The Sword Berserk

Edena_of_Neith

First Post
The original Sword Berserk was created by a conniving orcish wizard, who used that first Sword to good effect against his tribe's gnollish enemies. Later, after he became chieftain of his tribe, he let out the secret of the Sword's manufacturing process to other shamans, and several dozen of these Swords were produced across the orcish lands. For some reason, despite valiant efforts and hard research, no other race has been able to reproduce one of these weapons. However, a member of any race can pick up and use one of the Swords, even against the orcs who created them.

The typical Sword Berserk is a long sword or two-handed sword, double edged and with a needle point, with a pommel of cold iron and an onyx stone set therein. The iron blade is heavy and awkward (30 to 50 pounds!!) and seems to be rather useless as a weapon: it is far too thick and heavy, despite strangely razor sharp edges. All the finely, beautifully etched runes on the blade and pommel, albeit orcish in nature, bely the clumsy clubbish apparent nature of the weapon.
Furthermore, if wielded normally somehow, this weapon glows with a baleful whitish light when wielded in combat, and this light reveals the wielder and thus makes him an easier target in combat. A faint sound, like a snarl or wail, can be heard from the Sword in combat, further singling out the wielder.
The Sword does 1 to 12 points of damage in normal combat, plus 3 (these weapons are typically + 3 with no additional enhancement bonuses), plus whatever strength bonus the user has. Typically, 16 strength is needed to wield such a clumsy, awkward club-like weapon, and even then with a - 4 penalty. For those with 19 strength or higher, though, the penalty is dropped.

However, if the Sword is thrown by a wielder who understands it's true powers, the Sword comes to life, and it's full powers are revealed. The throw need not be powerful or far: a strained 2 foot heave by a weak halfling will do the job, if the halfling understands the Sword's true powers.

Upon being thrown, the Sword will fly out to wherever it was the wielder wanted it to go and land, up to 1,000 feet away. This will take 1 segment (2nd edition) or 1 round (3rd edition.) Immediately upon the next segment or round, the Sword will manifest in all it's awful power, going into it's fury.

The Sword becomes akin to a Dancing Sword, in that it will fight and move by itself. The analogy doesn't quite fit, though: this Sword fights like a street brawler, hitting with the pommel, slamming with the flat of the blade, flailing here, there, and everywhere, like the lowliest rat (or elf, as the orcs would say) cornered in some dreadful place. There is none of the eloquence of the Bladesinger or Duelist, none of the honor and nobility of the Cavalier or Paladin, none of the finesse of the Fencer, just the brutality of a free for all slugfest in the lowliest dive or dark alley of a City of Terrors.
The Sword's light blazes out like a beacon, the heart of the blade white, the edges dark purple and red - this bright, cold, baleful light has no magical terror power in itself, but it tends to strike terror into the hearts of all nevertheless - and the weapon screams, wails, and snarls like a dozen ogres, elves, and kobolds all being tortured with hot irons simultaneously, even as they are vowing horrific and eternal revenge upon their torturers. Such is the nature of this weapon, the Sword Berserk, and in it's fury it can be heard even above the din of a major battle.

The Sword Berserk in it's full power is still a + 3 weapon.
The Sword Berserk ignores armor not made out of steel or a stronger substance, simply cutting right through it (monsters only lightly armored similarly lose their protection.) If the opponent is wielding a defensive weapon, made of a substance weaker than steel, to counter the attacks of the Sword Berserk, that weapon is likely destroyed with no benefit to the defender, and no delay to the Sword Berserk.
The Sword Berserk fights as a 20th level fighter (both 2nd and 3rd edition.) It strikes twice per round (2nd edition) or 5 times per round (3rd edition, as per the fighter rules.) It can be Hasted, in which case it's attacks increase to 3 per round (2nd edition) or 6 per round, with 2 primary attacks (3rd edition.) Hasting the Sword does not affect the duration of it's fury (see below.)
The Sword Berserk strikes for 4 - 24 points of damage, plus 3 for it's magic, plus it's own strength bonus. The Sword has a 23 strength, and bonuses are calculated accordingly (in 2nd Edition, that would be a + 11 to damage.) In addition, the Sword gains it's own strength bonus in attempts to hit (in 2nd Edition, that would be a + 5 bonus to the attack roll) as well as it's + 3 magical bonus.
The Sword Berserk has instantaneous control of it's movement in the air, able to accelerate to full speed instantly, decelerate to hovering instantly, turning and flying in any direction, and otherwise doing as it pleases.
The Sword Berserk, can move at up to 100 miles per hour.

The Sword Berserk has an Intelligence of 14, for the purposes of it's intellectual ability to defeat foes by assorted cunning, devious, and dirty tactics, as well as by the usual brute force and the effective employment of that force. However, the Sword will not speak to anyone, including it's Wielder, nor can it be communicated with except by magical means. Whoever employs magic and establishes communication will find the Sword unfriendly, uncommunicative, and it will generally only want to discuss all the assorted ways it knows to kill people, other assorted military tactics and strategy, and so on.
The Sword might become more friendly if the person communicating with it brings up new and ingenious ways to kill which the Sword had not previously thought upon.
When in it's fury, the Sword will refuse to communicate: it can hear attempts to communicate with it, but it does not care to respond, since it is so busy killing people. A Limited Wish or like spell would force it to communicate, which it would do concurrently with it's fury and it's attacks. The Sword will remember who forced it into a conversation while it was busy with it's killing, too! (see below)

The Sword Berserk, while in it's fury, will go after targets in the following preference:

A single target stated by the wielder, before or as the Sword is thrown. Upon stating this foe, the wielder also implicates all the allies of that person or being, and the Sword will go after them after killing the initial target.
Any opponent who tries to employ any kind of magic on it, starting with the opponent who used the most powerful magical spell (the Sword Berserk saves as a 20th level fighter, has a 14 wisdom, and has 1,000 hit points for purposes of determining the effects of incoming spells and attacks. A Wish, Limited Wish, Anti-Magic Shell, and/or successful Dispel Magic/Remove Curse (against 20th level) will cause the Sword to go quiescient and fall to the ground.)
Any elf or drow.
A rival orc tribe.
The opponent with the most powerful spells available (the Sword has enough omniscience to know)
The opponent with the most powerful magical items available. (the Sword has enough omniscience to know)
The opponent with the most hit points, then the opponent with the second highest hit point tally, and on down (use original hit points for this purpose, not current hit points.)
Anything, and everything, else that was an active hostile to the Wielder and/or anyone in his party (or group, or tribe, etc.)

The Sword Berserk will attempt to kill opponents by the quickest and most expedient methods possible. If an opponent is on a ledge, the Sword will use it's 23 strength to push him off. If many opponents are under a tree, the Sword will cut down the tree (it can cut through 6 feet of hardwood per 3rd edition round, or 12 feet of softwood.) If a fire is burning, the Sword will attempt to use it to somehow immolate it's enemies. If the Sword's foes are fighting in water, shoving them under and drowning them is an option.
With it's own damage of 4 - 24 plus bonuses, and it's many attacks per round, the Sword knows it can probably kill the enemy quickly and efficiently with it's edge, point, weight, and it's great strength, but it will not hesitate to use every conceivable means and object at it's disposal to down it's foes as quickly as possible, if a quicker and more efficient method of killing is perceived to exist.
In 2nd Edition, the Sword can forego one or more of it's allowed attacks, in order to take alternate measures (such as chopping through a building's supports to collapse it) to quickly kill the foe.
In 3rd Edition, the Sword would attack and/or use Partial Actions to accomplish it's ends (in 3.5, it would either attack or forego attack for other options.)

The Sword Berserk does not have the words Mercy, White Flag, Surrender, Negotiate, or anything of the sort in it's repetoire. It will not stop, unless destroyed or magically halted, until every opponent is dead.
The Sword Berserk has it's own form of Detect Life and Detect Unlife constantly in operation. It will remember every opponent on the battlefield, even those it did not fight and who were far away from it during the battle, and it will seek them all out if they yet live, moving at maximum speed (100 miles per hour) to fallen, trapped, and unconscious opponents to deliver the Coup de Grace.
The Sword can smash it's way through a heavy dungeon door in a single 3rd edition round. It can hack through an iron door in a similar amount of time. For steel, the Sword will back up, and drive itself at full force into the door, punching a hole in it up to the pommel (similar to the way straws can be blown deep into telephone poles during tornadic winds.) After 4 such strikes, the Sword will have cleared an opening for itself and will pass through. Mithril and adamantine will stop the Sword from breaking through, and the Sword will realize it cannot pass and immediately attempt another route.
The Sword can hack it's way through 3 feet of granite in 1 3rd Edition round, each and every round. If sealed in stone somehow, it will cut itself room for movement in 1 to 10 rounds, then start breaking out at the rate of 3 feet per round (if sealed in mithril or adamantite, it is trapped.) The Sword can chop through 6 feet of hardwood or 12 feet of softwood per round.
Of course, if there is another entrance to the room where the enemy is hiding, and the Sword knows this, it will fly around to that door to see if it is open!

The Sword can break through Walls of Stone and Walls of Iron in a single 3rd edition round. It can break through Walls of Force in 1 to 4 rounds.
The 2nd Edition Rope Trick will apparently defeat the Sword: the Sword will wait until those within open the portal (even slightly) and then flash in and the carnage will begin. The Sword will know when the portal is opened.
A person somehow jumping into a Bag of Holding and closing it (or someone else closing it) will thwart the Sword. The Sword will attempt, using it's pommel, to open the Bag back up. If it succeeds, it will dive in and kill the person within. If it fails, it will seek out the next target.
The Sword will chase enemies through open Gates, Astral Portals, or similar affairs. If people in a Plane Shift are holding hands and about to disappear, the Sword will attempt to reach and touch one of them before they go: if it succeeds, it goes with them and the party begins.

Stoneskin will thwart the Sword. If possible, the Sword will attempt to entrap or bury such a person in debris, instead of striking at the protected figure. Or, perhaps, picking up the Stoneskinned person (that's not an attack!) with it's 23 strength, carrying him high into the air, and dropping him to his death.
Protection from Magical Weapons will also thwart the Sword, and it will react as per Stoneskin.
The Sword will not attempt to penetrate a Prismatic Sphere, as it is not stupid. It will fly around Prismatic Walls and other such unbeatable defenses, if it can ... or hack it's way around them, through solid rock if need be.
The Sword will know a Sphere of Annihilation for what it is. It will try to use the Sphere to it's advantage, by knocking people into it.

If the opponent is a regenerating creature, the Sword will realize this after the first successful blow. The Sword will attack until the creature is at - 30 hit points, at which point it is dismembered and the Sword has flung the pieces for hundreds of feet in every direction.

- - -

All Swords Berserk carry a curse (the orcs would not call it a curse ...) and this curse has rebounded upon many non-orcs who dared to use them. Quite a number of TPKs have occurred when foolish men, elves, dwarves, drow, and others have tried to take advantage of the power of the Sword Berserk.

If used as a normal weapon, the Sword's curse is not invoked and it functions normally, if awkwardly.

But ...

If thrown, the Sword is imbued with the Wielder's passion, his desires, and most importantly his death wish upon the enemy (and if any being, no matter how august or saintly or whatever it claims to be, throws a Sword Berserk and deliberately invokes it's power knowing what that power will do, that counts as a death wish upon the enemy!)
The death wish gives the Sword it's power of fury. But it also stipulates that said fury must last for a certain length of time.

The Sword Berserk MUST fight for a number of MINUTES (3rd Edition) or TURNS (2nd Edition) equal to THRICE the level of the person who threw it, or for 6 - 36 minutes/turns, whichever is LONGER. There is no exemption from this necessity for the Wielder: since he willed it to life, no spell or desire of his, short of a Wish or Miracle, will stop the Sword. Anyone else with the Wielder may attempt to stop the Sword, but they must overcome the Sword's 20 levels AND the Wielder's levels added together (if the Wielder is 15th level, that's 35th level.)

If the Sword runs out of enemies of the Wielder's to fight, it looks around for something else - always something sentient, and it can distinguish sentient from non-sentient - to kill.
The Sword will first choose any bystanders who are so unfortunate as to be standing within 1,000 feet of the Wielder, and then use the priority list given above.
Once it is finished with them, or if no bystanders stood within 1,000 of the Wielder, or if the Wielder is not present (he, being smart, Teleported, Planeshifted, or Worldwalked away), the Sword then turns on the Wielder's allies.
After it is finished killing the Wielder's party/allies/etc., the Sword then heads for the largest group of living beings around, regardless of distance, flying at top speed to reach them.

Only after the full time has elapsed, will the Sword go quescient, flying back (if possible) to it's Wielder's hand, who can choose to throw it again immediately (!) or sheath it like any normal sword.

If a party of adventurers tries to circumvent this curse, they could be in for a surprise.
If the OWNER of the Sword is a low level character, then he can throw it and it's fighting time will be shorter (short enough, perhaps, that the party will survive the Sword's fury.)
But if a HIGH LEVEL character is the owner of the Sword, and he gives it to a low level character to throw, hoping to shorten the time, the Sword is counted as having been thrown by BOTH characters, and their levels are added together to figure out the duration of the Sword's fury!

The Sword will not kill it's Wielder. However, if he gives it to another to throw, the Sword will kill that person if it has finished up with it's other targets and has now come back to attack the party.

Attempting to throw the Sword by remote, via a catapult, ballistae, or the like, will result in the levels of EVERYONE involved in the operation of said catapult, ballistae, etc. PLUS the level of the Wielder, being added together and calculated for purposes of how long the Sword's fury will last.

- - -

Whenever a Sword Berserk is thrown and it's fury invoked, there is a 1/10th of 1% noncumulative chance that it will become Uncontrolled.
An Uncontrolled Sword will remain in fury indefinitely, attacking anything living, undead, or moving, until such a time as it is stopped by a Limited Wish (which will briefly stop it), a Wish or a Miracle, an Epic Spell, or the Sword is somehow entrapped or destroyed.
A number of disasters have occurred with Swords Berserk where entire settlements or areas were scoured of life by an Uncontrolled Sword.

If the Wielder wants his Sword Berserk back after it went Uncontrolled and has been stopped, he only needs to convince the archmage, high clerist, or other (likely very outraged) high level character or NPC to give it back to him.
If the Wielder was the one who used the Wish, Miracle, or whatever it was that stopped the Sword, and he wishes to take it back - along with the blame for everything that happened during the time the Sword was Uncontrolled - that's his right too!

(The 1/10 of 1% roll is not made until the Sword's normal fury period is about to end, unless the DM rolls in secret. NOBODY except the DM knows whether the Sword will become Uncontrolled until it either does or does not do so!)
 

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Additional information and comments

Note that if two Swords Berserk are on the same battlefield but on opposing sides, they will not target each other until the very end, after everything else is dead and/or destroyed.
This applies if three or more Swords Berserk are on the battlefield as well.

The exception is if the wielder of one or more of the Swords Berserk throws their sword into the melee, and specifically calls out the enemy (or one of the enemy) Swords Berserk as the primary opponent.
In this case the Sword Berserk that was thrown will immediately attack the other Sword Berserk, and that sword will disobey any previous command from it's own wielder and fight back.
The battle will continue until one of the two Swords is destroyed. They will concentrate solely on each other to the exclusion of all else; even if they are attacked by other combatants, they will not respond until after one Sword or the other is destroyed.

A Sword Berserk has 1,000 hit points, and it takes hit points of damage normally from any assaults, physical, psychic, and magical, aimed at it. It saves as a 20th level fighter with 14 Intelligence and 14 Wisdom.

Thus, a trio of Fireballs hit a Sword Berserk: it is allowed 3 saves for half damage, but otherwise takes hit points of damage as a character would.
Then, a warrior attacks the Sword Berserk, and inflicts 56 points of damage on it. This accumulates towards the 1,000 total damage, along with the Fireball damage.
Subsequently, a Prismatic Ray hits the Sword Berserk. It sustains 40 points of damage, but need not save versus poison or die or become insane. It would have to save or be sent to another plane or turned to stone, though.
Then a Charm Monster is thrown at the Sword. It could count as a monster at the DM's discretion, and thus it could possibly be charmed. If it were, it would continue to fight, but would consider it's charmer it's new wielder, and fly back to his hands at the end of it's fury.

What spells will and will not affect a Sword Berserk is up to the DM. Here are some considerations, though:
A Sword Berserk is very hard to destroy. Thus the 1,000 hit points. The powerful Disintegrate spell would destroy it, of course, but it would otherwise take an awful lot of blows from weapons and spells to do it in.
It is very difficult to stop a Sword Berserk from it's fury; that is, stop it from fighting once it has been thrown and commanded to fight. Dispel Magic/Remove Curse against 20th level, if successful, will do it, and cause it to fall quiescient to the ground. Anti-magic shell will stop it while it's in the shell. Limited Wish will halt it. Wish and Miracle will easily halt it.
Trying to overbear a Sword Berserk while it's in it's fury is costly: the Sword, in addition to all it's normal attacks, gets a free attack against everyone involved in the attempt to overbear it, before the overbear is resolved. The Sword fights back with 23 strength, it twists and squirms like an eel, it's typically slippery with blood, and it likes to cut off offending fingers trying to grab at it. If successfully overbourn, the weapon must be held down continuously thereafter by all involved. If anyone involved gets up or is attacked or distracted, the Sword gets an attempt to escape (if another person sits down on the Sword first, this doesn't happen.)

Conversely, it is relatively easy to influence the behavior of a Sword Berserk with magic and psionics, which the wielder and his party can try to counteract.
Spells of the Charm/Enchantment school and the Illusion/Phantasm school will generally affect the Sword, confusing it, misleading it, and even turning it against the wielder. Alteration spells could be helpful, or disastrous: turning the sword into a whiff of vapor or a mushroom would make it relatively harmless, but turning it into a dragon or a large rock (which could then fly, because the Sword could fly) would be another matter. Conjuration/summoning could bring new foes for the Sword to fight (for the record, a demon summoned for the express purpose of being killed by a Sword Berserk so others won't be killed instead, is going to be VERY ANGRY after it recovers in the Abyss.) It is theoretically possible a Sword Berserk could itself be summoned, if the conjurer knew it's True Name.
Wild Magic is extremely dangerous to use on a Sword Berserk. The Sword is a weapon of chaos, and so is wild magic. The two do not mix well. It is possible the Sword will start exhibiting random behavior, innate spell-like behavior, greater or lesser intelligence, effective insanity, a complete change in purpose and actions, and any number of other, undesirable effects (the DM should be ingeniously nasty on this one.)

In an actual, major battle, it is possible that both sides would be hurling large numbers of spells at the Sword Berserk at once. Saving at 20th level, the Sword is likely to shrug off most of these attacks. But the ones that do get through, could cause interesting results. Add in psionics, and the picture gets ever messier.

- - -

A Sword Berserk CAN be repaired of damage inflicted on it.
This falls under repair of magical weapons, if such rules exist.
Otherwise, an orc wizard of 9th level or higher with access to an alchemy lab and a forge could repair 10 hit points of damage per day. Other races could manage 1 to 5 hit points a day. An orc archmage of 18th level or higher with a full repair shop could repair 20 to 40 points a day. Other races could manage 5 to 25 points a day.
A Limited Wish would heal 100 to 600 hit points of damage on a Sword Berserk. A Wish or Miracle would instantly restore the weapon.

- - -

A Sword Berserk has an Armor Class of (2nd Edition) 5 (3rd Edition) 15. It has a + 5 bonus in addition due to it's innate dexterity, and a + 3 to it's AC because it is a + 3 weapon, for a total AC of - 3 / 23.

A Sword Berserk can have spells cast upon it to protect it in battle. Here are some such spells:

Resist Cold (2nd Edition, 1st level)
Resist Fire (2nd Edition, 2nd level)
Flamewalk (2nd Edition, 3rd level)
Fire Shield (2nd Edition, 4th level)
Illykur's Mantle (2nd Edition, 4th level)
Stoneskin (2nd Edition, 4th level)
Wall of Force (2nd Edition, 5th level) cast on the weapon to move with it and give it 90% Cover (this would impair the weapon's function somewhat, though.)
Protection from Normal Weapons (2nd Edition, 5th level)
Protection from Magical Weapons (2nd Edition, 6th level)
Mystic Shield (2nd Edition, 8th level)
Elemental Aura (2nd Edition, 9th level)
Mystic Sphere (2nd Edition, 9th level)

Offensive spells cannot be used in conjunction with a Sword Berserk, although people keep trying. Spells like Lightning Bolt, Fireball, Death Spell, Thrice Supreme, and Meteor Swarm have all failed. Contingency won't work on a Sword Berserk (although Contingency could save you from one) Mantle also will not work, even though the spell is partially defensive.
Some human mage once tried to cast Prismatic Sword upon a Sword Berserk, thinking to give it all the powers of a Prismatic Sphere as well as it's own. Instead, he half fried the Sword and sent it to the Astral Plane, where some very puzzled githyanki are pondering this strange weapon.
What has worked is heating the Sword up before battle, then sending it into battle (gaining an extra 1d6 damage per strike, plus setting the target on fire) or chilling the Sword prior to battle (gaining an extra 1d6 damage per strike), or drenching the Sword with poison prior to battle. Conceivably, the Sword could be drenched in acid, but the last attempt at doing this caused considerable damage to the Sword in question and nobody has tried the stunt since.
There have been known cases of people hanging destructive things off of Swords Berserk before sending them into battle. Bottles of poison, acid, greek fire, and even smoke powder have been tried. Magical items such as the globes from a Globe of Fireballs, and gems containing charges from assorted wands, staves and rods, have been flown into battle by Swords Berserk. Sometimes these tactics have worked well, sometimes not so well and the Sword was damaged as well as the intended foe.

Divination spells and efforts, such as mages trying to use the Sword as a scrying device, have had mixed results. In some cases, it has been a resounding success. In some cases, the mage's mind became a mirror of the sword's, and he became a living Sword Berserk Uncontrolled, killing everything in sight. There is one known case of a Sword possessing a cleric who attempted to scry with it. With spells like Augury, Divination, Commune, Contact Other Plane, Magic Mirror, and so on, just about anything could happen when they are used on a Sword Berserk.

Necromancers have dreamed of making the Sword into a kind of spectre that could drain life levels with each hit, and creating an army of spectres slaves for themselves. Attempts to directly change the Sword Berserk have failed, but occasionally things hung from the sword (such as spectres imprisoned in breakable gems) have worked out.
The Sword Berserk is immune to death magic and it would appear they cannot be made into undead constructs. This has made Swords Berserk into formidable foes of the undead and of assorted frustrated necromancers and dark clerics. However, they continue to try, and perhaps one day they will create the first Undead Construct Spectral Sword Berserk (in which case, there is going to be a lot of trouble.)

One enterprising orc chieftain threw a Sword Berserk into an enemy army, with a Mirror of Opposition attached to it. The result was spectacular: it reproduced large numbers of the enemy army, which then attacked the enemy army, as the orc chieftain wanted. It ALSO somehow reproduced the Sword Berserk, and that Sword immediately attacked the first Sword. Afterwards, the chagrinned orc figured out how to cast Improved Invisibility upon his Sword Berserk (a secret he did NOT share with anyone else!)

One rather angry gnoll chieftain hung a Mirror of Life Trapping filled with powerful monsters onto a Sword Berserk, then threw it into the enemy army. The tactic worked: the Mirror shattered, and the monsters attacked. Unfortunately, the Sword attacked the monsters immediately, and ignored the army it was supposed to be assaulting.

It was thought puddings, oozes, and slimes could easily destroy a Sword Berserk. After all, they eat metal, and Swords Berserk are made of metal. So a defending army readied a large batch of black pudding and when a Sword Berserk was thrown into their midst, they threw the black pudding all over it.
The Sword proceeded to hack the black pudding apart. As it did so, it did what all Swords Berserk do when they hack opponents apart: it used it's great strength to bat the pieces of pudding for hundreds of feet in all directions ... right into the defending army that had used the black pudding in the first place.
The Sword was moderately damaged. The defending army was obliterated. Since that time, nobody has again tried this tactic on a Sword Berserk.

There are rumors that the orcs have been successful in making Swords Berserk into Mirrors of Life Trapping all in themselves, releasing their monsters into the battle and fighting alongside them. Other rumors say they have imprisoned monsters within Swords, and those monsters fired spells and spell like powers out of the Swords to aid them in battle. And there is one rumor, unsubstantiated, that a current orc chieftain of great stature and power has figured out how to possess his own Sword Berserk (a kind of Magic Jar, in effect) so that he can travel with it, have all of it's powers and all of his own, plus all of it's defenses and all of his own, while he has subverted it's original purpose and does as he pleases. And they say he can morph into his normal form, and disappear back into the Sword, at will. But none of this is substantiated, and whatever spell or spells the orc chieftain or anyone else would have used to accomplish this feat, are only speculation.
 

I guess I'm curious.
If one of these Swords was in your campaign, and it fell into the hands of the Player Characters, what would happen next?

(If this is the wrong forum for such a question, please point me to the right one (sheepish look))
 

My group? We'd probably lock the thing up and throw away the key. My wizard might try and 'burn' it, using it as magical 'firewood' to power the creation of other magical items.

Mechanically, I'm actually quite impressed - I like the way you've statted it so flexibly. 1000 hit points may be a tad crazy, but on the whole the device seems fairly mechanically sound.

Also, good to see you around again, Edena.
 

To Anabstercorian

Hey there, Anabstercorian! Nice to see you again. :)

Thank you for the compliment on the Sword Berserk!

Yeah, many parties would probably would throw away the key on the Sword Berserk. But there is always that one greedy player who just has to have the most powerful weapon around, and then ... :D

I gave the Sword 1,000 hp because it is only Armor Class 18 to 23, and hit points go awfully fast in a large battle where a lot of people are attacking the Sword: trying to kill it, frantically, before it kills them. So the orc wizards made their Swords Berserk tough enough to tread that mill.
You could just use the standard rules for magical weapons, treating the Sword as a character and improvising, taking in mind that the Sword was meant to engage in large battles and is reasonably tough.

- - -

Serpenteye is starting a 5th IR, set in Greyhawk. Did you know that? It's over on the Talking the Talk board.
I've joined in. I've claimed the drow. Hehe. And nobody's claimed the illithid yet ...
 
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The Sword Berserk: Short Version

Here is the Sword Berserk in three sentences:

The Sword Berserk is a + 3 weapon (typically a long or two handed sword) that inflicts a base 4 to 24 points of damage plus strength bonuses (+ 11 in 2nd Edition), weighs 30 to 50 pounds, dances as per a Dancing Sword, has instantaneous control of it's movements in the air and can move up to 100 mph, has 23 strength, 14 intelligence, 14 wisdom, attacks and saves as a 20th level fighter, has 1000 hit points and is treated like a character and not an item for damage purposes, hacks through any armor weaker than steel that is not enchanted like it was not there, and which attacks until it's fury (see below) is over.
The Sword Berserk's fury is activated when it is thrown at an enemy by someone who knows of it's power and actively invokes it by wishing harm on a foe while throwing the weapon: the sword lands up to 1,000 feet from the thrower/wielder and begins attacking, and it's fury lasts for 6 to 36 minutes (3rd edition) or 6 to 36 turns (2nd edition) or three times the thrower/wielder's level in minutes/turns, whichever amount of time is longest.
The sword must keep attacking while it's fury lasts, and if it finishes off the enemies of the wielder, it then goes after bystanders, followed by the wielder's party/friends/allies (but not the wielder himself), followed by the nearest and largest group of living things: there is a 1/10th of 1% chance that any Sword Berserk thrown and going into a fury will remain that way indefinitely, becoming Uncontrolled, and then a powerful spell like a Wish is required to bring it back from that state (and it should be noted that any Sword Berserk during a fury can be affected by most enchantment/charm and illusion/phantasm spells as a character might be, possibly altering it's behavior and even turning it against the thrower/wielder.)
 
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Hi Edena mate! :)

I trust you have been keeping well? Its been a while since we spoke.

I really like the idea of the blade, although it certainly has all the trappings of a Minor Artifact rather than a 'mere' magic item. Kind of reminded me of the Japanese Anime 'Sword of the Berserk' - I wonder if that was the original inspiration?

A few points of note:

1. The sword will have a hardness of 16 (or more dependant on the enchantment bonus and whether or not you rate steel the same as iron).

2. I presume a 20th-level Orc Warriors spirit would be needed in the swords construction?

3. In the short version why is the base damage 4-24? have I overlooked something?
 

Hey there, Upper Krust. Long time no see! How are you doing? How's the Immortal Handbook going? I hope you and the project are doing great! :)

Pardon the misunderstanding on the Sword Berserk. Someone demanded I explain it in 3 sentences, so I tried. Heh. I didn't quite achieve that goal!

The Sword Berserk wasn't inspired by anything Japanese. Just something that popped up in my head the other day, so I put it down on screen.
I guess you could call it a Minor Artifact, but I'm presuming that at least a dozen of these monstrosities were made by assorted orc wizards, and that at least three are still in active service to someone: the others are either being hidden, are lost, or were destroyed.
But of course even one of these Swords in the hands of an advancing orc army should be enough to cause major consternation to the defenders.

I am not familiar with hardness. I know it's a 3rd edition rule, but haven't read it.
The Sword Berserk was made out of iron because the orcs consider themselves primordial creatures of the earth (the descendents of the worms of the earth, I believe, from one story I read) and orcs think of iron as the primordial metal of the earth.
Forged with powerful orcish magic and blessed by orcish shamans, the iron has become as strong and unbreakable as adamantite (although it will not cut through adamantite, or mithril) and it's great thickness and mass make it much more durable than a mere normal sword made of beaten or folded iron and/or steel.
So, it would have a hardness equal to iron, plus 3 for it's enchantment (making it closer to adamantite I'm guessing) plus more for it's thickness and bulk (the long blade is more than 6 inches thick in the center!)

It is LIKELY that you are right: that the spirit of a 20th level orc was imprisoned in the sword during it's construction. If not an orc, SOMETHING mean, nasty, and real powerful was put in there. :) It cannot be resurrected, though (what would happen with a Wish I daren't hazard a guess, except to say it could be quite messy.) It is not alive per se; it most certainly is not undead either. Again, it doesn't like to talk about anything but war, war, and more war, when it is willing to talk at all: it is extremely grumpy, nasty, arrogant, and sometimes downright unfriendly.

To answer your question:

A Sword Berserk that is drawn out and used as a NORMAL weapon, does 1 to 12 points of damage, plus 3 for it's magical bonus, plus whatever the strength bonus of it's wielder is. In this case, the weapon emits a dull, baleful white light in the core of the blade (the edges are dark) and it emits soft growls, snarls, and sometimes very faint cries and shrieks. The Sword can be communicated with by magical means when used normally or in non-combat situations, assuming it is willing to converse.
Otherwise, it is just a + 3 weapon, with no additional powers, and it is an awkward weapon to use at best, for it weighs 30 to 50 pounds (30 for a long sword to 50 for a two handed sword.) Indeed, one might think the thing totally useless, for who has enough strength in the wrists to wield a 30 pound sword?
Anyone with 16 strength can do it, but at - 4 to hit, and possible other penalties. Those with 19 strength can wield it without penalty, although it will feel awkward and clumsy to them. Creatures with 21 strength or greater could probably wield it normally.
A Sword Berserk used as a normal weapon will never go into fury. Nor will a Sword that is thrown, but where the wielder does not actively will harm or death upon the foe (an active wish for harm to others must be expressed.) Of course, if the wielder does not know the Sword's true power, he can never cause it to go into fury mode.

When a wielder who knows the Sword's true power throws it at an enemy, with an active desire to harm that enemy which is strongly emoted (a cry of hatred, an oath to kill, a violent squeeze and good luck wish to the sword, a rush of exaltation at the thought of the imminent bloodshed, or even a paladin's righteous desire to destroy those evil monsters) the Sword's full power - it's fury mode - is activated.

In fury mode, the Sword does 4 - 24 points of damage, + 3 for it's magic, plus whatever strength bonus 23 strength grants (+ 11 in 2nd Edition.) It is + 3 to hit, but gains it's strength bonus to hit also (+ 5 in 2nd Edition.) It screams and roars, shrieks and snarls, bellows and rages, as it attacks the foe in it's all out killing spree.

The wielder and his party had just better hope that the Sword's fury period runs out before it runs out of enemies to kill. Otherwise, they have a tiny weensy problem to deal with ... :D
 
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Oh? Ok, I think I got that. But how many hit points does a normal iron sword have in 3rd edition?

And consider a Sword Berserk in the hands of Lurtz, Ugluk, or Grishnakh, or Gothmog the Lieutenant of Morgul. Scary, no? This weapon would be right up their alley, so to speak.
 

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