A magical weapon can be intelligent, have an alignment, or have one or more special powers. Only intelligent weapons can have an alignment, although any weapon can have special powers. Many intelligent weapons have names. While a system for random generation of weapon personalities and powers is presented at the end of this section, it is more important to create a weapon that makes sense. GMs are strongly encouraged to design the personality, alignment, and powers to suit each other.
It is impossible to assign a leveling system to the myriad of possible abilities. It is up to the GM to gauge the power of a weapon. While intelligence and alignment may not do much for the wielder, many of the special powers are quite potent, and even the minor ones can greatly enhance a weapon by giving spell-like abilities to a class that normally has none. Only the weakest of powers will not raise the level of weapon by at least one.
Some weapons are enchanted so as to be sentient. These weapons vary in intelligence, willpower, and personality traits. Only intelligent weapons can be aligned to a religion.
Intelligent weapons have an intelligence and an ego. These numbers must be between 1 and 12. The higher a weapon's intelligence, the more rationally, effectively, and indirectly it pursues its goals. The higher a weapon's ego, the more will it has to pursue these goals.
An intelligent weapon may be capable of empathy, speech, or even telepathy. A weapon with empathy can communicate its strong emotions to its wielder. A weapon that can speak knows the language of its creator; it can know an additional language for each point of intelligence above 9. Only a weapon with intelligence 12 can communicate telepathically with its wielder. A weapon communicates as per its intelligence, with 8 being a dumb native, 10 being average, and 12 being scholarly.
An intelligent weapon has a personality. A weapon personality is often expressed in terms of traits, but the GM should feel free to describe the personality in as much detail as he wishes. The following list is just a sample of possible traits.
Loves battle, Cautious, Fearless, Hates one species, Likes one species, Greedy, Generous, Vengeful, Forgiving, Religious, Vain, Proud, Ambitious, Competitive, Argumentative, Rude, Polite, Talkative, Quiet, Subversive, Insulting, Frugal, Caring, Supportive, Overconfident, Chivalrous, Rationalizes all wrong, Denies all wrongdoing, Childish, Overmature, Selfless, Selfish, Martyrish, Sneaky, Stubborn, Nervous, Openly miserable, Paranoid, Schizophrenic, Phobic, Just plain homicidal, Self-obsessed.
Hates One Species Usually that of the special bonus of the weapon, if this exists.
Likes One Species The weapon would prefer this species as its wielder.
Phobias Pick one or more. A phobia should be consistent with the weapon's other traits and powers. Some suggested possibilities are claustrophobia (fear of enclosed places), manaphobia (magic), necrophobia (death/dead), ophiophobia (reptiles), pyrophobia (fires), scotophobia (darkness), thalassophobia (sea), and triskaidekaphobia (the number 13). Some phobias that obviously don't work well as personality traits for weapons are aichmophobia (sharp objects), hoplophobia (weapons), or teratophobia (monsters). Remember that, in general, a personality trait in a weapon is not designed to be a means to frustrate a player; while the agoraphobic weapon that refuses to be drawn from its scabbard outdoors may seem amusing, it is essentially worthless as an item in a scenario whose setting is not underground.
Many of these traits don't make sense if the weapon is unable to speak. The intensity of each trait should be specified in the personality description, on the same scale of 1 to 12. The following list describes how the intensity of each trait will influence the weapon's behavior.
While the long-term harmony between the weapon and its wielder depends upon tolerance and occasional indulgence, sometimes neither entity will be willing to back down. If this occurs, the weapon may balk and disobey its wielder. It can do so in a number of ways. It may refuse to be sheathed, drawn, or dropped. It may refuse to be used in melee, or may attempt to attack its owner. It may attempt to ruin plans by acting at the wrong moment or embarrassing its wielder. It may cancel its special powers or abilities. It may attempt to cause itself to be lost or insist upon being given to another wielder. It may try to compel its wielder to submit to its idea.
If such a disagreement occurs, a battle of wills takes place. The wielder rolls a D6 per level, then adds his intelligence and charisma, and subtracts 1 for every 3 hit points that he is below normal. The weapon rolls a D6 per level as a magical item, then adds its ego and intelligence, plus one point for each Extraordinary power. If the matter involves a personality trait of strength 9 or higher, or involves the weapon's religion, add a D6. The higher number wins, and the victor can impose his course of action. Actions that are particularly distasteful to one party may require two successful battles, and if that party wins either, then no battle of wills can be fought over the issue for another week.
Some magical weapons are dedicated to a particular god. Such a weapon, created by the alliance of a mage and a cleric, is always intelligent. It cherishes the principles of its religion, although some are more fanatic than others. An aligned weapon expects its wielder to follow the rules and tenets of its religion. While a more tolerant weapon may allow its wielder to slack off slightly, no aligned weapon will willingly allow a serious transgression in its presence. If necessary, such a weapon will engage in a battle of wills to attempt to enforce the religion.
Pick the religion of the weapon as desired. The weapon only functions at full power for a member of that religion. For members of religions that are generally friendly or allied, the weapon will be no more powerful than +1. For members of religions that are generally neutral, the weapon cannot be used. For members of hostile religions, the weapon cannot be used and causes 2D6 to any of this religion who touch it. If the weapon is dedicated to a minor deity, it generally extends full powers to those who follow the major deity to which the minor one is related, although some weapons can be extremely finicky about the particular sect of the religion. A GM should specify for every aligned weapon in his item list how the weapon regards members of each religion available at PrinceCon.
Some weapons have the ability to cast or project spell-like powers or even function as mages themselves. Special powers can only be used by someone normally able to wield the weapon, and only while he is holding the hilt or handle. The wielder must speak to activate the power, unless the weapon is telepathic, in which case the wielder may simply communicate in that manner. The special powers of a magical weapon can only be used by someone able to wield the weapon.
Special powers are separated into three categories: Primary, Extraordinary, and Aligned. Primary powers generally correspond to spell levels 1 and 2, while Extraordinary powers correspond to spell levels 3 to 5, although some powers aren't easily leveled. Aligned powers are innate powers related to the tenets of a religion. Only aligned weapons can have Aligned powers.
Most powers can only be used a certain number of times per day or per week. In general, the duration of a power is that of the corresponding spell. Powers require one round to turn on.
Powers denoted as "Constant" function at all times that the weapon is being held.
Other powers, denoted by "Concentration", can be used as often as desired but require that the wielder do nothing else, save perhaps move at 1/3 speed. To activate a power based on concentration, the wielder must speak as above. No concentration power can be used more than 30 minutes per hour. At the creator's option, concentration could be replaced with several stints per day, each of the spell's normal duration, during which the wielder could act normally.
Powers that are not constant may, at the GM's option, be placed on a burnout system. Assign a burnout chance to each power. Each time the power is used or turned on, roll the burnout. If a power does burn out, the same chance may be rolled again to see if the weapon as a whole burns out. If not, only the power does. Because of the difficulty in keeping track of which powers have burned out, this option is not recommended for convention use unless the burnout of any power renders the entire weapon nonmagical. Powers on burnout typically can be used more often or even without restriction.
The default level of Primary powers is 6; the default level of Extraordinary and Aligned powers is 10, except for offensive spells, which default to level 6.
Once per day. As the clerical prayer, but can only be used on the wielder. An aligned weapon whose religion's clerics cannot cast this prayer cannot have this power.
Constant. Reduces/Increases the wielder's body temperature 25 degrees Fahrenheit toward normal body temperature. It does not counter fire/cold spells, but it will protect against extended exposure.
Once per day. As the clerical prayer, but can only be used on the wielder. An aligned weapon whose religion's clerics cannot cast this prayer cannot have this power.
Concentration. As Locate Secret Doors, but gold is detected. Only a rough idea of the amount is gained.
Concentration. As per Locate Secret Doors, but traps are detected.
Twice per day. The weapon possesses a special form of the mage spell Dispel Magic that functions only against a specific spell or prayer. Examples are Wall of Fire, Blade Barrier, Magic Bridge, Shield, or Flame Weapon. The range is touch, although how the Dispel works against some spells (e.g., Shield) should be specifically and clearly stated with the weapon description. The level of the weapon is 10 for dispelling purposes.
Constant. The wielder gets two chances to make his saving throw against spells such as Detect Lie or ESP, or against other magical means of discovering his intent. This power is obviously never found in a weapon aligned to Janda.
Concentration. The wielder can search for secret doors by passing the weapon over the area to be searched. Searching in this manner takes 1/10th of the ordinary time and works 90% of the time. This roll should be handled separately from any other chances the wielder might have.
Once per week. The wielder can summon 2D4 second level fighters from Valhalla. They appear in a flash within 2" of the caller and fight for him until dead, until ordered to return, or until there are no opponents for them to fight for one hour.
Constant. As the clerical prayer Cat's Eye.
Concentration. As the clerical prayer Water Walking, only for the wielder.
In general, any first or second level mage spell, except Strength, can be placed in the weapon. The duration and access restrictions must be carefully set for each spell. This information should be noted in the item list. Defensive and nontargeted spells can in general only be used by the wielder. Here is a partial list:
Once per day. As the clerical prayer, but can only be used on the wielder. An aligned weapon whose religion's clerics cannot cast this prayer cannot have this power.
The wielder can choose one language per day. During that day he will be able to speak, understand, read, and write that language like an ordinary native. The ability lasts for one day, during which time the user need not touch the weapon, but must carry it on him.
Once per day. As the clerical prayer, but can only be used on the wielder. An aligned weapon whose religion's clerics cannot cast this prayer cannot have this power.
Constant. Teleportation is impossible within 1" of the wielder, either to enter or to leave, without his express permission. This includes Dimension Door, Transport Tokens, etc.
Concentration. The wielder can detect gates, defined as places that allow travel to parallel universes, as per the generic clerical Detect Type IV prayer. He knows where detected gates lead, as well as he can understand.
Concentration. The wielder can detect the presence of a certain kind of monster. The range is 10", with stone and metal counting as 10 times its thickness. The kind of monster can be fairly broad, and the weapon detects both the number and particular species of monster.
Constant. The weapon can detect sudden discontinuous shifts in the wielder's position, as would occur upon being teleported.
Twice per day. As per the Primary power, but the level of the weapon is 15 for this battle.
Special. This weapon must be intelligent. It actually has the power of a level N mage with spell points equal to its intelligence. It can choose its spells as would a mage. The weapon cannot be in melee when casting, and the wielder cannot do anything else during the round. The spell must be declared in the declaration phase; it is then cast in the mage spell phase. Possession of the weapon does NOT give the wielder the ability to use items restricted to mages.
Once per week. As Minor Valhalla, but 2D4 4th level fighters are summoned.
In general, any third through fifth level mage spell can be placed in the weapon. A few higher level spells are also appropriate. The duration and access restrictions must be carefully set for each spell. This information must be noted in the item list. Defensive and nontargeted spells can in general only be used by the wielder. Here is a partial list:
These powers are derived from clerical help in the making of the weapon. They are religion-specific. They are governed by the same rules and definitions as special powers in general. Only aligned weapons can have Aligned powers. Additional suggestions regarding aligned powers can be found in the Holy Symbols section of this book.
In general, any first through fifth level clerical prayer of the religion of the weapon can be placed in it. A few higher level prayers are also appropriate. The duration and access restrictions must be carefully set for each prayer. The default level for offensive prayers is 6 and for other prayers is 10, but this can be different for level-vs-level purposes. All of this information should be noted in the item list. Defensive and nontargeted prayers can in general only be used by the wielder. Here are some examples:
Because of the effort required to create an intelligent magical weapon, GMs are strongly encouraged to choose the personality, powers, and alignment of each weapon. For those who desire such a system, however, a method of randomly generating personalities and powers is presented here.
First, the weapon's intelligence and ego are determined by rolling a D4 for each level of the item. For a Cursed weapon, or a weapon whose power isn't reflected by its level, use a level corresponding to the power of the weapon (the harmful effects count positively in this case). Then modify each roll by a D10 mapped to (-4,-3,-2,-1,0,0,+1,+2,+3,+4). The values for intelligence and ego must be between 1 and 12.
The ability to communicate and the special powers of a weapon are determined by its intelligence. The weapon has an Int*20% chance of being capable of empathy and an Int*10% chance of being able to speak. A weapon with intelligence 12 can communicate telepathically with its wielder. A weapon that can speak knows the language of its creator, and an additional language for each point of intelligence above 9. Choose any additional languages appropriately. A weapon with intelligence 7 has 1 Primary power, a weapon with intelligence 8 has 2 Primary powers, a weapon with intelligence 9 or higher has 3 Primary powers, and a weapon with intelligence 12 also has an Extraordinary power. Powers can be chosen or rolled randomly. If a power is rolled twice, it can be either increased in effect or rerolled.
An intelligent weapon should have one trait, plus one extra trait for each point of ego above 8. Traits can be chosen or randomly selected from the list. Duplicate traits intensify themselves. Contradictory traits cancel each other out, and the weapon has fewer traits than expected. To determine the intensity of each trait, roll a random number between 1 and the weapon's ego; add a D4 for each time the trait is duplicated. Finally, select an alignment if desired, and any applicable aligned powers.
Last Modified on September 10,1995.
ammulder@princeton.edu