Need help w/ a magic item

gamecat

Explorer
IMC, all medium and major magic items are unique, but I'm having trouble on this one. All magic items are driven by a spirit within. In the case of this one...

Danse Macabre

This black steel longsword has only a single edge on it's blade, and it's grip is fashioned for two hands. It's current owner, Jhonen Hatecraft, a rabid enforcer of the hereticus doctrine (a law saying that all sorcerers and psion's lives are forfiet) tortured such a "heretic" to death, but not before convincing him that the gods wanted him to be a heretic and that he should destroy everything. After that, Jhonen killed him, and trapped his life essence inside danse macabre. This sword does...

Any suggestions? I think the Danse Macabre would hate heretics just as much as it's owner, but what would it do in game terms. I'd like something more than just "Bane" but I cannot put my paw on it.
 

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You might want to check out the intelligent item rules in the DMG.

From what it sounds like, you might want to make it intelligent with the special purpose of killing heretics.

DC
 

Yes, intelligent, special purpose for killing heretics, and maybe a modified Brain Lock power from the PsiHB as some kind of special attack. It would probably also grant SR/PR and maybe some other various abjuration effects. Basically stuff that hurts magic but ignores the mundanes.
 

I like the ideas presented, but I didn't want to have any intelligent items...

Btw, the ruling society IMC (see my the link in my sig) is a wizardly magocracy, so I don't think full SR would be fitting. Jhonen is a badass, too. Keep 'em coming.
 

I'm thinking something along the lines of each hit the victim must succeed at a will save of DC (10+damage dealt) or be subject to a DAZE effect as per the spell. The sword also shields the wielder from mind-infulencing effects and gives him universal elemental resistance of -/5 and the sword can DISPEL MAGIC thrice per day. it also projects a dispel magic aura similar to that of a Holy Avenger, but somewhat weaker.
 

Though you don't want a bane weapon, you might consider a modified bane weapon. Something like:

Danse Macabre
+1/+3 keen flaming burst vs. sorcerers
 

How about:
Once per day, the wielder may take up to their Int modifier and apply it to their to-hit roll. This effect lasts for 10 minutes, during which time, whatever Int modifiers were used to increase the to-hit, are removed from anything that would be affected by the Int modifer.
 

Low -power Campaign = This +1 Spell Blade Longsword is keyed to *insert most used spell in campaign vs. fighters here* (SpellBlade from Magic of Faerun = when the spell is cast at the wielder of the weapon it will capture the spell and hold it, which the wielder can then release at a later point. It only works for the spell choosen when the weapon is created). Over all = +2 wpn

Medium-power Campaign = This +2 Spell Blade, Spell Storing Wounding Longsword is keyed to *see above notes* and usually stores Dispel Magic when its wielder is on the hunt. (useful for Psion = Magic rules).

High-power Campaign = This Adamintium Longsword is the target of a permanent "widened" Anti-magic spell (15ft radius). The blade was also permanently *hardened* (spell in MoF) prior to being set with the Anti-magic effect; its hardness is +10 pts and hit points +10pts.
 

It steals the vital essence of spellcasters and psions with an Energy Drain attack (only v. Arcane casters & Psions). Thus reducing their abilities to cast spells or use the mental powers.
 

Spell Sucking?

I think it's be cool in t his situation to have the blade suck the spells from its foes.

Make it a +1 weapon for to hit/dmg and DR. Then on a successful hit it drains X (Were X = the total damage inflicted minus any strength modifier) spell levels from the target. It starts draining from the higest to the lowest. The weapon deals damage to the victum otherwise normally.

Example: Bill the 5th level fighter (15 STR) hits Elmo the 5th level sorcerer with the sword for 9 hp of damage which means that he will drain 7 levels (his str bonus is subtracted from the spell drain ability) of spells from the sorcerer.

What this means is that the sorcerer takes 9 hp of regular damage. However, in addition he is drained of 7 spell levels from higest to lowest of his remaining spells. Since our sorcerer is at full capacity this means that he is drained of 3 - 2nd level spells and 1 - 1st levels spell.


If you wanted to make it more powerful you could transfer the number of spell levels drained to the next to hit or damage rolls or both. The theory behind this is that the energy drained makes the sword more powerful.
 
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