Table 8-9: Sword Powers, Type III: Magical
TableDCC CORE · p.371
Open source p.371No table.
| Roll | Power |
|---|---|
| 01-07 | Wielder 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 |
| 08-14 | Each 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. |
| 15-20 | The wielder casts all spells at caster level. Shift planes. |
| 21-25 | The 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. |
| 26-30 | With 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. |
| 31-39 | The 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. |
| 40-51 | The 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. |
| 52-58 | The 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. |
| 59-65 | The 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. |
| 66-75 | The wielder can fly at a speed of 30’. Turn invisible. |
| 76-84 | Up to times per day, the wielder can turn invisible for a duration of turns. The invisibility vanishes immediately if the wielder attacks. Magic resistance. |
| 85-90 | All spells directed specifically at the wielder suffer a spell check penalty. Supreme willpower. |
| 91-94 | The wielder receives a bonus to Will saves. Un-dead touch. |
| 95-97 | The weapon scores critical hits as an un-dead creature, rolling on crit table U whenever a crit is scored. Regeneration. |
| 98-00 | As long as they wield this weapon in their hand, the wielder regenerates 1 point of damage each round. P age 371 |