 50’ and doing 10d4+10 points of damage, save for half. Abyssal Radiation is mutagenic and any survivors must make a Saving Throw vs. Poison, or contract a fatal disease, from the exposure. There is a 10% chance of a non-fatal mutation, instead. The wielder of the sword will suffer a non-fatal mutation, within a year of exposure to Abomination. Whether this mutation is useful, annoying, or merely disgusting, is left to the GM to determine. 1/day, the sword may Cause Mutation in another, with effects similar to the spell Cause Disease. Again, a Saving Throw is allowed and the same 10% chance of a non-fatal mutation, applies.
The sword is made of a strange, black metal. Green sigils run the length of the blade, glowing and visibly emanating a sickly energy.
Another product of Priests of the Abyss, Abomination is directly linked to its plane of origin, drawing energy from the Abyss and radiating it, onto the Prime Material.
The Sword is quite happy, going about its Evil and Chaotic business. It is cheerful, Funny and even kind of charming. Murderous, but charming.
8. Name: The Ace
Int: 10. Psyche: 12. Willpower: 25. Communication: Verbal. Alignment: Neutral. Powers: Feather Fall 1/day. 10d6 Lightning Bolt 1/day. Dimension Door 1/day. One time only, per wielder, the sword may grant a Limited Wish.
A shiny black blade, the etched sigils of which are filled with gold dust and flecks of mithril. The hilt is of the same metal, with a hilt wrapped in gold leather.
Created by a deity of Good Fortune, then cast onto the Prime Material, The Ace, in the hole, that is, has travelled to several different worlds and seen much adventure, over the years.
The care-free joviality of the lucky, is expressed by The Ace. It is fearless, never worries and always believes that things will work out. It prefers adventuresome wielders, the more rogue-like, the better.
9. Name: Rose of the Lady
Int: 9. Psyche: 8. Willpower: 20. Communication: Verbal. Alignment: Lawful. Powers: 1/day, the sword may cast Ray of Death (Reverse of Raise Dead.) The sword will do double damage against undead, similar to a Mace of Disruption, but without the Turning effects. The wielder is immune to the Level Drain effects of Undead.
A white blade, etched with black roses. Tiny sigils, may be seen worked into the etches of the flowers; these are flecked with the dust of rubies. The hilt is black, wrapped in white leather.
The sword was created by the priests of a Lawful Goddess of Death, for the purpose of serving her champions. The cult viewed undead as being blasphemous. Like all of these swords, Rose of the Lady’s current planar location, may not be synonymous with its plane of origin.
Rose of the Lady sees itself as a tool of Death and so long as it slays on a regular basis, it will be quite content with its existence. The one thing it will not abide is Undead and will insist upon their destruction, though it will not be irrational about this. It will, for instance, take steps to gather more forces, if necessary.
10. Name: Delight in Darkness
Int: 12. Psyche: 12. Willpower: 28. Communication: Verbal, Read Magic. Alignment: Chaotic. Powers: +2 to all saves. Charm Person 2/day. Suggestion 1/day. 1/week, the wielder can summon a Succubus, who will be well disposed toward the wielder, but not under any compulsion to obey his orders. The wielder must negotiate for any desired services.
The sword has a blade of deep purple, with abyssal sigils, which glow a dark green and a hilt made of a dark, green mineral, the origin of which is in the abyss.
Created by a Queen of Succubi, to lure mortal champions into her service, the sword is highly sought after, by both servants and foes of the Queen.
Delight in Darkness will occasionally commune with the Succubi Queen and will carry out her will, in all things. It is charming, manipulative, loquacious and thoroughly evil.