Masamune - the Sword of Creation (Extraordinary Artifact)

Brasswatchman

First Post
Currently working on an extraordinary artifact that my campaign will center around. Is it overwhelming powerful? Yes. Absolutely. It's intended to be. Any suggestions of how to cope when DMing once this monster is introduced into play? Thanks.

By the way - this particular game concept is copyrighted (c) Jon Stout, 2005.

MASUMUNE – The Sword of Creation

Level Abilities Notes
5 +1 longsword Must have the letter hey in order to advance to this level.
6
7
8 +2 longsword
9
10
11 +2 bastard sword
12
13
14 +3 bastard sword
15
16
17 +4 bastard sword
18
19
20 +5 katana, miracle at will. Must have all letters.

This item initially appears as a normal, well-worn +1 wakizashi. It does not appear to have any extraordinary powers, other than those common in magical blades. Yet the sword, oddly enough, is immune to nearly all divination spells or abilities that might be used to learn its true nature (see below for exceptions); and those who delve too deep into its secrets are often destroyed by the experience. For this is no ordinary magical item – this is Masamune, the Sword used to make the universe.
The sword gains experience as does the character or characters wielding it (the sword has been known to form attachments to multiple individuals). Starting at fifth level, the sword itself begins to improve, abruptly transforming into a +1 longsword. At level 8, it becomes a +2 longsword; at level 11, a +2 bastard sword; at level 14, a +3 bastard sword; at level 17 a +4 bastard sword; and, finally, at level 20, a +5 katana.
The sword has the additional property of being able to absorb the Letters of Creations. These are artifacts in their own right, pieces of Masamune that were split off from the Sword in ancient days long forgotten. Each letter allows the Sword’s wielder to use a certain spell-like ability once each day. The most powerful letters – the so-called “Mother Letters” – give access to more powerful spell-like abilities based on the Sword’s level. A wielder can only use one of a Mother Letter’s abilities per day. The caster level of the spell-like ability is determined by the Sword's level.
Regardless of its level, the Sword may be wielded as a one-handed melee weapon (like a longsword) by a Medium-sized character, and as a two-handed melee weapon (like a greatsword) by a Small-sized character, with no penalty.
All divination abilities used on the Sword, including identify, analyze dweomer, legend lore, and bardic knowledge, fail automatically, producing no information. Anyone who casts detect magic on Masumune or on one of the Letters of Creation (or uses arcane sight, greater arcane sight, true seeing, and any other spell that allows one to perceive magic auras) must make a Will save (DC 20). If she fails, she detects no magical aura in the object. If she succeeds, she is exposed to the sword’s true, overwhelming nature, and suffers 3d6 permanent Wisdom drain. Characters whom the Sword has chosen as companions automatically fail this Will save; they are protected from trying to understand its power.
Any attempts to change, transmute, enhance or teleport Masamune automatically fail. If the wielder’s shape is changed through any magical effect – such as via polymorph, shapechange or the Druid’s wild shape ability – Masumune does not change with her. If the wielder’s new shape is incapable of holding a Sword, Masamune merely drops to the ground. Spells that modify the wielder’s abilities and movement speed (such as fly or overland speed) are allowed; the wielder can carry and use the Sword as normal while using these effects. Teleport spells of all kinds automatically fail on Masamune; when this occurs, there is a 50% chance that the wielder may be teleported away, while Masamune stays at the original location. The other half of the time, the teleport spell will fail on the wielder as well.

LETTER POWERS:
Format: Letter - association - spell 1/day granted.

“Mother Letters”:
Alif – air:
Level 5-10: Gust of wind (Sor/Wiz 2)
Level 10-15: Control Winds (Drd 5)
Level 15-20: Storm of Vengeance (Clr 9)
Mim – water:
Level 5-10: Create Water (Clr 0)
Level 10-15: Control Water (Sor/Wiz 6)
Level 15-20: Polar Ray (Sor/Wiz 8)
Shin – fire:
Level 5-10: Continual Flame (Sor/Wiz 2)
Level 10-15: Wall of Fire (Sor/Wiz 4)
Level 15-20: Meteor Swarm (Sor/Wiz 9)

“Double Letters”:
Beith – life – raise dead (Clr 5)
Gim – peace – mass hold person (Sor/Wiz 7) (note: wielder is unable to attack for spell’s duration).
Dal – wisdom – mass owl’s wisdom (Sor/Wiz 6)
Ka – wealth – major creation (Sor/Wiz 5)
Pha – gracefulness – mass cat’s grace (Sor/Wiz 6)
Resh – seed – plant growth (Drd 3)
Teine – dominion – mass suggestion (Sor/Wiz 6)

“Simple Letters”:
Hey – speech – allows sword to absorb glyphs; the key to all other powers. Once all of the simple letters have been found and added to the Sword, it allows polymorph (Sor/Wiz 4).
Va – thought – detect thoughts (Sor/Wiz 2)
Zai – movement – freedom of movement (Clr 4)
Uath – sight – darkvision (Sor/Wiz 2)
Tao – hearing – clairaudience (Sor/Wiz 3)
Ya – work – unseen servant (Sor/Wiz 1)
Lam – passion, emotion – charm monster (Sor/Wiz 4).
Nuin – smell – stinking cloud (Sor/Wiz 3)
Sad – sleep – sleep (Sor/Wiz 1)
Ailm– wrath –rage (Sor/Wiz 3)
Tha– taste – create food and water (Clr 3)
Ki – laughter – tasha’s hideous laughter (Sor/Wiz 2)
 

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This is ... wow. Well, I'm now having the urge to go back and read some swordsmith literature.

And play the entire way through Chrono Trigger and Chrono Cross.

Wow.

Some simple questions, if you will allow:
Where did you get your inspiration for this artifact? How are the words of creation absorbed into the blade? How are they found? How are they attracted to the blade? How were they lost? How are they written on the blade? (all this according to you)

Some suggestions for alternate letters (as it is, I am given the impression of a slicing, dicing spellbook): a letter that, whispered as a free action at the beginning of a round, provides a +2 bonus on fear checks that round; a letter that, when written on a door, turned red if murder had been committed within the lunar cycle; a letter that, when traced on a person's hand, granted them a +5 bonus on any one heroic feat. These are just a few that come to mind. Feel free to ignore what I say. Most of it's foolishness anyway.

---
I feel as though you should give them some chance against the Wisdom loss. It gives a purpose to being an epic character, and gives loopholes for gods, Maybe implement it like this:

All divination abilities used on the Sword, including identify, analyze dweomer, legend lore, and bardic knowledge, fail automatically, producing no information. Anyone who casts detect magic on Masumune or on one of the Letters of Creation must make a Will save (DC 20). If she fails, she detects no magical aura in the object. If she succeeds, she suffers blindness for one week as well as 2d6 Wisdom damage.

If, on the other hand, she uses arcane sight, greater arcane sight, true seeing, or any spell that allows one to perceive magic auras other than detect magic, the effects are more serious. Initially, she is subjected to the same Will Save (DC 20). If she succeeds, she must undergo another Will Save (DC 50) or suffer 3d6 Wisdom drain. However, if she succeeeds, she loses all Wisdom for one month. This may not be undone without a wish, miracle, or divine intervention. After this month the Wisdom returns. After her wisdom returns, she becomes in tune with part of what she witnessed.

If she witnessed a word of creation, she knows instantly when a spell associated with it is cast within one mile of her. She may also cast the spell once/week.

If she witnessed the power of the Masamune, she gains a permanent +2 to a mental stat of her choice.
---

Hehehehe, imagine a god going mad for one month.

Also, if there is an intricate mechanism to the sword merging with a Word of Creation (I picture the class change rainbow from Secret of Mana 3), then maybe there should be a permanent bonus to something small after you've seen it merge with one.
 

As for introducing this to your campaigns, I have a much more philosophical response. If you decide to imput this anywhere, you change the nature of your game. It is no longer a gritty campaign of heroes. It is an epic campaign vital to the future. You've just given Excaliber to Arthur, and it means that he's going to be a bit more epic even at lower levels. You're going to have to turn all of your players into similarly powered individuals. You're going to have to adjust your campaigns and your enemy strength based on the fact that you have given something of true legend to the masses. So, in effect, its the same as any major artifact, just more creative and awesome. The character wielding it will level twice as slowly, but will learn to mold creation, so I think it's fair. Just remember that by putting something like this into your game, fate will spin toward these heroes, and these words of creation will want to find their maker...
 

Absolutely awsome, if i may say (ya it does bring back secret of mana and crono trigger repressed memories). I would say to balance it out, just know the abilities of your players and go from there. If they destroy something wuick, they like it. If they earn a hard win, they love it. If they get owned, then they realize that they aren't gods and it brings excitement to the game (i discourage against mass killings of pc's though). Just have fun with it, and theyll love the fact that everywhere they go they will be recognized for greatness (plus it gives you a reason to throw arch-villains their way without reason)
 

Re:

Kisanji Arael said:
Where did you get your inspiration for this artifact?
:D Not sure if I should tell. I'm still kind of proud of it.

How are the words of creation absorbed into the blade?
The Letters themselves appear somewhat metallic - reflecting the nature of the Sword they came from. When they are reabsorbed (which basically happens when contact occurs between the letter and Masamune), the effect is somewhat like watching a drop of mercury being drawn back into the whole.

How are they found?
The Sword can sense Letters when they are close by, or at least their general direction or location. I would say that it's like a discern location effect, except I more or less want the effect to be up to the GM. For plot purposes and all. :)


How were they lost?
The original gods - they're called the Archons in my campaign - dismantled the Sword after Creation was more or less underway. Having created the world, they were more or less worried that the Sword might be used to un-create it. Which is why the Sword being re-assembled is supposed to be one of the signs of the Apocalypse.

How are they written on the blade?
Well, I guess my idea was that they were simply reabsorbed. I suppose they appear on the blade after reabsorption occurs.

:D I really like some of your ideas. Is it okay if I steal them? I especially like the bit about the complete loss of sanity, then the regaining of sanity with a bonus. I actually had been thinking of bringing in the Sanity mechanism from Cthulhu (or an equivalent thereof) specifically for this.

:D Thanks for your comments. I'm really glad you liked it.
 

Brasswatchman said:
:D Not sure if I should tell. I'm still kind of proud of it.

:D I really like some of your ideas. Is it okay if I steal them?

That's why I gave them to you. I'll have a lot more for you by the end of the day, especially after my Japanese class. And yes, I know about the copyright, and I don't really care. It's a good idea, and I figure I'll help you as much as I can. After all, the point of these boards isn't to further ambition, it's to take half-good half-stupid ideas and beat the stupid out of them until they shine like gold.

Brasswatchman said:
I especially like the bit about the complete loss of sanity, then the regaining of sanity with a bonus. I actually had been thinking of bringing in the Sanity mechanism from Cthulhu (or an equivalent thereof) specifically for this.

:D Thanks for your comments. I'm really glad you liked it

I'll have more for you by noon my time. This is something I'll be thinking about a lot. I'm not going to focus on making more spells associate, I'm going to focus on style. Obviously, there are lots of aspects to religion and to what a God can or cannot do that need to be covered. I would go as far as to say that some of your spells need to be replaced by effects, and some by overall glory.

One thing I can think of is that not all of the Words have to be in the same form. In Doctor Who (5th incarnation, Key to Time) the segments of the Key to time are hidden inside various objects and living things. The various keys could be metal in their true forms but could hide inside of people and objects of power that particularly well represented that word.

Also, a few more questions:
It is obviously an intelligent (if rather quiet and serene) weapon. What is its alignment?
How does it choose its bearer? (with Masa's strength and Mune's knowledge?)
How does it respond to the allies of its bearer? Utmost tolerance? Alignment based tolerance?
How is the concept of multiple bearers addressed (personally, I think that in the hands of one not worthy, it should be as heavy as lead andd not do anything?
Do the runes leave the blade if the bearer dies permanently?

I just think that all of these could be well incorporated into the history, if applicable.
 

Kisanji Arael said:
If you decide to imput this anywhere, you change the nature of your game. It is no longer a gritty campaign of heroes. It is an epic campaign vital to the future. You've just given Excaliber to Arthur, and it means that he's going to be a bit more epic even at lower levels.

Indeed. That's what I'm going for. I should probably tell you that my campaign has just started; I'm hoping to introduce the Sword in the next session, sometimes this week.

Out of curiosity, has anyone ever run a campaign with this kind of feel? Do you have any suggestions for me?
 

Sage Artifacts

Yet more stuff. Plenty of holes in the writing, since I'm tired. Tell me what you think.

THE SAGE ARTIFACTS
These artifacts were created by an ancient group of Sages who studied Masamune. Like the Sword of Creation, all the Sage Artifacts are immune to divination spells; each item has a specific outward appearance that is confirmed by spells such as identify, analyze dweomer, detect magic, and so on. Like Masamune, they cannot be modified, transmuted, further augmented, or teleported, in any way, shape, or form.
The Sage Artifacts are capable of gaining powers through the Letters of Creation. Masamune is capable of granting the Sage Artifacts access to these letters. This process occurs by touching of the Sage Artifacts to the Sword, while the Sword’s wielder concentrates on the letter she wishes to transfer. Transferring a letter requires a full-round action. The Sage Artifacts cannot collect Letters on their own; they can only accept Letters and powers from the Sword.

BOW OF UNDERSTANDING:
Appears to be a masterwork composite longbow. The bow automatically adjusts itself to the Strength attribute of its wielder. Each Letter added to the Bow gives it an additional +1 magical enhancement bonus (to a maximum of +5). Adding a sixth Letter to the Bow of Understanding gives the weapon the seeking attribute (page 225, DMG). After this, no further Letters can be added.

BOOK OF WISDOM:
This appears to be a normal, blank book, unmarked and simply bound in leather. The book cannot be destroyed through normal means, be it by fire, water, or sundering with a non-magical weapon (consider the book to have DR 20/magic and SR 32). The Book is the only item in the universe capable of identifying the Letters of Creation. When a Letter is transferred from the Sword into the Book, it appears in the pages inside with a full description of the Letter and its abilities. The Book of Wisdom can also be used as a spellbook, capable of containing an infinite number of spells, which disappear and reappear as the book’s holder requires.

DEMON AXE:
Appears to be a large masterwork greataxe. A Medium-sized character who tries to pick it up finds that it is extraordinarily light. The Demon Axe can be wielded as a two-handed melee weapon by a Medium-sized character with no penalty. The axe weighs 12 lbs when wielded and 24 lbs when carried.
The Axe cannot accept Letters from the Sword, and thus does not grow in power as do the other Sage Artifacts. There is one exception: ailm, the Letter of Wrath, can be added to make the Axe a +1 large flaming greataxe. However, every time the wielder uses the modified Axe in combat, she must make a Will save (DC 22) or immediately gain the fiendish template, with an according change in alignment. The effects of this transformation can only be reversed by removing the Letter ailm from the Axe, and placing the Amulet of Mercy (see below) on the wielder. Afterwards, the wielder reverts to normal, though a paladin or a cleric might require an atonement spell in order to regain their abilities.

AMULET OF MERCY:
Appears to be a standard amulet of natural armor +1. Each Letter that is added to it increases the enhancement bonus by +1, to a maximum of +5 (at four Letters). The Amulet of Mercy’s bonus doubles against the Demon Axe.

GAUNTLETS OF BALANCE:
Appears to be a pair of bracers of armor +1. Anyone who wears the gauntlets of balance is considered armed for the purposes of making unarmed attacks. When the letter ailm is transferred into the left bracer, and the letter gim is transferred into the right bracer, the gauntlets of balance become both bracers of armor +3 and gauntlets of ogre power. No other Letters – in no other order – can be transferred into the gauntlets.

SPEAR OF PROPHECY:
Appears to be a masterwork longspear. Anyone wielding the Spear gains a +1 bonus to their caster level when casting divination spells. Each Letter added to the Spear gives it an additional +1 magical enhancement bonus (to a maximum of +5). Adding a sixth Letter to the Spear of Destiny allows its wielder to use the spell augury once per day, as if cast by a sixth-level cleric (page 202, PHB). After this, no further Letters can be added.

CHAIN OF BEING:
Appears to be a masterwork whip. When one Letter is added to the chain of being, it gains the abilities of a rope of climbing (pg. 266). When two Letters are added, the chain of being transforms into a +1 spiked chain. Three more Letters can be added to increase the weapon’s enhancement bonus, to a maximum total of +4.

COVENENT STAR:
Appears to be a masterwork chakram (see pg. 7, Arms and Equipment Guide). Despite not being a magical weapon at first, the covenant star has the returning special ability (pg. 225, DMG). Each Letter added to the Bow gives it an additional +1 magical enhancement bonus (to a maximum of +3). No further Letters can be added after this point.

WEDDING RING
Appears to be a simple brass ring, with a single glass crystal set into its bezel. The wedding ring is the only artifact in the universe capable of detecting the Letters of Creation, as if with the spell locate object. The ring is also capable of containing any one of the Simple Letters. Anyone wearing the wedding ring is able to use the letter’s spell-like ability once per day, just as if they were holding the Sword.
 

wow, you really are drawing upon a lot of obscure references. The chain of being? I love it. I assume its golden.

What are you interested in as far as help goes? If you would like (as soon as I finish translating this cursed Parson's tale to modern English) I would have a lot of fun coming up alternative powers for some of the runes. For instance-

Tha- the wielder may create food and water once /day. In addition, at any time when over 1000 people are starving within one mile of this rune, it can create a table covered with warm bread, cool water, and one other food or drink of the bearer's choice. The table attracts any hungry creatures within one mile, and continues to provide food until they are all fed. It may do this once per month.

I'd also have a lot of fun working on history or unique powers for your artifacts. Just let me know.
 

Re:

Kisanji Arael said:
The chain of being? I love it. I assume its golden.

Huh. And I thought I was just making an obscure joke about Neo-Platonism. Where else does that pop up?

Kisanji Arael said:
What are you interested in as far as help goes?

Right now, I think I have a pretty good handle on the artifacts and their history. What I'm mostly worried about right now is the mechanics of the artifacts - making sure I have all the bases covered, making sure that there aren't any super-powerful loopholes that my players might figure out that I haven't spotted - and, above all else, figuring out how exactly I can continue to make the game challenging after I introduce these mechanics into play. Thank you for the offer. Right now, I just need to get things ready for the players.

And yes, I know about the copyright, and I don't really care. It's a good idea, and I figure I'll help you as much as I can.

:) Thanks for understanding. This is one of the better ideas that I've had in a while, and I want to try and keep ahold of it. I hope you - and everyone else on the board - understands that.

Let me see if I can field a few more of your questions that I haven't gotten to:

It is obviously an intelligent (if rather quiet and serene) weapon. What is its alignment?

Hm. Either neutral good or true neutral, I suppose. Not averse to law or chaos, generally good-disposed, though it can be wielded by evil individuals. Its relationships with its bearers are consistantly strange; while the bearers can use the Sword as they choose, as easily as manipulating a tool, their actions somehow have a tendency to end up functioning in a line with a greater, sometimes incomprehensible purpose. The best way I have of describing this process is by quoting part of the Wikipedia article on the original Masamune swords:

Often, Muramasa's [a rival swordmaker's] blades are described as bloodthirsty or evil while Masamune's are considered the mark of an internally peaceful and calm warrior. The most famous legend of the difference between the weapons of the two swordmakers is based on what happens when one of each sword is placed in a slow stream. Muramasa's sword was able to cut a leaf cleanly in half, while another leaf abruptly changed course and slipped by Masamune's sword without touching it.

:) Before you ask, I'm not thinking about making a counterpart 'evil' sword called Muramasa. The idea had occured to me, but I'm not really into dualism.
 

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