13a. Extraordinary Power of Sentient Swords
Extraordinary Powers of Sentient Swords
Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.
Usage frequency: Unless a power’s description notes otherwise, it may be used at most three times a day.
| d100 | Power |
|---|---|
| 01–10 | Clairaudience |
| 11–20 | Clairvoyance |
| 21–30 | ESP |
| 31–35 | Extra damage (dups. allowed) |
| 36–40 | Flying |
| 41–45 | Healing (duplicates allowed) |
| 46–54 | Illusion |
| 55–59 | Levitation |
| 60–69 | Telekinesis |
| 70–79 | Telepathy |
| 80–88 | Teleportation |
| 89–97 | X-ray vision |
| 98–99 | Roll twice again on this table |
| 00 | Roll 3 times again on this table |
Clairaudience
It enables the wielder to hear through the ears of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60’.
- Obstruction: Lead blocks this power.
Clairvoyance
It enables the wielder to see through the eyes of another creature.
- Activation: The wielder must concentrate for one turn to activate this power.
- Range: The other creature must be within 60’.
- Obstruction: Lead blocks this power.
ESP
It enables the wielder to read the thoughts of another living creature.
- Activation: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60’.
- Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
- Obstruction: Lead blocks this power.
Extra Damage
Increases the wielder’s strength for 1d10 rounds. While the power is active, the damage inflicted by the wielder is multiplied by 4.
Duplicates
If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.
Flying
The wielder can fly for up to 3 turns.
- Movement rate: A speed of up to 360’ (120’) is possible.
- Free movement: This is possible in any direction, including levitating and hovering mid-air.
Healing
The sword heals damage.
- Effect: One point of damage is healed per round for six rounds.
- Usage frequency: This power may only be activated once a day.
Duplicates
If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.
Illusion
An illusion of the wielder’s choosing manifests. This works in the same way as the magic-user spell phantasmal force.
Levitation
Grants the wielder the ability to move up and down through the air for up to 3 turns:
- Vertical: The wielder mentally directs vertical movement up to 20’ per round.
- Horizontal: The character can push against solid objects to move laterally.
- Weight: A normal amount of weight can be carried while levitating.
Telekinesis
By concentrating, the wielder can move objects or creatures within 120’ by the power of thought.
- Weight: Up to 2,000 coins of weight may be targeted.
- Movement: The target may be moved up to 20’ per round in whatever direction the wielder wishes (including vertically).
- Resisting: A targeted creature may save versus spells to resist.
- Duration: Up to 6 rounds.
- Concentration: If concentration is broken, the target falls.
Telepathy
It enables the wielder to read the thoughts of another living creature.
- Concentration: To activate this power, the wielder must concentrate in a specific direction.
- Range: The other creature must be within 60’.
- Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
- Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.
- Obstruction: Lead blocks this power.
Teleportation
The wielder can teleport, per the magic-user spell (see ***Teleport.
X-Ray Vision
Allows the wielder to see through solid objects.
- Through stone: Sight up to 30’ through stone is possible.
- Through softer materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible.
- Obstructions: Sight through gold or lead is blocked.
- Searching: When used for searching (see Dungeon Adventuring), the wielder is guaranteed to notice secret doors or traps in the 10’ square area being examined.
- Concentration: Usage requires concentration (the wielder cannot move).
- Usage frequency: This power may not be activated more frequently than once per turn.