Showing posts with label Magic Swords. Show all posts
Showing posts with label Magic Swords. Show all posts

Saturday, November 19, 2016

Gamer ADD: Monster Manual II Part 8

Magic Items

Something I never did when I hypothesized a Moldvay Basic D&D with a Fiend Folio monster section was to see how that would affect the magic items detailed in the Treasure section. This was largely due to the fact that the magic items were fairly portable and made sense. Ironically, an MMII-based treasure section needs to be addressed because there are several magic items that require some kind of re-imagining.

Specifically, there are three items in Moldvay that have no meaning in an MMII world:
  • Sword +1, +2 against lycanthropes
  • Scrolls of Protection from Lycanthropes
  • Gauntlets of Ogre Power
While there are lycanthropes in the MMII (foxwomen, seawolves and weresharks), they are either too powerful for a basic edition or would be better suited for an expert edition with its emphasis on wilderness exploration. Thus, there are no lycanthropes in the monster list that would appear in an MMII-based basic edition. Thus, any items specifically created to fight them are rendered irrelevant. In addition, the only ogres in the MMII are aquatic. Thus, like the MMII lycanthropes, they are far more appropriate for an expert edition. Therefore, this item needs to have a different reference point.

There are also a number of magic items that do not have the same import in an MMII world that they do in a normal D&D world:
  • Sword +1, +3 against undead
  • Sword +1, +3 against dragons
  • Scroll of Protection from Undead
  • Spell Scrolls
  • Potion of Growth
As I have mentioned before, undead are scarce in the MMII and almost all of them are walking corpses created by necromancers. They do not have the frightening abilities that normal D&D undead do: level-draining, paralysis and disease. Thus, there really isn’t the same kind of incentive to create a magic item specifically designed to defeat them.

Unlike the MMI and the FF, the MMII does do not offer up a traditional view of dragons. Cloud and mist dragons are neutral creatures that literally live in the sky, far away from the cares of the world. Faerie dragons are small creatures that pose more of a threat as a spell users than as a fire-breathing monster. Shadow dragons are one of the few creatures in the MMII that have any kind of level-draining powers and certainly do not go around burning down villages.

As a consequence, there really wouldn’t be the same kind of demand for swords specifically made to fight these creatures.

Spell scrolls in Moldvay are specifically arcane in nature and are therefore listed as “magic-user/elf.” While I probably would not change this item at all for an MMII-based basic edition, it is worth noting that the only PCs that could use these are magic-users.

Finally, it should also be noted that a Potion of Growth is basically a watered-down version of what an MMII-dwarf PC can already do. This raises a question as to how these potions are created (from dwarf blood?) and how dwarves would feel about their existence and use.

The biggest generalized threat in an MMII-world are arcane spell users: necromancers, fey, chaotic elves, chaotic dwarves, faerie dragons and elementals. Thus, there would be a demand for Scrolls of Protection and Swords that did well against spell users. The latter already exists in Moldvay, but is a +1/+2 weapon. In an MMII world, this should be a +1/+3 weapon.

In terms of disease, mind control and being transformed into a minion, the biggest threat in an MMII world are plants and fungi. Items designed to fight these creatures would replace those originally intended to fight the undead.

It should be mentioned that there is a substantial reptilian threat in an MMII world. Dinosaurs and Ophidians are nothing to sneeze at.

Finally, the only basic-edition friendly creatures in the MMII that could inspire the idea of strength in the same way an ogre does is the cyclopskin. Without any other cyclops available to be kin to, however, I am just going to call them cyclops.

Therefore, here is a list of magic items that would be found in an MMII basic edition and the items they replace:

  • Sword +1, +2 vs. reptiles replaces Sword +1, +2 vs. lycanthropes
  • Sword +1, +2 vs. dragons replaces Sword +1, +2 vs. spell users
  • Sword +1, +3 vs. plants replaces Sword +1, +3 vs. undead
  • Sword +1, +3 vs. spell users replaces Sword +1, +3 vs. dragons
  • Scroll of Protection from Plants replaces Scroll of Protection from Lycanthropes
  • Scroll of Protection from Spell Users replaces Scroll of Protection from Undead
  • Gauntlets of Cyclops Strength replaces Gauntlets of Ogre Power

Saturday, May 25, 2013

Saintly Saturday: The Third Finding of the Head of St. John the Baptist

Today the Orthodox Church celebrates the Third Finding of the Head of St. John the Baptist (the first two findings are celebrated on February 24). The relic had been in Emesa (in modern day Syria), but was moved to Komana (in modern day Turkey) during Saracen raids in the early 9th century. It was subsequently hidden and buried during the second wave of iconoclasm.

When the icons were restored to the Churches, Patriarch Ignatius of Constantinople (A.D. 847-857) received a vision which told him where the head of St. John was hidden. He communicated this to the Emperor, who sent an expedition to bring the relic to Constantinople. The head was found today in A.D. 850.


One meme that keeps popping up in this corner of the internet is the complaint that the ubiquitous Sword +1 is boring and that magic items should inspire more awe and wonder. I myself have played with systems to try to alleviate this particular issue by imagining the process by which a sword is made. The story of St. John’s Head, however, suggests that giving even a boring old Sword +1 a simple history can transform it from a mere mechanic into a real magical treasure.

What follows is a series of d6 rolls which will provide an outline for the provenance of a magic sword:
Roll a d6. The result will be the number of previous owners. For each owner, roll on these two tables:

Who was the owner?


  1. Thief
  2. Fighter
  3. Knight
  4. Noble
  5. Demi-human (1-3 = Elf; 4-5 = Dwarf; 6 = Halfling)
  6. King

How was it lost?


  1. Stolen
  2. Lost in a game of chance
  3. Owner died in battle*
  4. Owner killed while adventuring*
  5. Owner killed by a magical beast (like a dragon)*
  6. Owner mysteriously disappeared

*On a 1-2 the sword was buried with the owner on a 3-6 it was taken by those who killed the owner, or the sword's fate can be determined by fiat.

As an option, one can also roll on the following table:

How did the next owner receive the sword?


  1. Stole it
  2. Won in a game of chance
  3. Awarded for services rendered
  4. Found it in a lair
  5. Found it in a tomb
  6. Found it in a dungeon

Once each owner is determined, all one has to to do is decide what order they owned the sword and fill in any details that are desired.
For example:

I rolled a ‘3’ to determine how many owners a Sword +1 has had. I rolled on all three tables and here are the results:

  • 3-2-5 Knight died in battle. The sword was buried with him and was in his tomb when found
  • 4-1-4 Noble died adventuring (sword was taken) and was found in a monster’s lair
  • 6-4-3 King had it stolen and was found in a dungeon.

Looking at this, I can fill out the details: A king had the magical sword forged, but before he was able to wield it in battle, the sword was smuggled away into a dungeon. A descendent of the king (2nd son?) went searching for the weapon and found it in the dungeon; however, he was killed on the journey home. A knight seeking fame and glory hunted down a beast in the wilderness, in the lair he discovered the sword. He went on to become famous, but died in a battle defending the realm. His sword was buried with him.

Obviously, further details can be added (such as the names of each owner and what lands they ruled and defended). Should this Sword +1 be found in a treasure hoard other than a tomb, one need only add one more layer to the story: monsters looted the tomb and, depending upon which monsters guard the hoard, either don’t know its value, don’t use swords or use it to defend the rest of the treasure.

Regardless, this lowly Sword +1 is no longer boring. It has a story. It was forged for a king. Men died trying to get it back. It took part in a great battle to try and save the realm. It is an item worthy of wonder, despite the fact in it is “only” a Sword +1.

Thursday, October 11, 2012

More on Magic Swords

Yesterday, I mentioned that there were three steps within the process of making an Ulfberht Sword that invited elaboration. Given that I suggested a campaign world with no other magic weapons than swords, it got me thinking about how to take advantage of these elaborations in order to make each magical sword, if not unique, than one with a bit of a back-story.

Thus, I have endeavored to produce one of my favorite things — a series of random tables — in order to come up with the formula used to create a sword based on the aforementioned three steps (thus giving the sword the seeds of a backstory). These tables assume that a magic sword is automatically +1 and that various methods of forging the sword might result in additional powers. Note: all bonuses are cumulative.

Table 1.1 Carbon Source (d10)


  1. Animal Bones = Speak with Animals 3 x per day with the specific animal used
  2. Monster Bones = Bane +1 vs. monster type
  3. Humanoid Bones = Bane +1 vs. humanoid type
  4. Incense = Bane +1 vs. Chaotic/Evil creatures
  5. Dragon Bones = +1 plus Bane +1 vs. dragons
  6. - 10. Normal Charcoal = no extra powers

Table 1.2 Rune Etching (d20)


  1. Stone Rune = Damage Reduction of 1 while wielding the sword
  2. Serpent Rune = +1d6 damage; however, this damage is applied to both the victim and the wielder of the sword
  3. Ice Rune = Protection from Fire; glows in freezing temperatures.
  4. Torch Rune = Light with a 30’ radius
  5. Luck Rune = +1 to Saving Throws
  6. Tree Rune = The magic bonus of the sword can be used as either a combat bonus or an AC bonus
  7. Journey Rune = Dancing Sword
  8. Thorn Rune = The wielder can go into a berserker rage (+1 HD, +1 damage, + 1 to Hit -1 AC penalty)
  9. Hero Rune = Allows the wielder to increase both the number and morale of retainers one shift up on the Charisma table. If the Charisma is already 18, the number of retainers is 10 and the morale is 11 (based on B/X and LL).
  10. Cross = Protection from Evil 10’ radius if wielded by a Lawful (Good)/Christian character
  11. Chi Ro = +1 Bane vs. Chaotic/Evil creatures
  12. - 20. Animal Rune = no extra powers

Table 1.1 Quenching Liquid (d12)


  1. Oil = Flame Tongue; +1 vs. Cold/Ice- based Creatures
  2. Holy Oil = Flame Tongue; + 2 vs. Undead
  3. Holy Water = +1 Bane vs. Chaotic/Evil creatures
  4. Monster (less than 4 HD) Blood = +1 Bane vs. Monster Type
  5. Monster (4+ HD) Blood = +1 for every 4 HD (4-7 = +1; 8-11= +2; 12+ = +3)
  6. Humanoid Blood = +1 Bane vs. Humanoid Type
  7. Dragon Blood = +1 + Bane +1 vs. dragons
  8. Ice/Snow = Bane +1 vs. Fire-based creatures
  9. - 12. Water = no extra powers
For example: With the rolls 10, 7 and 2, the sword in question had normal charcoal, was inscribed with a Journey Rune and was quenched in Holy Oil. Thus it is a +1 Holy Sword of Dancing, +3 vs. Undead. Given this basic background, one could imagine it was forged in order to arm a crusader who was marching against the incursion of a necromancer's army, and could thus bear the name of a crusader saint.

These tables are, of course, only a rough draft and are certainly open to further revisions and additions. Any suggestions?