← Search

Table 8-9: Sword Powers, Type III: Magical

Table

DCC CORE · p.371

Open source p.371

No table.

RollPower
01-07Wielder heals spellburn at 3x the normal rate: with no rest, heals 3 points of ability score loss each night, and with rest, heals 6 points each night. Spellburn reservoir. sword’s
08-14Each day, the wielder can burn up to 3 points of the Intelligence on spellburn to affect their spellcasting as if they were spellburning their own abilities. The sword’s lost ability scores heal in full each night. Spell magnifier.
15-20The wielder casts all spells at caster level. Shift planes.
21-25The wielder can shift to an adjacent plane 1/day, arriving in the position corresponding to their current position. There is a 10% chance that the sword also allows them to take along up to allies with each plane shift. Demon-binding.
26-30With any successful strike against a demon or other extraplanar creature, the target must make a DC 20 Will save or be bound to its current exact location for turns. It cannot take any steps or teleport out unless this effect is magically dispelled. Summon creature.
31-39The sword is magically keyed to a specific creature type (e.g., wolf, lion, pegasus, etc.). The wielder can summon such a creature times per day. Resistance.
40-51The sword grants its wielder resistance to certain forms of attack. The wielder ignores the first 3 points of damage from that form of attack each round, and gains a bonus to saving throws against that form of damage. The form of attack is (roll ) (1) fire; (2) cold; (3) acid; (4) lightning; (5) poison; (6) drowning. Immune to non-magical attacks.
52-58The sword makes its wielder resistant to non-magical attacks. The wielder resists the first 5 points of damage each round by attacks of a non-magical nature. Creatures of 5+ HD are considered “magical” for purposes of this effect. Resistance to critical hits.
59-65The sword makes the wielder hard to inflict critical damage upon. The wielder receives an automatic Fort save whenever a critical occurs against them. The DC is equal to the natural die roll used to score the crit (usually 20 but not always). If they make this save, the critical does not take effect. Flight.
66-75The wielder can fly at a speed of 30’. Turn invisible.
76-84Up to times per day, the wielder can turn invisible for a duration of turns. The invisibility vanishes immediately if the wielder attacks. Magic resistance.
85-90All spells directed specifically at the wielder suffer a spell check penalty. Supreme willpower.
91-94The wielder receives a bonus to Will saves. Un-dead touch.
95-97The weapon scores critical hits as an un-dead creature, rolling on crit table U whenever a crit is scored. Regeneration.
98-00As long as they wield this weapon in their hand, the wielder regenerates 1 point of damage each round. P age 371