There are 6 different types of bonuses a magical weapon may have. A magical weapon will have a number of bonuses equal to it’s +bonus. A +2 weapon would have 2 types of bonuses, while a +1 weapon would have only 1.
Types of Bonuses
Striking: + adds to hit chance
Wounding: + adds to damage
Quickness: + adds to initiative
Durability: + adds to saves of weapon
Parrying: + improves Ac when parrying
Warding: +1 improves to saves vs magic when in hand
Random Determination of Bonus Types
1d100 roll
|
+1
|
+2
|
+3
|
+4
|
+5
|
1-3
|
Striking
|
Striking & Wounding
|
Striking, Wounding & Qucikness
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
4-6
|
Striking
|
Striking & Wounding
|
Striking, Wounding & Quickness
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
7-9
|
Striking
|
Striking & Wounding
|
Striking, Wounding
& Durability
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
10-12
|
Striking
|
Striking & Wounding
|
Striking, Wounding
& Durability
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
13-15
|
Striking
|
Striking & Wounding
|
Striking, Wounding & Parrying
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
16-18
|
Striking
|
Striking & Wounding
|
Striking, Wounding
& Parrying
|
Striking, Wounding, Quickness & Durability
|
All but Warding
|
19-21
|
Striking
|
Striking & Wounding
|
Striking, Wounding & Parrying
|
Striking, Wounding, Quickness & Durability
|
All but Parrying
|
22-24
|
Striking
|
Striking & Wounding
|
Striking, Wounding & Parrying
|
Striking, Wounding, Quickness & Durability
|
All but Parrying
|
25-27
|
Wounding
|
Striking & Quickness
|
Striking, Wounding, & Parrying
|
Striking, Wounding, Quickness & Durability
|
All but Parrying
|
28-30
|
Wounding
|
Striking & Quickness
|
Striking, Wounding & Warding
|
Striking, Wounding, Quickness & Durability
|
All but Parrying
|
31-33
|
Wounding
|
Striking & Quickness
|
Striking, Wounding, & Warding
|
Striking, Wounding, Quickness & Parrying
|
All but Parrying
|
34-36
|
Wounding
|
Striking & Durability
|
Striking, Quickness & Durability
|
Striking, Wounding, Quickness & Parrying
|
All but Parrying
|
37-39
|
Wounding
|
Striking &
Durability
|
Striking, Quckness
& Parrying
|
Striking, Wounding, Quickness & Parrying
|
All but Durability
|
40-42
|
Wounding
|
Striking & Parrying
|
Striking, Quckness & Parrying
|
Striking, Wounding, Quickness & Parrying
|
All but Durability
|
43-45
|
Wounding
|
Striking & Parrying
|
Striking, Quckness
& Warding
|
Striking, Wounding, Quickness & Parrying
|
All but Durability
|
46-48
|
Quickness
|
Striking & Parrying
|
Striking, Durability
& Parrying
|
Striking, Wounding, Quickness & Warding
|
All but Durability
|
49-51
|
Quickness
|
Striking & Parrying
|
Striking, Durability
& Parrying
|
Striking, Wounding, Quickness & Warding
|
All but Durability
|
52-54
|
Quickness
|
Striking & Warding
|
Striking, Durability
& Warding
|
Striking, Wounding, Quickness & Warding
|
All but Durability
|
55-57
|
Quickness
|
Striking & Warding
|
Striking, Parrying & Warding
|
Striking, Wounding, Quickness & Warding
|
All but Quickness
|
58-60
|
Quickness
|
Wounding & Quickness
|
Striking, Parrying & Warding
|
Striking, Wounding, Parrying & Warding
|
All but Quickness
|
61-63
|
Quickness
|
Wounding & Durability
|
Wounding, Quickness & Durability
|
Striking, Wounding, Parrying & Warding
|
All but Quickness
|
64-66
|
Durability
|
Wounding & Parrying
|
Wounding, Quickness & Parrying
|
Striking, Wounding, Parrying & Warding
|
All but Quickness
|
67-69
|
Durability
|
Wounding & Warding
|
Wounding, Quickness &
Warding
|
Striking, Wounding, Durability & Warding
|
All but Quickness
|
70-72
|
Durability
|
Wounding & Warding
|
Wounding, Durability & Parrying
|
Striking, Wounding, Durability & Warding
|
All but Quickness
|
73-75
|
Durability
|
Quickness & Durability
|
Wounding, Durability & Warding
|
Striking, Wounding, Durability & Warding
|
All but Wounding
|
76-78
|
Parrying
|
Quickness & Parrying
|
Quickness, Durability, Parrying
|
Wounding, Quickness, Durability & Parrying
|
All but Wounding
|
79-81
|
Parrying
|
Quickness & Parrying
|
Quickness, Durability, Parrying
|
Wounding, Quickness, Durability & Parrying
|
All but Wounding
|
82-84
|
Parrying
|
Quickness & Parrying
|
Quickness, Durability, Parrying
|
Wounding, Quickness, Parrying & Warding
|
All but Wounding
|
85-87
|
Parrying
|
Quickness & Warding
|
Quickness, Durability, Warding
|
Wounding, Quickness, Parrying & Warding
|
All but Wounding
|
88-90
|
Parrying
|
Quickness & Warding
|
Durability, Parrying & Warding
|
Wounding, Durability, Parrying & Warding
|
All but Striking
|
91-93
|
Warding
|
Durability & Parrying
|
Durability, Parrying & Warding
|
Wounding, Durability, Parrying & Warding
|
All but Striking
|
94-96
|
Warding
|
Durability & Warding
|
Quickness, Parrying & Warding
|
Quickness, Durability, Parrying & Warding
|
All but Striking
|
97-99
|
Warding
|
Durability & Warding
|
Quickness, Parrying & Warding
|
Quickness, Durability, Parrying & Warding
|
All but Striking
|
100
|
Weapon has all properties*
|
Determining Special Abilities of Weapons
Each category also has a chance of offering a special ability.
Roll once for each bonus in one of the special properties amiable to the weapon.
If you have a +2 Mace of Durability and Warding a roll should be made for each category. If no bonus is received there is no bonus for that bonus. By example a +4 weapon could have 4 special abilities but maybe none.
Striking Special Abilities
Dedicated Foe, against a type of foe the hit bonus is increased by 2 for this weapon.
Double Biting, if the die roll to hit is a modified roll of over 20 an immediate bonus attack is allowed vs the foe or same type of foe this round.
Dancing, the weapon may move and fight targets up to 30’ away from the the owner as well as the wielder normally can.
Seeking, the weapon may be hurled to strike a foe up to 100’ feet away returning to the user on all rolls except for a 1. This replaces all normal attacks of the weapon for the round.
Truestrike, once the weapon has hit a foe protected by obfuscation,illusion, protective magics, or invisibility and further attacks may be made as if that protection was absent.
Random Determination of Striking Special Ability
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16-18
|
Dedicated Foe, determine a type of foe as appropriate for campaign.
|
19-20
|
Double Biting
|
21
|
Dancing
|
22-23
|
Seeking
|
24+
|
Truestrike
|
Wounding Special Abilities
Stunning, if foe is wounded for damage >= level or HD they must save or be stunned until end of next round. If dedicated foe is normally immune to stun effects they are not immune to this ability.
Devastating Wound, add +1d6 per foe vs opponents of a specific type.
Maim Foe, foe saves or is hindered by wound and is limited to half speed and suffers -2 to all attacks and saves until healed.
Sever Limb, Chop off a limb on any hit roll of 20- bonus if foe fails a save. Dedicated foes have a save penalty equal to the rating of the sword.
Slaying, foes of a specific type must save when struck by weapon or they are slain.
Random Determination of Wounding Special Abilities
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16-18
|
Stunning
|
19-20
|
Devastating Wound
|
21
|
Maim Foe
|
22-23
|
Sever Limb
|
24+
|
Slaying
|
Quickness Special Abilities
Instant Draw, the weapon may be considered in hand anytime the user wishes so long as they are not surprised.
Counter Attack, against foes of a specific type the weapon user is allowed a bonus attack each time they are attacked (hit or miss). Limited to + bonus in number of counter attacks.
Instant Blow, the weapon may be used to attack a foe of a specific type before they may strike the bearer regardless of initiative score or surprise situation.
Random Determination of Quickness Special Abilities
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16-19
|
Instant Draw
|
20-23
|
Counter Attack
|
24+
|
Instant Blow
|
Parrying Special Abilities
Riposte, a counter attack is allowed against any foe that attacks and misses the wielder of this weapon.
Pin, The user may choose to instantly pin the weapon of an armed foe that misses an attack. Such a magically pinned weapon muse be released by it’s wielder to flee or make additional attacks. The weapon with this property is not allowed to make an attack against a foe that has a pinned weapon while so pinning but the pin can be released at will without dropping the weapon.
Break Guard, the foe loses all benefits of Dexterity, shields, and parrying arms when this property is used and a saving throw is failed until the end of the following round.
Weapon Breaker, a melee weapon used to attack while the user is parrying that issues is required to make a save or be broken.
Random Determination of Parrying Special Abilities
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16-19
|
Riposte
|
20-21
|
Pin
|
22-23
|
Break Guard
|
24+
|
Weapon Breaker
|
Durability Special Abilities
Invulnerable to harm, a specific type of harm can not damage or destroy the weapon.
Mending, should this weapon be damaged it will be fine on the next morning. If somehow destroyed it will reform after resting in a holy/unholy place of proper alignment for a week.
Resonance, any special attacks that would harm this blade are reflected back at the attacking weapon if a successful save is made.
Random Determination of Durability Special Abilities
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16
|
Invulnerable to Cold/Ice
|
17
|
Invulnerable to Heat/Flame
|
18
|
Invulnerable to Electricity/Lightning
|
19
|
Invulnerable to Acid/Disintegration
|
20-21
|
Invulnerable to Rusting
|
22-23
|
Mending
|
24+
|
Resonance
|
WardingSpecial Abilities
Dispel Illusion, With a wave of this weapon inside the area of effect of an illusion the illusion shall be dispelled. An illusionary monster may save to not be destroyed.
Cleave Spell, with a tap on a target of a spell the spell may be dispelled. Roll 1d20+ bonus of weapon vs 1d20 + spell level to succeed. If a 1 is rolled the sword will have all it’s powers and bonuses suppressed until the next morning.
Deflect Spell, if actively parrying this round any spell successfully saved against is sent away in a random direction to 1/2 range.
Reflect Spell, a spell saved against may be reflected back at the caster if so wished by the wielder of this blade.
Arcane Bastion, as the only action in a round the bearer of this weapon may draw a circle in there air over their head and the saving throw bonus of this weapon is applied to all within a 20’ radius. If the bearer leaves the original circle the bonus is lost. The bonus is not gained by foes that enter the circle.
Protective Circle, as the only action in a round the bearer of this weapon may draw a circle in the air overhead and all foes of a specific type must save to enter or attack into the 20’ radius circle. Any such foe within the circle is compelled to flee to suffer 1d6 damage per round equal to + bonus and must make a saving throw to be able to attempt any single action. Should one of these foes successfully enter the circle the protection after it is raised the circle is broken. The circle is also brown if the bearer steps out of the protective circle.
Capture Spell, a spell saved against by this weapon may be absorbed if the bearer so wishes. One spell per + bonus may be captured. If the captured spell had an area of effect all in area are treated as if they successfully save vs the spell. The bearer of the weapon is aware of the properties and identity of all captured spells and may release them as if they were the original caster of the spell.
Random Determination of Warding Special Ability
1d20 + Bonus
|
|
14 or less
|
No Special Ability
|
15
|
No Special Ability for this property, roll twice in another.
|
16
|
Dispel Illusion
|
17
|
Cleave Spell
|
18
|
Deflect Spell
|
19
|
Reflect Spell
|
20-21
|
Arcane Bastion
|
22-23
|
Protective Circle
|
24+
|
Capture Spell
|
Magical weapon alignments and effects of contrary users.
If a weapon has one or more special properties it has a chance of being aligned. This chance is equal to the sum of the bonus multiplied by double the number of special properties So a +5 weapon with 4 properties would have a 40% chance of begin aligned (5 x 8), while a +2 weapon with 1 special property would have a 4% chance of begin aligned
An aligned weapon has it’s own ego, will, and personality as the magical properties are tied to a magical spirit bound within the weapon. A DM is free to play this up or ignore it as much as appropriate to the campaign and nature of the weapon. Some weapons may have additional powers they will only ever grant to bearers of the same alignment, this is not currently expanded upon in here.
Roll 1 d10 ro Determine Alignment of Aligned Weapons
1-4 Lawful, 5-6 Neutral, 7-10 Chaotic.
Roll to Determine Weapon Reactions to Other Alignments
1d6
|
Lawful
|
Neutral
|
Chaotic
|
1
|
Torpid
|
Torpid
|
Torpid
|
2
|
Quarrelsome
|
Torpid
|
Quarrelsome
|
3
|
Enervation
|
Quarrelsome
|
Quarrelsome
|
4
|
Enervation
|
Enervation
|
Enervation
|
5
|
Domination
|
Enervation
|
Enervation
|
6
|
Domination
|
Domination
|
Domination
|
Explanation of Reactions of Aligned Weapons.
Torpid, no beneficial properties of this weapon will serve a misaligned bearer in any circumstances.
Quarrelsome, Bearer must force weapon to use special properties. Make a reaction roll and special property is only useable if weapon reaction isn’t currently undecided to worse.
Antipathy, Bearer must save vs magic when drawing the weapon or no magical properties will function. Sheathing and redrawing the weapon within the same battle will have no impact on use of the weapon.
Enervation, the bearer of this weapon suffers 1d6 damage each round until the weapon is released or willfully converts to the alignment of the sword. Normal use of the weapon is allowed while the user suffers enervation but any attempt to use a special ability will inflict an extra 1d6 damage. This damage may not be regenerated or healed while bearing the weapon. Casual inspection does not invoke Enervation but magical attempts to inspect the item do so invite enervation.
Domination, each time the weapon is drawn the bearer must make a saving throw or be taken over by the weapon for the remainder of the day. The bearer will act as appropriate for the alignment of the weapon and will be compelled to follow actions at the whim of the weapon. Casual inspection of the weapon does not invoke an attempt of Domination by the weapon.
Cool stuff. I'm always on the lookout on how to make basic magic weapons a little more special.
ReplyDeleteI remember MERP blowing my adolescent mind when it taught me +XX magic items didn't have to just apply their bonuses to combat. You could start the game with a magic item with the proper background options in chargen; it gave an example of a +10 saddle giving a bonus to riding skill rolls. It was such a novel idea to me at the time...