Intelligent items have EGO and INT. Anyone whose combined WP + (CHA / 2) + Overall Level is equal to or higher than the EGO + INT of the intelligent item can dominate the item. If this number is lower than the item's INT + EGO, but within 10 points, they are allowed a save for each compulsion issued by the item. If more than 10 points less, the compulsion of the item acts as a powerful Charm Person in that the person will generally do what the item wants.
Effect of Wounds
Wounds can make a character easier for an intelligent item to control or dominate. For every 10% of damage (lethal or NL) sustained by a character, they suffer a -1 to their WP + (CHA / 2) + Overall Level score. Thus, the full formula is:
- WP + (CHA / 2) + Overall Level - ((Damage / HP) * 10)
Example: Narathen has an intelligent sword. It has an EGO of 9 and an INT of 11 for a total score of 20. Narathen has a WP of 10, CHA of (15 / 2 = 8) and Overall Level of 5, for a total of 23. Under normal circumstances, Narathen is able to dominate the intelligent item and it will do Narathen's bidding. Narathen, who has 50 hit points, gets into a battle and takes 20 damage, giving him a -2 to his score. His score is now 21 and he can still dominate the item. Then he gets into another battle and takes another 20 points for another -2 to his score. Narathen can no longer dominate the item and, in fact, the item can attempt to compel Narathen to do things. Narathen must make a mental save to resist each such compulsion.
The GM role-plays all intelligent items. If a character is no longer able to dominate their intelligent magic item, the GM will determine whether the item will seek to dominate the character with compulsions. This will generally depend on whether the player is generally true to the nature of the intelligent item or not.
Belligerent Intelligent Items
Most intelligent items have the ability to cause damage to someone who touches them in a prolonged manner. In general, this is usually only done if the wielder of the item is using it in a manner very contrary to its nature and can be done even if the character can dominate the item. The item can cause electrical, heat or cold (item's choice) damage in an amount equal to its EGO + INT every hour. It can do this is small increments, such as 1d4 every few rounds, or in larger blasts with a maximum potential equal to EGO + INT (for example, an item with an EGO of 8 and INT of 10 could do a maximum potential damage from a single blast of 18 points - which the GM may decide becomes 3d6). No save is allowed but elemental protection applies. For example, if the target is wearing a Ring of Fire Resistance, they get no save, but damage is halved.
Additionally, intelligent weapons can actively work against a wielder if they want to be belligerent. Bonuses to Strike Chance and Damage can become penalties (i.e., a +1 intelligent sword can cause a -5 to SC and -1 to Dmg).
Example One: Elenion finds an intelligent short sword with an EGO of 6 and INT of 8. It is lawful evil while Elenion is chaotic good. While Elenion can dominate the sword on the subtle level, there is a clear lack of fit with alignment so the sword goes overt in its hostility with blasts of damage. It can do a maximum of 14 points of damage an hour, and a max single blast of 14 potential points. The sword decides on max potential so the GM rolls 1d6+1d8 for damage, with a result of 9 points of damage. The sword can do up to 14 points an hour so it can still do 5 more points. The GM rolls half of 1d10 and does 4 more points, for a total of 13 points. It's last blast for the hour is a 1 point blast, bringing the total damage up to 14 points.
Example Two: Elenion finds the same sword, but it has an alignment of neutral good. Elenion's stats are such that he can dominate the sword and use it as he will. Since he is chaotic good, then he is probably using it in a manner that the sword does not object to so it never invokes its belligerence to cause damage or work against Elenion. If Elenion is so wounded that the sword is able to temporarily dominate Elenion, it may choose not to, or may attempt to compel a relatively minor behavior, such as donating a few coins to a neutral good god.
Random Intelligent Items
The following tables can be used to randomly generate an intelligent item. The GM is free to substitute powers at will to create a more interesting weapon.
Sword Intelligence and Capabilities Table |
Roll | INT | KNOW ## | Capabilities | Communication | Skills Table Roll |
01-32 | 1d4+12 | NA | 1 primary ability | semi-empathy * | No |
33-56 | 1d4+14 | NA | 2 primary abilities | empathy | No |
57-76 | 1d4+16 | 4d6+1 | 2 primary abilities | speech ** | +0 |
77-88 | 1d4+18 | 4d6+1 (x2) | 3 primary abilities | speech ** | +10 |
89-96 | 1d4+20 | 3d6+7 (x2) | 4 primary abilities | speech ** | +20 |
97-00 | 1d4+22 | 3d6+7 (x2) | 3 primary abilities and 1 extraordinary ability # | speech and telepathy *** | +30 |
* The possess will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions.
** Roll on both the language table and the skills table.
*** Sword can choose to use telepathy or speech. Roll on language table. Roll on skills table. Roll on telepathy table.
# The sword can automatically read magical writings. Wielder can use this ability to read any scroll.
## Swords with skills have a KNOW attribute. If (x2) is indicated, roll twice and take the best of the two rolls. |
Sword Alignment Table |
Roll | Alignment of Sword |
01-11 | chaotic good |
12-22 | chaotic neutral |
23-33 | chaotic evil |
34-44 | lawful good |
45-55 | lawful neutral |
56-66 | lawful evil |
67-77 | neutral good |
78-88 | neutral evil |
89-00 | neutral |
Primary Abilities Table |
Roll | Ability * |
01-11 | detect "elevator" rooms, shifting room and shifting walls within 30 feet |
12-22 | detect sloping passages within 50 feet |
23-33 | detect large-scale traps within 25 feet |
34-44 | detect good and evil within 10 feet (scale of 1 to 5) |
45-55 | detect precious metals, kind and amount, within 25 feet |
56-66 | detect gems, kind and number, within 5 feet |
67-77 | detect magic within 10 feet (scale of 1 to 5) |
78-82 | detect secret doors within 5 feet |
83-87 | detect invisible objects within 10 feet |
88-92 | locate known object within 120 feet |
93-98 | roll twice on this table ignoring rolls of 93-00 |
99-00 | roll on the Extraordinary Powers Table instead |
* If the same ability is rolled twice (in cases where the sword has multiple primary abilities) the range/effect of the ability is doubled. For example, if detect magic is rolled twice, range becomes 20 feet and scale becomes 1 to 10 |
Extraordinary Powers Table |
Roll | Power * |
01-07 | charm person as the cleric spell |
08-15 | clairaudience as the phase magic spell |
16-22 | clairvoyance as the phase magic spell |
23-28 | determine direction and depth - 3 times per day |
29-34 | ESP as the SOTM spell |
34-41 | fly as the air magic spell |
42-47 | heal as the cleric spell |
48-54 | invisibility the E&E spell |
55-61 | levitation as the E&E spell |
62-67 | strength as the transformation magic spell |
68-75 | telekinesis as the SOTM spell |
76-81 | telepathy as the SOTM spell |
82-88 | teleportation 1 time per day, 600 lbs max weight, 2 segments to activate |
89-94 | X-ray vision, 40 foot range, twice per day for 10 minutes per use |
95-97 | roll twice on this table ignore rolls of 95-97 |
98-99 | character may choose 1 power (from this table or alternative power subject to GM approval) |
00 | as above plus roll for a Special Purpose |
* for spell-like effects effective rank is equal to EGO / 2 |
Special Purpose Table |
Roll | Purpose * |
01-10 | slay (diametrically opposed alignment) |
11-20 | slay clerics and paladins |
21-30 | slay fighters and rangers |
31-40 | slay magic users |
41-50 | slay assassins thieves and scouts |
51-55 | slay martial artists |
56-70 | overthrow law and/or chaos |
71-85 | slay good and/or evil |
91-00 | slay (choose category, e.g., elves, humans, giants, humanoids, dragons, etc.) |
* purpose must suit the sword's alignment |
Special Purpose Power Table |
Roll | Power * |
01-10 | blindness for 2d6 rounds |
11-20 | confusion for 2d6 rounds |
21-25 | disintegrate |
26-50 | fear for 1d20 rounds (roll on the fright table) |
51-60 | insanity for 1d4 rounds |
61-70 | paralysis for 1d4 rounds |
71-85 | +2 bonus (e.g., if sword is normally a +3, it becomes a +5 in pursuit of its special purpose) |
86-98 | +10 to saves and 25% DR |
99-00 | +20 to saves and 50% DR |
* spell like abilities function upon the first successful hit of a round
All powers on this list function only in pursuit of the weapon's special purpose. For example, if the special purpose of the sword is to slay magic-users, the power is +10 to saves and 25% DR, and the wielder is targeted by a magic-user spell while wielding the weapon, they get a bonus of +10 to their saving throws and all spell damage (if any) is reduced by 25% (round up). |
Language Table |
Roll | Number of Languages |
01-40 | 1 |
41-70 | 2 |
71-85 | 3 |
86-95 | 4 |
96-99 | 5 |
00 | 6, or the result of 2 additional rolls, whichever is greater (if 00 rolled again, then 8 or 3 rolls) |
Skills Table |
Roll | Number of Skills |
01-10 | 1 |
11-40 | 2 |
41-70 | 3 |
71-90 | 4 |
91-99 | 5 |
100+ | 6 |
00 (natural) | 6, or the result of 2 additional rolls, whichever is greater (if 00 rolled again, then 8 or 3 rolls) |
Skill Rank Table |
Roll | Skill Rank |
01-10 | 2d4+3 |
11-70 | 2d6+3 |
71-85 | 2d6+5 |
86-95 | 2d6+7 |
96-99 | 2d6+9 |
00 (natural) | 20 |
Telepathy Table |
Roll | Range |
01-25 | wield - telepathy functions only when sword is wielded |
26-85 | touch - telepathy functions when wielded or carried |
86-95 | line of sight - telepathy functions when sword has clear line of sight (max range of 1 mile) |
96-00 | 5 miles - telepathy functions with wielder within 5 miles |
* the sword can telepathically communicate with anyone it knows moderately well, not just the normal wielder |
Manifestation - Some intelligent weapons have the ability to manifest an image through which they can communicate and sense. If 57 or higher was rolled on the Sword Intelligence and Capabilities table (which indicates Speech or Telepathy) roll on the following table to determine whether it can manifest. Any intelligent that can manifest will have a PER characteristic. Roll 4d6+1 twice and take the better of the two rolls.
Note that the GM is encouraged to ignore this table and simply decide if the weapon has a manifestation. Similarly, if the sword cannot speak but has empathy or semi-empathy, the GM may decide that the weapon can manifest as something that can't speak but can communicate emotions, such as an animal.
Manifestation Table |
Roll | Manifestation |
01-50 | No manifestation. |
51-85 | Human, demi-human or humanoid manifestation (depending on who made the weapon). |
86-95 | Partial manifestation (e.g., a floating head or upper body). |
96-00 | Semi-material manifestation - the manifestation can touch and be touched. If killed, it is simply dispelled for an hour or so and can then manifest again normally. |
Weapon EGO - The following table is used to compute the EGO of a sword. EGO starts at 0 and increases per the attributes below.
EGO Table |
Roll | EGO Points |
each + of the sword | 1 |
each primary ability | 2 |
each extraordinary ability | 4 |
special purpose | 6 |
each language spoken | .5 |
each skill | .5 |
read magic ability | 2 |
telepathy - wield | 1 |
telepathy - touch | 1.5 |
telepathy - LOS | 2 |
telepathy - 5 miles | 3 |
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