Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Saturday, April 2, 2022

Transactional Faith and Magic (Dungeons and Idolatry)

 Want a good harvest don't forget to make a good offering to the fertility goddess.

For fortune in battle make the proper appeals to the god of war.

Keep your final breath a bit further away by appease death itself.


The notions I've listed above are just a meager sampling of how humans have behaved throughout history, fiction, and myth and gaming should be no different.  Sure from some modern view points such transactional faith can be seen as callous or empty but that doesn't reflect the bulk of human behavior. It was common practice in ancient times to address specific gods and spirits for specific tasks and not assume one god could or would manage every affair. In the pantheon rich worlds of traditional fantasy roleplaying the opportunities to transactional faith (and the magic that goes with it) offer a host go gaming opportunities.

In such polytheistic settings you want a specific results you make an offering, a sacrifice, or perform a rite involving the proper spirits or gods to hopefully get the results you want.  The role of the cleric is to serve as an intermediary between the masses and their patron diety and this gives them great social and political power. If you grand actions from a god you are likely going to want to be on the good side of the clerics at the local temple. The opportunity for complications and depth of play between PCs and NPC clerics is a deep and shallow as the players and GM wish it to be.

Now since the interactions between temples and their priests can be cumbersome to some players but sensible in context of history and setting some players will always be on the look for a way around such "limitations" to the acquisition of loot and power within the campaign. This reality is one reason that made me consider an "almost a cleric" clerical class for fantasy roleplaying campaigns. 

Looking at the difference in religions both real and imagined and how they relate to magic along with social complications of priesthoods made realize working up the Idolater as a character class. In the real world clerics are people that serve a social and professional role they do indeed tend to be scholarly but not all traditions produce a priesthood of magicians. A more realistic setting where not every cleric is the same exact style of priest or a priest at all is one I favor. 

The original cleric of D&D drew more from arcane monster fighters in hammer films than from any specific historical or mythic tradition. There was certainly an oddly implied veneer of quasi-biblical faux-christianity but it was very low key and no more medieval authentic than point hatted gentleman throwing lightning bolts at firebreathing lizards. So I'm looking to different model in my take on the Idolater as a playable alternative that adds to a fantasy campaign.

Transactional magic ties magic to a place, that place is of course found at temples and their associated altars. The idol serves as a physical reminder and manifestation of a God or spirit. One can either go to the local temples and be on good or tolerable transactional relationship or go find other idols. The finding of other idols cooks the adventure into the class. Those other idols can either be in hidden catacombs under a city, deep in a dungeon, or hidden is some forgotten ruin. Another reason to travel and adventure in hideously dangerous places that makes sense to the campaign is good for the campaign. Even with fairly cooperative and mercantile-minded priesthoods one would likely still find the need to visit remote shrines for specific appeals or magical workings.

I've likely explained the basics of the concept enough. Next post will be a generic Old-school compatible idolater and how to work them into a campaign.


Monday, March 21, 2022

Dungeons and Idolatry

 The cleric as presented in D&D and similar games has always been a curiosity to me. Not every faith has the cleric as magician or equates the workings of clerics to be similar to that of magicians and claims the supernatural workings of the cleric to be apart from those ascribed to magicians. What I strive to do is to work up games mechanic to further differentiate the powers of magic-users and clerics in old school fantasy gameplay and link this to popular forms of play thus "Dungeons and Idolatry".

When considering magic for a fantasy game campaign it isn't unusual to wonder on the origin of this magic. Is magic the result of the would-be caster's will and knowledge or is it by association to elemental and supernatural forces of the universe? The source of a clerics magics are generally considered more specific or at least tempered by the relationship a cleric has with the powers behind their supernatural workings. So in face of this consideration I have turned to idolatry (or a crass and simple view of idolatry) as a method and focal origin of clerical magic.

A question not often asked but often described in myth and fiction is "Where does magic happen?". Fiction and myth are overflowing with magical places from entire parallel universes hiding alongside out own to magic circles being scribbled on the ground as the workplace for magic. So now the easy answer is for the cleric is that a significant portion of that magic happens alongside shrines, temples, and altars with the presence of the idols of their faith. This has a number of ramifications to consider such as the establishment of magical places of a faith, access to such places and how that magic is used.

So who can establish a magical space for a faith? Major agents of the faith be they avatars of the deities of a faith, saints, or acolytes all are often invested with the power to mark or establish a place of power that is recognized by the faith. This lends itself well to level based old-school fantasy gaming where clerics of advancing levels have greater associated powers; a 1st level cleric mat be able to temporarily make a space safe for a minor blessing but a cabal of  priests of level 10 or higher ma be required to sanctify an altar capable of being the dead back to life. So , no surprise here, it is one or more clerics of adequate level in alliance with their faith that may establish a magical space for use by themselves and others.

In answering who can establish magical spaces of a faith it is also heavily implied that the cleric is who has access to these spaces. While the general public and the laity of a faith may beseech their gods and make offerings in that regard it is still generally recognized that clerics acting as acolytes of the faith have influence or control of the situation. This presents several facets that can be applied to a cold school fantasy campaign to enhance and add verisimilitude to the relationship clerics have to their faith. Clerics would be required to travel to and associate with other clerics as they do in the real world and fiction. The significance of place also puts it above the and beyond specific characters and makes the location of said place important; if only one temple of a faith allows it's clerics to resurrect the dead that becomes a very important place to the faith and does it retain it's powers even in absence of acolytes in attendance?

The answer to the question in relationship to the question above is "of course it does" but there are associated ifs. The power of a magical place can only be accessed by one recognized by the power of an intact idol, perhaps only by one in knowledge of specific rites and an intact altar. Idols and their associated altars and shrines can indeed populate the ruins and ever popular dungeons of fantasy campaigns. This gives another reason for adventures to happen in a campaign and for places of importance to retain importance.

So in future postings I will write on how to revise the cleric to provide for the duties of acolytes, and the importance of shrines, altars, and such for Dungeons and Idolatry.

Wednesday, December 21, 2016

Level Nine Ink Formulas

One more preview of Ink Formulas for the reader, this time it's the ninth level spells.

Level 9
Astral Spell
Five measures of Chthonic Salts melted in and equal amount of Concentrated Morphean Plasma.
An Angel Plume with a Platinum Pent-tip is required to scribe a scroll with this ink.

The ink brewer should take caution not to use Diluted or Rarefied Chthonic Salts as this will result in the Astral form being unable to return to the body without outside assistance

Maze
Six Measures of Ethereal Syrup, Three Measures Purified Morphean Wax, and One measure of Aged Leviathan Jelly.
An Ostrich Plume soaked in extract of lotus blossom is used to pen a scroll with this ink.

The scribe of this scroll may replace one measure of Ethereal Syrup with Denatured Cerebral Salts gathered from the cranium of a wizard dead for at least thirteen years and in so doing the target of this spell will be hounded by a simulacrum of that wizard while trapped in the maze.

Gate
Two Measure of Cerebral Oil, Two measures of Purified Cerebral Salts, One Measure of Ethreal Essence, and Five Measures of Evaporated Demonic Umbra.
A Roc Plume is required to pen this scroll.

Up to three measure of Evaporated Demonic Umbra can be replaced with Aged Titanic Jelly but it doubles the chance of the wrong creature being summoned and typically it will be answered (in this case) by an angry elder titan.

Meteor Swarm
Three measures of Agitated Sanguine Earth, Six Measures of Celestial Salts, and One measure of Intensified Draconic Ichor.
A Griffon Plume is required to scribe a scroll.

The measures of Agitated Sanguine Earth has been successfully replaced with Pulsating Lunar Plasma but the quill used to scribe the scroll must have a Diamond Pen-tip in this case.

Monster Summoning VII
One measure each of Fresh Draconic, Necrotic, Elemental, Demonic, Verminous, Titanic,and Leviathan Oil mixed with Three Measures of Chthonic Earth.
A Roc Plume is required to pen a scroll with this ink.

As a variant the three measures of Cthonic Earth may be replaced with three single measures of the ash from three individual members of a specific type of monster and the scroll when used will only summon a member of that species of creature.

Power Word Kill
Three measures each of Necrotic Bile, Aged Necrotic Oil, and Denatured Celestial Essence, and One Measure of Pulsating Demonic Umbra.
An Angel Plume is recommended but not required to scribe this spell.

Please note that while any Plume may be used to scribe the spell scribes that have attempted to do so with a Manticore Quill have been found dead after scribing.

Prismatic Sphere
One measure each of Purified Sanguine Pigment, Purified Melancholic Pigment, Purified Choleric Pigment, and Purified Phlegmatic Pigment must be mixed with Six measures of Calcified Morphean Essence.
A Parrot Plume with a Platinum Pen-tip is required to pen a scroll with this ink.

Caution: if a non-purified pigment is used in breaking this ink  he spell will function but it will not contain 1 to 4 of the outer colors (1-Red, 2- Red and Orange, 3- Red, Orange, and yellow, 4- Red to Green).

Shape Change
Nine measure of Wax are used in brewing of this ink one each nature as follows:  Draconic, Lunar, Elemental, Ethereal , Chthonic, Essential, Morphean, Titanic, Verminous, and Leviathan. All are mixed together  thoroughly and reduced in Agitated Draconic Bile.
The scroll must be penned with a Manticore Quill dipped in mercury.

It is possible to replace the Agitated Draconic Bile with Universal Solvent but the fumes created by this process will render any who inhale them to be immune to beneficial transmogrification (polymorph and shape change) for up to a year after contact.

Time Stop
Three measure of Reduced Lunar Oil, Three Measure of Agitated Titanic Bile, Three measures of Evaporated Morphean Umbra, and One Measure of Shaved Leviathan Integument.
The scroll must be penned with a Platinum tipped Angel Plume.

One measure of Agitated Titanic Bile may be replaced with One measure of Aged Cthonic Earth but in doing so the user of the scroll may not enter or exit the area of the Time Stop during the duration of the spell.

Wish
One Measure each of Fresh Sanguine Salts, Denatured Cerebral Plasma, Crystalized Lunar Jelly, Rarefied Ethereal Dew, Infused Essential Essence, Concentrated Elemental Umbra, Condensed Demonic Mucus, Aged Celestial Syrup, Shavings of Calcified Morphean Essence, and Denatured Leviathan Ichor.
The scroll must be written with a Roc Plume dipped in Orachalcum and bearing a Diamond Pen-tip.

A Wish Scroll may be penned with a petrified Efreeti or Djinni finger crafted into a pen using a brass knife specially crafted for that purpose and then (the brass knife) reshaped into the ink bottle to hold the ink for at least one year prior to use. If the aforementioned is done properly the Wish spell cast from the scroll will not incapacity the user of the scroll after use and the wish is unlikely to turn against the user of the scroll, any Djinni or Efreeti will be aware of the manner the scroll was worked and react poorly to any who use it or the results of the wish.

Tuesday, December 20, 2016

Level One Ink Formulas

A preview of a yet to be named supplement for Swords & Wizardry and other compatible RPGS. The complete work will include all the spells from Swords & Wizardry complete, I'll post notice here when the whole work is published.

 Level 1

Charm Person
One measure each Sanguine Pigment and Phlegmatic Salts.
Must be penned with a Peacock Plume.

It has been reported that using Melancholic Wax in place of the Phlegmatic Salts has doubled the   duration of the spell but the target tends to need constant attention and is prone to fall into a stupor of brooding.

Detect Magic
One measure each of Lunar Powder and Cerebral Jelly
It is recommended that the scroll be penned with a Parrot Plume, other avian plumes have been reported to be functional but at a disadvantage to the initial scribing of the scroll.

Hold Portal
One measure each of Choleric Earth and Melancholic Salts.
Any Plume may be used but it must hold a copper pen tip.

Some ink brewers have reported success in increasing the effectiveness of the spell by mixing a double batch (requiring twice the ingredients above) with an additional measure of Elemental Oil.

Light
Two measures of Celestial Essence.
The scroll must be scribed with an Owl Plume.

A scroll with an inferior casting of Light may be possible if one measure of Celestial Essence is replaced with a measure of Draconic Bile if Celestial Essence is of limited supply.

Magic Missile
One measure each of Draconic Ichor and Elemental Salts.
An Eagle Plume is normally needed to successfully pen the scroll.

If a Manticore Quill is used in place of Eagle Plume the first Magic Missile thrown will inflict 2 additional points of damage but the attempt to scribe the scroll will be at a disadvantage.

Protection from Evil
One measure each of Celestial Power and Necrotic Earth.
An Owl Plume is required to scribe this scroll.

If an additional measure of Celestial Powder is used in the brewing of the potion the duration of the spell when cast from the scroll will be increased by 50%.

Read Languages
A measure of Cerebral Gum mixed with a measure of Ethereal Pigment is needed to brew the ink for this spell.
An Owl Plume is required to scribe the scroll.

Read Magic
One measure each of Cerebral Salts and Lunar Dew.
An Eagle Plume is normally required to scribe this scroll.

If an Owl Plume with an Electric Pen-tip is used to scribe the scroll the user of this will gain a temporary+2 bonus to resist a curse or hostile magics placed on a magical work.

Shield
One measure of Elemental Earth and Ethereal Oil.
Any Plume may be used but it must be used with a Bronze Pen-tip.

If an Angel Plume is used the spell will serve to provide AC 2[17] against both missile and melee attacks.

Sleep
One measure each of Lunar Powder and Morphean Essence.
An Ostrich Plume is required to pen this spell.

If the pen tip is dipped in an additional measure of Lunar Powder (which is entirely used) while scribing the scroll the duration of the spell will be extended by 50%.





Wednesday, May 25, 2016

+1 at what? (a different take on magical weapons)

Oh yeah a +1 sword…+1 at what?  Hit and damage of course…. oh boy woo-hoo, just like a strength of 13… and that is a nutshell is what is wrong with a generic +1 sword; unless your rules/campaign provides no bonuses for high strength the +1 magic sword is fairly mundane and not all that exciting and is just like pretty much all other +1 swords. There have been some cool attempts to liven up boring old magical weapons over the years here’s one that expands on alters what that old +1 could means

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*  
*as an exception this weapon had all 6 types of properties enchanted to the bonus of the weapon, the weapon may have only as many special abilities as equal to the bonus of the weapon.


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.