Header Ads Widget

Ticker

6/recent/ticker-posts

Evocative +1 Sword Replacements

So I've complained in the past about the profoundly lame effect of "+X" magic weapons and armor on a game.  I don't take it back.  In the Vaults of Pahvelorn game my 7th level thief has a 'magic sword' made of elf metal - it is one of the few magic weapons in the party.  It doesn't do much except glow in moonlight and hurt certain undead that are immune to non-silver weapons.  That's enough though. 
Clearly it's magic but I can't see it doing anything special

Magical swords are a very D&D thing, everyone wants one, and why not - they're pretty cool.  The problem with weapons that give a bonus to attack and damage is that they become expected, and lack any kind of excitement, weirdness or mystery.  I don't want magical items to be commonplace and I don't want them to be dull, ready for replacement when the next level of 'plus' comes along.  I want my magic slightly terrifying.  Beyond not being flavorful 'plus' magical weapons simply create an arms race between player treasure recovery and monster armor class.  This is how many an MMO works.  It's not that being 80th level is better then being 60th, it's just that the dungeons you've raided give you equipment that cuts the necessary .5 more seconds of killing a creature of the same level. There's nothing wrong with this approach in a video game, especially if cool graphics back it up, but in a table top game combat mechanics are frequently boring.  I firmly think that player interest and excitement is held by the discovery of mysterious artifacts that do specific things and tell specific stories.  One needn't make magic items perfect for every player in a tabletop game, because as a GM one can tailor their odd powers can to the events at hand.

Below are 10 magical swords with powers that are somewhere in the range of +1 to +2 and should actually be interesting.  Some are vaguely unsettling, others very situational and others potentially annoying.  I think the list can be easily used to make even better swords (improved bonuses and no side effects) or cursed weapons (worse side effects).



D10
Name & Description
Powers
Complications
1
Phantom Sword - Seemingly brittle and ancient, this blade is haunted by the spirits of its past wielders.  After the first round of combat (where it is useless) a shimmering spectral blade coalesces around the weapon’s blackened core of rotted iron.
Ignores up to 5 points of armor, but does not affect natural armor or magical warding.
Haunted by the souls of ambitious warriors, may push wielder into berserker rage. Save vs. Wisdom after 1D6 rounds of combat.
2
Searing Sword – a blunt blade of blackened steel, the magic of this weapon heats it to red hot as battle continues.  As it begins to glow and crackle, runes of power shine menacingly on the blade and pommel.
Each combat round after the first the searing sword gains a +1 cumulative damage bonus and may ignite flammable objects.
Each combat round after the first the weapon heats, burning the wielder for damage equal to its damage bonus. Heavy gauntlets reduce this by 1.
3
Necromancer’s Spine – A white metal weapon, usually a smallsword or rapier, with etchings of bones and mocking skeletons along its blade.  The weapon’s magic  is not strictly martial, but humanoids slain with it will quickly rise from death and battle on behalf  of the sword’s wielder.
Humanoids killed with the sword will return from death in 1D4 rounds to serve their killer as undead thralls.  Without necromantic training these undead will serve for 1D4 turns after rising.
Sometimes the dead raised by the Necromancer’s Spine will turn on the sword’s wielder after battle.  When no enemies are available to attack the sword’s thralls must check (1 in 6 chance) or turn on their master.
4
Glass Sword – clear, translucent or solid and smoky these swords of alchemical glass were once made in numbers to equip the legions of the ancients.  They are preternaturally sharp, and on a solid strike are capable of easily bisecting even an armored enemy.
Exploding damage - on a strike doing maximum damage the weapon will do an additional die of damage. This effect stacks, with every roll of maximum damage allowing an additional die.
On an attack roll of 1 (or if used to hack or pry at stone, metal or wood) even alchemical glass may shatter, destroying the weapon.  Roll a 1D6 and on a 1 the blade shatters.
5
Headsman’s Blade – A huge unwieldy two handed sword, engraved with at least one pithy maxim about the inevitability of death, and encrusted the decorative silverwork depicting skulls, scales and law scrolls this sword actively seeks to behead enemies.
On an attack roll of ‘20’ the huge sword will cleave the head of any enemy with HD of up to double the wielder’s.  This is usually fatal.
The Headsman’s Blade is difficult to use even for a trained warrior of great strength and it’s wielder will strike at a -1 to hit.
6
Living Blade– A paddle of wood, more club than sword, it is carved with a pattern of thorns and leaves.  The weapon is still alive and its magical thornwood edges bite and tear at enemies just as a steel blade would.  The Living Sword also possesses the ability to grasp and entangle opponents.
When an opponent rolls a ‘1’ to attack while facing the Living blade, their weapon has become entangled the Blade’s tendril to be snatched and cast 1D4x10’ away.
The weapon has a mind of its own and becomes frustrated when it fails to kill an enemy in combat.  At the end of any combat where it does not kill an opponent the blade will tear at it’s wielder’s wrist drinking 1D4 HP of blood.
7
Warded Blade – Well crafted from the finest steel, etched with righteous glyphs of power, these weapons are forged for holy warriors.  They revile and repel magic, offering great protection from the corruption of arcane magic.
All spells cast against the wearer of a Warded Blade require a Save vs. Spells by the Caster to invoke. This is in addition to any other save attempts against their effects.
All arcane spells cast by allies of the wielder require a Save vs. Spells by the caster to succeed.
8
Stone Cleaver – A heavy blade of gray stone cracked and reeking of elemental power this weapon is carved from the heart stone of a powerful earth spirit and inlaid with geometric sigils in black marble.
On a successful strike the wound will begin to petrify, slowing the victim and making them strike last in any subsequent round.
The petrifying power of the cleaver works on the wielder as well who will have a -2 to initiative (or always strike last in a round if using group initiative – though before the cleaver’s victims).
9
Cold Iron Sword  - resembling a bar mace, the cross section of this pitted iron weapon is cross shaped, and the whole item has a crude unfinished look. The Sword’s rough appearance derives from its manufacture.  Cold forged from raw meteoric iron, uncorrupted by the earth it is capable of banishing  devils, demons and other outsider entities.
When any creature of non-terrestrial origin is struck for maximum damage, it is instantly banished to its home plane.
Outsider creatures hate this weapon, and can sense it’s presence.  Regardless of their original intentions they will seek to destroy it, either demanding it be turned over to them or slaying its owner to seize it.
10
Blooddrinker Blade – Sinuous and red, with a hilt of tarnished brass and ten glyphs of diabolic power along its blade, the Blooddrinker feasts on the souls  those it slays and allows its wielder to regain his strength by devouring any scraps that remain.
After battle the owner of the blade may lick the blood off of it regaining 1 HP as long as it has struck an enemy.  For each enemy actually slain with the blade it will heal 1D4 HP.
Wielding a Blooddrinker blade takes its toll on the wielder as well as the weapon’s victims, and the sword will syphon 1HP per HD from any future HP rolls made by the wielder.

Post a Comment

0 Comments