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Masamune - the Sword of Creation (Extraordinary Artifact)
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<blockquote data-quote="Brasswatchman" data-source="post: 2720150" data-attributes="member: 36967"><p>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.</p><p></p><p>By the way - this particular game concept is copyrighted (c) Jon Stout, 2005.</p><p></p><p>MASUMUNE – The Sword of Creation</p><p></p><p>Level Abilities Notes</p><p>5 +1 longsword Must have the letter hey in order to advance to this level.</p><p>6 </p><p>7 </p><p>8 +2 longsword </p><p>9 </p><p>10 </p><p>11 +2 bastard sword </p><p>12 </p><p>13 </p><p>14 +3 bastard sword </p><p>15 </p><p>16 </p><p>17 +4 bastard sword </p><p>18 </p><p>19 </p><p>20 +5 katana, miracle at will. Must have all letters.</p><p></p><p>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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p>LETTER POWERS:</p><p>Format: Letter - association - spell 1/day granted.</p><p></p><p>“Mother Letters”: </p><p>Alif – air:</p><p> Level 5-10: Gust of wind (Sor/Wiz 2)</p><p> Level 10-15: Control Winds (Drd 5)</p><p> Level 15-20: Storm of Vengeance (Clr 9)</p><p>Mim – water:</p><p> Level 5-10: Create Water (Clr 0)</p><p> Level 10-15: Control Water (Sor/Wiz 6)</p><p> Level 15-20: Polar Ray (Sor/Wiz 8)</p><p>Shin – fire:</p><p> Level 5-10: Continual Flame (Sor/Wiz 2)</p><p> Level 10-15: Wall of Fire (Sor/Wiz 4)</p><p> Level 15-20: Meteor Swarm (Sor/Wiz 9)</p><p></p><p>“Double Letters”:</p><p>Beith – life – raise dead (Clr 5)</p><p>Gim – peace – mass hold person (Sor/Wiz 7) (note: wielder is unable to attack for spell’s duration).</p><p>Dal – wisdom – mass owl’s wisdom (Sor/Wiz 6)</p><p>Ka – wealth – major creation (Sor/Wiz 5)</p><p>Pha – gracefulness – mass cat’s grace (Sor/Wiz 6)</p><p>Resh – seed – plant growth (Drd 3)</p><p>Teine – dominion – mass suggestion (Sor/Wiz 6)</p><p></p><p>“Simple Letters”:</p><p>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).</p><p>Va – thought – detect thoughts (Sor/Wiz 2)</p><p>Zai – movement – freedom of movement (Clr 4)</p><p>Uath – sight – darkvision (Sor/Wiz 2)</p><p>Tao – hearing – clairaudience (Sor/Wiz 3)</p><p>Ya – work – unseen servant (Sor/Wiz 1)</p><p>Lam – passion, emotion – charm monster (Sor/Wiz 4).</p><p>Nuin – smell – stinking cloud (Sor/Wiz 3)</p><p>Sad – sleep – sleep (Sor/Wiz 1)</p><p>Ailm– wrath –rage (Sor/Wiz 3)</p><p>Tha– taste – create food and water (Clr 3)</p><p>Ki – laughter – tasha’s hideous laughter (Sor/Wiz 2)</p></blockquote><p></p>
[QUOTE="Brasswatchman, post: 2720150, member: 36967"] 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) [/QUOTE]
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