The tables hereafter are used to determine if a sword is unusual; and if it is so, what Intelligence, alignment, etc. it has.
d%
01-75
76-83
84-89
90-94
95-97
98-99
00
Int
none
12
13
14
15
16
17
Capabilities
none
1 primary ability
2 primary abilities
2 primary abilities
3 primary abilities
3 primary abilities*
3 primary abilities** + 1 extraordinary power
Communication
none
semi-empathy
empathy
speech
speech
speech
speech and telepathy
* The sword can also read languages/maps of any non-magical sort.
** The sword can read languages as well as magical writings.
Semi-empathy: The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.
Speech: The sword will speak its alignment language plus 1 or more other tongues as indicated on a table hereafter.
Telepathy: The sword can use either communication mode at will, with language use as any speaking sword.
Any sword with Intelligence will have an alignment. Note that certain swords — Holy Avenger, Sharpness, Vorpal — have alignment restrictions. All cursed swords are absolutely Neutral.
d%
01-05
06-15
16-20
21-25
26-30
31-55
56-60
61-80
81-00
Sword Alignment
Chaotic Good
Chaotic Neutral*
Chaotic Evil
Neutral Evil*
Lawful Evil
Lawful Good
Lawful Neutral*
Neutral (absolute)
Neutral Good*
* The sword can also be used by any character whose alignment corresponds to the non-Neutral alignment portion of the weapon's alignment, i.e. Chaotic or Evil or Good or Lawful. Thus any Chaotic character can use a sword with Chaotic Neutral alignment.
Note. Any character whose alignment does not correspond to that of the sword, except as noted by the asterisk above, will sustain hit points of damage equal to the number of ego points (see hereafter) of the sword each and every time the character touches any portion of the sword unless the sword is in the grasp or possession of a character whose alignment is compatible with the weapon.
d%
01-11
12-22
23-33
34-44
45-55
56-66
67-77
78-82
83-87
88-92
93-98
99-00
Ability
detect "elevator"/shifting rooms/walls in a 1" radius
detect sloping passages in a 1" radius
detect traps of large size in a 1" radius
detect evil/good in a 1" radius
detect precious metals, kind, and amount in a 2" radius
detect gems, kind, and number in a ½" radius
detect magic in a 1" radius
detect secret doors in a ½" radius
detect invisible objects in a 1" radius
locate object in a 12" radius
roll twice on this table ignoring scores of 93 to 00
roll on the Extraordinary Power Table instead
If the same ability is rolled twice or more, range of the power is double or triple, etc.
All abilities function only when the sword is held, drawn, and the possessor is concentrating on the desired result. A sword can do only one function at a time, and thus can fight or detect but one thing at a time.
d%
01-07
08-15
16-22
23-28
29-34
35-41
42-47
48-54
55-61
62-67
68-75
76-81
82-88
89-94
95-97
98-99
00
Power (normal saves apply)
charm person on contact — 3 times/day
clairaudience, 3" range — 3 times/day, 1 round per use
clairvoyance, 3" range — 3 times/day, 1 round per use
determine directions and depth — 2 times/day
ESP, 3" range — 3 times/day, 1 round per use
flying, 12"/turn — 1 hour/day
heal — 1 time/day
illusion, 12" range — 2 times/day, as the wand
levitation, 1 turn duration — 3 times/day, at 6th level of magic use ability
strength — 1 time/day (upon wielder only)
telekinesis, 2,500 gp wt. maximum — 2 times/day, 1 round each use
telepathy, 6" range — 2 times/day
teleportation — 1 time/day, 6,000 g.p. wt. maximum, 2 segments to activate
x-ray vision, 4" range — 2 times/day, 1 turn per use
roll twice on this table ignoring scores of 95-97
character may choose 1 power from this table
character may choose 1 power from this table, and then roll for a Special Purpose
If the same power is rolled twice, the uses/day are doubled, etc.
Powers function only when the sword is held and drawn and the possessor is concentrating upon the desired effect. Most powers will require that the character stop and concentrate for a full round.
d%
01-10
11-20
21-30
31-40
41-50
51-55
56-65
66-75
76-00
Purpose
defeat/slay diametrically opposed alignment*
kill clerics
kill fighters
kill magic-users
kill thieves
kill bards/ monks
overthrow law and/or chaos
slay good and/or evil
slay non-human monsters
* The purpose of the true Neutral version of this sword is to preserve the balance (cf. ALIGNMENT) by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
Purpose must suit the type and alignment of the sword in question. Killing is always restricted to Evil when the sword is of Good alignment. Swords dedicated to slaying monsters will always be either Good and slay Neutral or Evil monsters or Evil which will slay Neutral or Good monsters.
d%
01-10
11-20
21-25
26-55
56-65
66-80
81-00
Power
blindness* for 2-12 rounds
confusion* for 2-12 rounds
disintegrate*
fear* for 1-4 rounds
insanity* for 1-4 rounds
paralysis* for 1-4 rounds
+2 on all saving throws, -1 on each die of damage sustained
* Upon scoring a hit with the weapon unless the opponent makes a saving throw versus magic.
The power will operate only in pursuit of the special purpose.
Table 6.: Non-Alignment Languages Spoken by Sword
d%
01-40
41-70
71-85
86-95
96-99
00
Number of Languages
1
2
3
4
5
6, or the result of 2 additional rolls ignoring a score of 00, whichever is the greater
See the section on LANGUAGE DETERMINATION under PERSONAE OF NON-PLAYER CHARACTERS for a listing of many of the possible tongues which can be spoken by a sword. You should select languages which will suit the type of sword and its abilities.
Only after all aspects of a sword have been determined and recorded can the ego rating of a sword be found. Ego, along with Intelligence, will be a factor with regard to the dominance of sword over character, as detailed hereafter:
Attribute of Sword
each + of sword*
each primary ability**
each extraordinary power**
special purpose each language spoken***
telepathic ability
reading languages ability
reading magic ability
Ego Points
1
2
5
½
2
1
2
* Thus, a +1 sword is 1 ego point, but if it has another (higher) plus, these are also counted, i.e. a +1 Flame Tongue has a maximum plus of 4, so it is +1/+4 for 5 ego points. In addition, swords which have no extra pluses but extra powers (Holy Avenger, Sharpness, etc.) add double their + rating for ego.
** If double ability, double ego points.
*** Round upwards.
When a sword possesses unusual characteristics, it has a personality which is rated by combining its Intelligence and ego scores. The sword will, of course, be absolutely true to its alignment, and if the character who possesses the sword is not, personality conflict will result, i.e. sword versus character. Similarly, any sword with an ego of 19 or higher will always consider itself superior to any character, and a personality conflict will result if the possessor does not always agree with the sword's dictums.
The personality strength of a character is: INTELLIGENCE + CHARISMA + LEVEL OF EXPERIENCE.
Note level is reduced by 1 for every group of hit points of damage taken equal to the character's average number of points per hit die for total levels of experience (rangers, for example, getting 2 dice at 1st level). Example: A fighter of 7th level has 53 hit points: 53 + 7 = 7.6 — for every 8 points of damage he or she takes, his or her personality strength will be lowered by 1.
Whenever personality conflict occurs, the sword will resist the character's desires and demand concessions such as:
removal of associates, henchmen, hirelings, or creatures of alignment or personality distasteful to the sword
the character divesting himself or herself of all other magic weapons
obedience from the character so that the sword can lead the expedition for its purposes
immediate seeking out and slaying of creatures hateful to the sword
encrustation of gems on pommel, hilt, scabbard, baldric, or belt and a special container for its safekeeping likewise of precious substances
magical protections and devices to protect it from molestation when not in use
that the character pay it handsomely for all abilities and powers the sword is called upon to exercise in behalf of its possessor
that the character always take it along on all occasions
that the character relinquish the sword in favor of a more suitable person due to alignment differences and/or conduct
At any time that the personality score of a sword exceeds the personality score of the character who possesses it, the sword will dominate its possessor, and it can force any or all of the above demands or actually cause any of the following actions:
force its possessor into combat
refuse to strike opponents
strike at its wielder or his or her associates
force its possessor to surrender to an opponent
cause itself to drop from the character's grasp
Naturally, such actions are unlikely where the character-sword alignment and purposes are harmonious. However, the sword might well wish to have a lesser character possess it so as to easily command him or her, or a higher level possessor so as to better accomplish its goals.
All magic swords with personalities will desire to play an important role in the success of activities, particularly combat. Likewise, they are rivals, even if of the exact same alignment, and they will be aware of the presence of any similar weapon within 60-ft, and try the best to lead a possessor into missing or destroying the rival unless this is totally inimical to its nature, i.e. a Holy Avenger would certainly not allow destruction of any other Lawful Good sword and might encourage discovery of same — even at the risk of having to face grim odds to do so...
Swords of this nature will never be totally controlled or silenced by the characters who possess them, even though they may be heavily outweighed by personality force. They may be powerless to force their demands, but they will be in there plugging. Even a humble +1 sword of unusual nature can be a vocal martyr, denigrating its own abilities and asking that the character only give it the chance to shatter itself against some hated enemy, etc.
N.B. Most players will be unwilling to play swords with personalities as the personalities dictate. It is incumbent upon the DM to ensure that the role of the sword is played to the hilt, with the DM assuming the persona of the sword if necessary.