It is these bonds forged with its wielders that create the magic that live within the blade. Eventually, they build up so strong that they manifest strange and wondrous powers. Many are the tales told of magical blades, that could throw lighting, pass through armour like morning mist, or heal the dead with the blood it has drunk.
The more personalised the blade, the quicker these bonds emerge. It is the bond between blade and bearer that creates magic, it is best of all then, that the bearer makes the blade himself.
For these purposes, there are four components of a sword; the Pommel, the Hilt, the Hand-Guard, and the Blade itself.
Special materials fashioned into components at the wielders request bear the greatest potency, even more so if the bearer crafts them themselves.
For example;
The Pommel could be made of:
- A great jewel
- The Reliquary of a Saint's (usually finger)bone
- A Cameo of someone held dear
- A setting for a tiny piece of Art
- A written Dedication
- A Sculpture or Symbol
The Hilt could be:
- Wrapped in Parchment, bearing Scripture
- Leather from a beast slain personally
- Spell-scrolls (if you are particularly brave or desperate)
- Monster Bone
- Wood from your home
- Human skin (for the particularly depraved)
The Hand Guard could be:
- A depiction of a scene of Legend
- Fashioned into a Rune of Protection
- A Sculpture of an Animal Guardian
- Inscribed with prayers
- Bearing many Jewels
- Carved and Filigreed Monster Bone
The Blade might be:
- Inscribed with Runes or a Name
- Quenched is special liquids (particularly blood)
- Depicting a great beast or scene of legend
- Scarred by a similarly legendary weapon
- Forged of an Unearthly Weapon
- Fashioned to create a strange sound when swung
In the end, it must be the wielder's choice, and it will only make the process quicker. Eventually, any weapon could be made legendary over centuries of slaughter. It makes no difference if the weapon eventually is made up of none of its original components. The spirit of the blade remains, as long as it is not forgotten. (Side Note: The spirit of magical blades take longer to fade away than those of still-mundane blades, even when forgotten)
To begin with, keep track of the number of critical hits made with the weapon. When a particularly note-worthy foe is slain, or wound is dealt, or other deed is achieved using the weapon, roll a d20. If the result is less than or equal to the number of critical hits dealt by it, adding the number of customised components to the total, then the blade awakens, and its magic begins to bloom. The first effect to manifest is always a +1 bonus to attack and damage rolls, with additional effects manifesting as further such great deeds are accomplished with the weapon. Each effect will mirror in some way, the deed achieved with it.
In the case of using a magical weapon wielded by another (such as when a character is gifted their father's sword, perhaps) then before any magic can be built up within it, the character must first build a bond with the blade equal to or greater than the bond it had with its previous wielder. Until that point, only a fraction of the blade's power can be used. Mechanically, the weapon will have a +1 bonus for to hit and damage rolls as normal, and up to one powers can be accessed automatically. To release the remaining powers, an awakening roll (as described above) must be made for each remaining power.
Example Power List:
1 - A further +2 bonus against specific foes (i.e. giants, dragons, humans, etc.)
2 - Wreathing the blade in spectral flame.
3 - The ability to hurl a lighting bolt from the blade once per day.
4 - The ability to fly back to its owners hand on command.
5 - It glows in the presence of enemies.
6 - Its bearer takes no damage from cutting edges (but not from the force of the blow as well)
7 - The bearer has rough tremor senses while wielding the blade.
8 - The blade can move somewhat by itself to deflect ranged attacks.
9 - The blade can shatter almost any solid material if the point is touched against it for enough time.
10 - Water can be directed with the tip of the blade, even into the air.
11 - The tip of the blade can unlock mundane locks.
12 - The wielder of the blade is seen as trustworthy and inspirational when holding the blade aloft.
13 - The blade is supernaturally good at tripping up and disarming foes.
14 - Shields don't seem to offer all that much defence against it.
15 - The blade can heal one wound (read; a single instance of damage) with a touch, once per day.
16 - The blade creates a deep sense of dread in those it is pointed at.
17 - The blade howls like a pack of wolves when swung, quite unnerving.
18 - Plant growth is dramatically accelerated around it when plunged into the ground.
19 - The blade spews forth mist as it is swung, which is wielder alone can see through clearly.
20 - Wounds caused by the blade will only heal if the wielder allows them to.
21 - The blade glows brightly at will, and as bright as sunlight once per day.
22 - The wielder of the blade will never lose their footing whilst wielding the sword.
23 - The wielder has an intuitive danger sense for physical harm.
24 - The wind can be directed by the movements of this sword.
25 - With a solid swing, even stone can be cut by this blade.
26 - Blood spilled by this blade flows up its length to heal its wielder.
27 - Those struck by the blade cannot cast magic while it remains unsheathed.
28 - The blade can freeze water with a touch.
29 - Once planted in the earth, no force can move it save its wielder's hand.
30 - When thrown, the weapon transforms into an animal loyal to its wielder, until the wielder takes it in their hands again.
Sometimes, weapons become cursed by wicked deeds or foul magics. These curses take incredible efforts to cleanse from blades, if it can ever be accomplished at all.
Example Curse List:
1 - Once drawn, the blade must take a life before it can be put down or sheathed.
2 - When drawn, the blade grows hotter and hotter until the wielder can bear it no longer.
3 - Those slain by the sword, are cursed to follow its wielder as mindless undead.
4 - The wielders wounds will not stop bleeding until an equal amount of blood is spilt in return.
5 - Small living things (such as grass and rats) die while the blade is unsheathed nearby.
6 - Wounds dealt by the blade are never fatal, they merely fester and rot forever.
7 - The wielder enters a berserker fury when drawing the blade, and can't tell friend from foe.
8 - Whilst wielding the blade, it saps its wielder's life force to power its magic.
9 - When wielding the blade, even the simplest wound can turn mortal.
10 - Poor weather perpetually follows the wielder of the blade.
11 - Animals of all kinds despise the wielder of the blade.
12 - A demon dwells within the blade, slowly corrupting the wielder.
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