Of Wizards and Magics Arcane (NPCs)

Remember how I said Seclusium got the mental wheels turning on the topic of Wizards?
Have some.

Makhali the Devoured

No mortal is certain who or even precisely what Makhali once was. The few who know aught say Makhali has bartered a deal for power; so long as no food passes its lips, it shall live forever, and remain pluripotent in the magical arts. There is an essential truth to these rumors, and the cunning and profoundly deaf Makhali had held in abeyance a spell which would eternally steal away its mouth. As is ever the case, the Daemon had the last laugh; hunger still afflicts the Wizard acutely as ever it did.
The once-human thing shambling through Makhali’s haunts looks upon all it encounters with the fever-bright eyes of a madman, from a shriveled face and wasted, yet unnaturally strong body. It communicates through signs and dreams. The animus of its hunger has permeated the sanctum, and Makhali now shares its eternal misery by holding great phantasmal feasts* for travellers, trapping and starving them while syphoning the hunger to its own ends. The wretched Wizard’s depredations have infested the surrounding woods with the Gaunt Things and other foul fae and phasms. They drive the weary to its waiting tower and unholy feasts. In the forbidden back of the tower lurk the forgotten remnants of its researches into Demonology and Summoning, as well as many horribly dangerous devices it has cobbled together when the hunger for power and magic briefly drown its body’s baser drive for meat.

*Consider the Feasts to be a multiple castings of Create Stuff That Looks Like Food But Really Isn’t, combined with some extra illusion magic (servants and such). For added ick factor, there’s always the option of using Makhali’s last set of victims as the source material.

 
Ali Ibn Sawad, Herpepotens, Vocator Serpenticae

Ali is held in the deepest confidences by the ensorcelled Bashah of Tangiers. The Kingdoms of Castille and Aragon do hold him accus’d of direst Sorceries and of Consorting with Demons; to wit, his bruited conferences with a being of the name “VALIS” who does provide advisings and false prophecy. Sawad speaketh to all those in thrall to the Serpent of Eden, and may hold Snakes and other scaled beasts at his whimful Command.
We, the King of Castille and the Queen of all Aragonians and Pamplonese, rightful Sovereigns of all Iberia, hereby proclaim a reward of one hundred-weight of pure Silver for his head, and further its weight in Carbuncles. To this, His Eminence the Cardinal of Valencia adds the promise of a Plenary Indulgence, relieving the weight of all Sins save true Blasphemy.
Any Criminal or Heretic within our power who wishes to undertake this task will be granted a year and a day of Parole; success will grant them a full pardon, but flight shall win them only Banishment and a Warrant of Death.

(The entity “VALIS” is a deliberate fabrication. Ali is the reborn soul of a high priest of Valusia, incarnated through his millenial machinations in a body which fits him ill indeed. He retains his ancient favor with the Snakefolk, and knows their Words of Command. His actions and advice are calculated to bring about a vast war, between and among the Mohammedan and Christian alike. In the chaos, he will take passage with trusted mercenaries and seek to excavate the sleeping-chambers of his folk beneath the newly-discovered Spanish province known as “Alta California”. Of course, the mercenaries are both warm-blooded and somewhat expendable.. and his folk hunger.)

New 1st-level Spell: Pistori’s Most Expedient Repairing Dweomer

My father taught me, many years ago, that a wizard’s most important skill is not spellcasting, but fraud – followed hotly by ingenuity.
In the vein of the “Banquet” spell of Better Than Any Man, I present “Baker’s Magic Fixing Spell”, which he came up with long ago. There are two versions, plus the ostensible effect, which you may feel free to insert into spellbooks, etc. This is presented as Open Game Content (see the sidebar for the license).

Pistori’s Most Expedient Repairing Dweomer
(AKA Baker’s Magic Fixing Spell)

Level: 1
Duration: See Below
Save: Conditional. See Below.
Range: Touch.
Components: Verbal, Somatic, Special material (see below)

Blurb when found inside spellbooks:
This first-level spell appears to instantly and magically repair any one mundane tool or other useful item, including weapons and armor.
The material component is a small jar of foul-smelling, acrid ungents (including the anchoring fibers of a mussel and pure alcohol distilled from wood) and the broken object itself.

Effects:
Version 1: The Original
(This is the one my dad first wrote up; simple, to the point, and slightly worse than Mending. But a LOT funnier.)
The spell instantly and completely repairs one broken and useless non-magical item/tool/whatever. It cannot be cast upon a whole and usable item or on magical items. It can regenerate missing parts if they are irrecoverable, and to all tests the item is perfectly sound. It functions perfectly while performing routine tasks, as well as the first time it is used under stress.
The second time the item is used in any situation of danger or stress, it catastrophically and utterly irrecoverably fails, preferably in an incredibly humiliating manner – armor rots to rust and horrific stains, swords turn soft as rubber, lockpicks shatter and jam in the lock, etc.

Version 2: The Weird one
(This is what the spell evolved into over about 20 years of play. I still occasionally inflict it on my players, and it can get really fucking amusing even if they know what’s going on. It leads to resource games – “how much is having that set of lockpicks REALLY worth to you, hmmm?” – and encourages gambling)
The spell instantly and magically repairs one broken and useless non-magical item/tool/whatever. It can regenerate missing parts if they are irrecoverable, and to all tests the item is perfectly sound. It functions perfectly while performing routine tasks.
Each time it is used in a life-threatening or stressful situation, however, the character must save vs. Spells (or make a Fort/Crushing Blow save for the item at a -1 for each time it is used). Failure indicates that some randomly-selected item or piece of property OWNED by the character (not necessarily carried on them) is irrecoverably lost or destroyed. This can take several rounds to take effect, and the DM is encouraged to make it look coincidental. For the purposes of this spell (and yes, this has come up in a game), slaves aren’t property but the title to them qualifies.
Casting the spell on a whole, currently usable item allows a save vs. Spells to avoid its effects entirely.
Broken Magic items are also allowed a save. If the item saves with exactly the number required, the magics of the item pervert the spell and fully repair it – but it is drained of all its significant powers for at least an hour. If the item passes the save with any other number, the Fixing Spell fails. If the item fails its save, it’s partially repaired, but fails catastrophically the next time it is used – violently and unpredictably releasing the magic within.
Whole and usable magic items will fight the spell, draining the item of some power or charges, but inflicting at least 1d6 of damage on the caster per significant ability it possesses.

Viewing the item in a proper reflective surface (blessed silver or polished iron, pure water) will show malicious-looking imps covering it, slowly devouring its substance. This spell is a Curse, should you desire to remove it, and clearly detects as such if you know how to look..

Top Five games ever, played and run

Gnome Stew and the Tower of Zenopus (not to be confused with Zenopus’ Archives..) brought up an – apparently rather old- trend, naming your most-played/most run games. Because I am both lazy and running short on floor space, I’m only doing the top five of each. This actually boosts the difference between the two lists, which I think will be more interesting than just repeating the same shit a couple of times. Note that these aren’t my favorite games, just the most-used ones.

So, Most-played

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AD&D 2e: The obvious one for a dude my age. I started playing in ’98, and played intermittently through 2011. My longest-running character – one who survived three campaigns, and currently sits at the elbow – was a 2e guy. I’ve probably been in thirty or forty AD&D2 games, although more than half died in one night. I’ve run it a lot less, because the 2e groups I got into in the Navy meant I didn’t have to run the fucking game all the damned time (a running theme, in fact, for the rest of the “most played” section).  While 2e died on the vine once 3e came out, I still played a few games in it, and even ran one for about 6 months a couple years ago.

Old World of Darkness, by way of Vampire: The Masquerade and Werewolf: The Apocalypse: Combined, because otherwise they’d take up too much room all by themselves. Of my groups in Lemoore, one ran OWoD pretty much exclusively (even though it overlapped about 60% with my other group at the time). Never ran it, but love the game to bits. My group was rather more combat-oriented than most, which led to a LOT of character deaths among my, ahem, less-optimized characters. Ironically, one of my longest-running characters was a “squishie” Human hunter with no supernatural abilities whatosever (other than balls of pure steel, high social stats, and True Faith 5). Total games/campaigns? I think ~25 or so. In terms of hours played, OWoD may actually beat out AD&D2, but I only played it between ’99 and ’01. Also, 2e OWoD’s combat system sucks and NWoD’s fluff can choke on a bucket of.. um, I’ll just stop now.

AD&D 3e: We all switched eagerly to 3e about mid-2001. Then we started arguing. In late 2001, I went on my first WESTPAC; for those of you not familiar with the Navy, that means I spent 10 months doing doughnuts on a million-ton airfield in the middle of the Indian Ocean while we bombed the fuck out of the Graveyard of Empires. Not noted on the Wiki page: we were the first nuclear-powered ship to go to Japan in ever, or any of our more hilarious accidents. Anyway, since 3e was the current lingua franca among gamers, I played two or three campaigns out there, and another one on my second cruise. I’ve played in a handful of games since, mostly just to keep my hand in, and may be doing a Pathfinder game soon. Also, if you have a problem with me designating it as “still AD&D” go look at the Skills and Powers books for 2x, at the house rules most people were using in 1999, and then go fuck yourself.

Battletech: This may be cheating a bit, but there was certainly a shitload of roleplaying. I’ve only been in three campaigns, but each was an enormous amount of fun, and all lasted for months (the most recent, for example, was a 5-month, weekly campaign). I’ve been playing off and on since 1998, although I actually got my first BT books back in 1991 or so. Since I started right at the birth of 4e and the Fedcom Civil War, I was spared much of the chain-yanking the older fans got, while still being able to enjoy the anime themes and stylings in the game. I should mention that I discovered Robotech’s provenance literally 2 weeks before Battletech, and I’d been powering through fansubs (3rd-gen CanadianVHS, those were the days…) of Macross right up to that weekend. I still love it, still play it, and I’m looking to start a campaign soon (my first as GM! Wheeeeee)

Big Eyes, Small Mouth: So, remember that anime thing? Where I help run a convention we expect to break 30,000 attendees this year, and I’ve been watching anime ravenously for 15 years+ now (knowing what it was) and about 25 years total? Yeah. It’s already a great low-crunch universal system, and playing it basically announces “Hey, you want to play a catgirl mecha pilot? Fuck it, that’s the most normal character anyone’s rolled up in this game!”. It’s fun, it’s gonzo, and it’s my best friend’s favorite game (link goes to his BESM wiki). The main system is free now, too (see the bottom of my free games page; Tri-Stat dX). Its producer, Guardians of Order, is one of the many companies taken down at the throat by the D20 crash, unfortunately. Played in only one campaign that got anywhere, but I’ve played intermittently for years and even run it once.
(the next two would be Star Wars D6 and Necromunda)

Most-Run
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“But wait”, you say, “What the Hell?”
It’s true, I tend to run almost completely different shit than I actually play. In part, it’s shared DMing responsibility, in part, it’s that I started out with two of these games and ran them for so much longer than anything else…

Holmes Basic with or without elements from AD&D 1e: So I’ve already talked about this like a week ago, in quite a lot of detail. TL:DR: I’ve been running it since 1989 and I’m not stopping anytime soon. My most recent game was an unholy mashup of Mentzer, Holmes, and LotFP‘s skill and encumbrance systems. As I got ahold of the other books, I started adding in random crap that I liked from 1e. I’ve been using that particular Monster Manual since about 1994 (it’s currently my oldest gaming possession). I used it in 2e, I use it in LotFP occasionally, I use it in 0.5e – because it’s one of the best fucking gaming books ever published. All the information you need is right there, it’s evocative and readable, and they don’t spend 85% of the book telling you about their boring-ass default setting or using that bullshit “mail-order pages of the book on our subscription model” thing from the 90’s (looking directly at you here, 2e and 3e…). It works.

West End Games Star Wars (SWd6): Got it in the early 90s’s, lost it a few years later (a cat had a critical understanding failure about the respective roles and locations of my gaming books box and the litterbox). I mourned for years, but I could still run the game from memory. Found a hardcopy at Gary’s a few years ago and nearly shit myself with glee. This was my first universal system (what’s that? It’s not universal? My ass. I wrote an Outlaw Star conversion for it, I’ve used it to play cyberpunk and steampunk games for crying out loud), and I love it with a large portion of my heart. The 1e books are fun, funny, and really well-written. They set a beginning GM or player off on a very good path.. I’ve run this dozens if not hundreds of times, and used it as the basis of a wargame (heh, sensing a trend here?) called Trench Run which I still have on my bookshelf. It’s.. different than the official space combat rulesets, let’s put it that way.

AD&D 3e: Lingua franca. Gamers. A lot of time deployed between 2001 and 2005. I’ve said my piece. I can still run it on demand, but strongly prefer not to do so; the longest campaign I ran even when I was having some level of fun with it lasted only about 3 months.

Spycraft: So.. yeah. I’ve run 3 campaigns in it, one lasting for 8 months. Why do I like it and not 3e? Because the system (mostly) does what it’s supposed to do – let me play a superspy game. The extra crunch is well-presented, it discourages twinking your characters, I can use my real-world knowledge to make things more interesting, and it’s an eminently hackable system. I don’t like the chase/other shit mechanic (2e psionics? Really? That’s what you had to base it on?), but I’ve got my own card-based variant that seems to work well enough. A critical component is putting actual time stress on the players, and on myself as GM, to make snap decisions. I set a 15-second timer when each round starts (or rather, when I finish describing the results of the last round). Means that the chase scenes actually flow, drivers occasionally make really bad decisions, and the players get properly stressed and panicky. It also makes an excellent background for Shirow-style espionage games; I’ll have to post my conversion notes for Appleseed and GitS sometime.

Mekton (Zeta): I liek rorborts. A LOT. Indeed, to an almost uncomfortable degree for those around me. Mekton lets me play mecha games. I’ve played a little in the Virtual (mekt)On campaign run by the Mekton Zeta Mailing List, and run a couple long-playing campaigns; characters have bled out of them into other games as well. My only problem with it is the sheer amount of restraint and hacking it requires to be fun(ctional). A new edition could help with that – but R. Talsorian* has been in the pits for years. Again, mostly because of the d20 crash, although they were only caught in the blast radius, as opposed to GoO or White Wolf.
The thing I like most about it is the scalability: you can go from super-hardcore Real Robot action all the way to a wargame level of mass-combat depending on the game you want to play. It also simulates anime gameplay a lot better than Battletech..
(the next two on the list would be AD&D 2e and BESM)

So, now you know even more about me. Join us for our next episode, where I natter for an hour about Masamune Shirow (someone slap me if I actually do this, please).

*I’m sorry for linking you to that hideous frickin’ site, but it had to be done. Remember, kids, if your audience can’t tell that you’re being ironic, they’ll just assume you paid five bucks to a “web consultant” in 1995 and never updated your site..

From the Archives #2

Today’s installment is the arsenal of my longest-running character, a fallen ranger who became a very, very dangerous assassin (he actually transitioned to 3e as a lv. 26 character, if that gives you any idea). He only used a small handful of magic items, several of which were commissioned as payment for his “services” or looted from particularly unpleasant enemies.

This gear is from the period when I was palling around with Silence the Bladesinger* (the actual comic and the pictures he commissioned from this lady appear long gone, these ten years by..). Anyway, since (almost) no-one actually cares about old characters..

First, a word about common poisons. I had a very accommodating GM once upon a time: together, we drew up poison research rules much like the spell research rules in 2e (I can post those in a future Archive). I poisoned the hell out of some daggers, and kept them in specially prepped throwing sheaths. These weapons, however, were almost never poisoned, since my favorite one was an anti-magic poison and I didn’t particularly want to hose a custom dweomer…

The Twin Terrors of Eric the Faithless
A matched pair of long, heavy throwing knives; they sheathe into opposite ends of the same plain brown leather scabbard. The handles are of ridged bone, with ring of dancing skeletal figures holding hands engraved around the pommels. The blades are blued Damascus steel, chased with silver.
They are +1 knives (not daggers) balanced for throwing. When drawn and thrown, the user may call one of three command phrases. The command words are engraved on the blade in the form of an Elvish poem: “Dance, my Darlings/Feet swift and true/Round and round you go”
On “Dance, my darlings” the blades attack autonomously for 1d4 rounds with a THAC0 of 13*, then fall to the floor.
On “Feet swift and true”, the weapons gain an additional +2 bonus to hit and damage.
On “Round and round you go” the blades will reappear in their sheath at the end of the next round.
These powers are only accessible if a phrase is spoken as the weapons are drawn and thrown simultaneously; thus, only one can be active at a time.
Rules: +1 Throwing knives with various additional effects if used properly. Personal property of Elthir.
*Attack as a 4HD monster(B/X) / 4th level Fighter (3x)

At character creation, he had a low Dex (8 or 9, I believe), which I wrote off as having lost an eye as a youth. He wore a one-eyed, featureless mask on assignment after becoming an assassin. His final payment, shortly before I retired the character, was this;

The Mask of the Faithless
A shaped, but featureless orihalcon mask. Into its single eye socket is inserted a ruby lens – a uniquely crafted Gem of True Seeing. Upon concentrating briefly, the user is also made aware of the exact range to any single creature or object in his sight: this cancels the negative modifier for fighting with one eye closed (or missing). The deep red tint of the gem can, however, obscure certain things from the user’s sight (at the GM’s discretion) and badly affects his night vision. The user is Blinded for one round after removing the mask.

He also routinely wore the Shadowcloak, a 2e magic item from the Complete Book of Thieves (not reproduced here). I later created a similar item for 3e, which I’ve back-translated into earlier AD&D rules.

Cloak of the Shadows, Lesser
This shimmering, midnight black cloak is crafted from the hide of a ritually flayed animate shadow (which must be skinned with a blessed silver blade). The cloak appears to be a soft velvet, as long as you don’t look at it too hard…
The cloak grants the user a 25% chance of invisibility in shadows if he remains motionless, and improves standard Hide in Shadows and Surprise rolls by 15% / +1. Once per day, the user may cast the reversed form of Light. They may also choose to invoke the cloak once per day. This makes them incorporeal (and therefore silent) for 1d6 rounds – but they still take normal damage from silvered or magical weapons, and double all damage from light-based sources.While in this form, the wearer gains infravision (60′), if they do not already possess it.
The wearer is at -1 to hit and -5% to use all skills in very bright light, and takes an additional point of damage from all light-based sources and silvered weapons: in addition, if they must save against a Light spell cast upon the eyes, they do so at a -2. Touching silver causes the wearer to feel an intense burning itch, but this has no mechanical effect.
3x: The user gains a +1 enchantment bonus per level to Hide in Shadows if he is not moving. Cast reversed Light 1/day. Become Ethereal and Silent 1/day for 1d6 Rounds (silvered or magic weapons will still hit them in this form).
The user becomes vulnerable to silver, and suffers a -2 circumstance penalty to all saving throws from light-based damage.  They also suffer a -2 circumstance penalty to all skills and BAB when in direct sunlight or the equivalent.

As more of a “mundane” magic item; using the Shadowcloak‘s powers, he enchanted a number of small stones and caltrops with reversed Continual Light and kept them in a sack at his belt for minelaying purposes and fast escapes. These were the primary original (ish) magic items: he also used a Lifestealer +2 and very occasionally got ahold of an Arrow of Slaying or an Arrow of Harming.

Finally, a sword I made and put in The Archives to honor old Quelthelas Arundel. The enchantment on it is one of his original spells – we used the SHIT out of the optional parrying rules, and Shadowblade was his answer (I just sicced the Twins on them and then came in from the shadows/out of the darkness)

Arath’ve, the Shadow-shroud.
Arath’ve is an ancient renegade Elven weapon, forged from the dancing unlight at the core of the Shadow Plane. It radiates Shadow and Illusion magic. The handle and sheath are crafted from soft white leather, and the fittings are of silver. The pommel is a simple acorn-type, with a small rondel of Jet.
When drawn, the pitch-black blade seems to explode into a loosely-connected swarm of blades and shards, each dark as night: they suck the light forth from the room, deepening shadows and softening the light. Even the user finds this disconcerting: each time he draws it, he must make a save vs. spells. Until he passes, he must either fight blind or fight as though he was not proficient with the weapon. This effect is cancelled after the user saves for the first time.
(Variable standard bonuses as appropriate); in addition, the sword gains a bonus of +1 to hit, and generates 2-5 mirror images of itself when drawn. If the sword is parried, randomly determine the blade that was hit: images are dispelled on “impact”, and the parry has no effect. Mirror images are generated the first time the sword is drawn each day, and are not regenerated until the following evening as the sun crosses the horizon.
Rules: (Enchanted Sword, casts Silence’s Shadowed Blade upon itself when drawn)

As you can see, I’m fond of drawbacks on my items, but also of powerful(ish) ones. I’ve always felt that the ying-yang should apply to magic –  all but the nastiest cursed items should have a little good (tempt the players to use them!).

Secondly, it keeps the wonder flowing – even fairly mundane weapons &c can be made much more interesting with a simple random 1st-level spell thrown on them (Heheh, Mouse would be amusing..); randomly generating them ahead of time and slapping them in The Archive means I’ll always have something to draw on when the party hits paydirt. I have a feeling this will come in handy when I start the new LotFP campaign…

*For those of you that care, I helped edit the Slayers fic “Shards of Chaos” up until he dropped it upon moving to Japan. Just looking for the pics of Silence brought back serious memories from the ’90s –  seeing the fragments of Amethyst Angel‘s old fanart site she put up when she was hosting the fics,  and Queeny‘s new page.. Damn. Now I think I have to go grab a beer and watch some Slayers in memory of friends I’ve lost touch with.

From the Archives, Vol. 1: Vorphalach

This is one of the oldest magic items that I created that’s still in a readable condition, and it shows. Every so often I find him and poke at the wording, but this has actually been a pretty constant weapon.  Only one player ever got his hands on it, but he was killed shortly thereafter by that most insidious of TPKS: gamer ADD.

Stats are for AD&D 1e, as far as I can tell. This was mostly randomly rolled, then rather extensively interpreted from the combination of effects.

Vorphalach

(named after a member of Dimmu Borgir, so I was about 18 when I wrote this)

Frostbrand +1, +4 vs.  disgraced Clerics [addendum; and fallen Paladins]

Int 12, Ego 12, Faint empathy, Lawful Evil. (Note that its powers affect good and evil alike, and the sword does not blast characters of other alignments: see below)

Powers: Detect Apostate 10′ radius, detect sloping passage 10′ radius.

Special Purpose Power: +2 on saving throws, -1 on all dice of damage sustained.

Vorphalach was once a faithful servant of the god of Death. On his demise, he begged to be allowed to continue to serve his master on the Prime. As punishment, the priest was granted his wish: he became the animus of a magic blade. His newfound purpose in his prison is punishing religious Oathbreakers (any such person attempting to wield him, regardless of alignment, is blasted for 2D6 damage). He still finds satisfaction in slaying Undead, serving his Master’s original designs, but this is not technically part of his remit.

The sword has a hilt of petrified bone (the priest’s thighbone), and a plain but very sharp blade tinged with hoarfrost.  There is a faint scent of jasmine flowers and blood when the sword is drawn: the scent and extent of the frost intensify when the blade is blooded. On the command word “Morituri salutamus*“, or a close variation in any language, the blade is transfigured into a glowing amber crystal as the Frostbrand powers activate. The floral scent becomes choking, and the blade cannot be sheathed until it the owner dies or slays an intelligent being.  If the sword is left in this form, its curse has a 20% chance of striking per hour until the blade is sated.

The scabbard and hilt are bound in blue dragon-leather, and the chape depicts a dark elf stabbing a dragon in the base of the skull.  The sword remembers much of his history, but can neither speak nor communicate with telepathy on his own – only faint emotions emanating from the blade hint of its intelligence.

There is one exception to his memory: the blade is Cursed. Each day an intelligent being is not killed in the wielder’s presence, there is a cumulative 1% chance that the sword will attempt to possess the user (as per normal artifact possession).  This chance resets following a kill. If the user draws the sword for a purpose other than combat, it will occur immediately. Otherwise, the curse will activate as soon as the user attempts to sleep. In either case, when possessed the user draws  the sword, speaks its command word, then challenges and attacks the closest intelligent being at full strength for one combat round.

If the user succumbs to possession, neither he nor the sword will remember the incident, even under the influence of a Zone of Truth. If the holder of the blade succeeds, he will (drawing the blade) feel a sudden wash of blinding murderous intent, then nothing or (if sleeping) have a nightmare of killing the person he loves most in gruesome detail. This curse affected Vorphalach in life, and it is now bound nigh-inextricably with his soul.

Order of powers for Identify: A very powerful dweomer: powers of ice, a bane to the apostate, it will lead you to them, it will defend you against them, the sword has a mind of its own, it can find hidden geometries.

(false powers for 1e Identify) a bane to dragons and their kin; grants its full powers in the hand of an Elf; the scent of flowers grows stronger when Wyrms come near.

Divinations:

He must drink, or other payment will be taken.

Only the man who is already dead can know his true powers. Honor death, and be rewarded (command phrase)

Hold fast to your vows, and fear not the Oathbreaker. But woe betide the Fallen should he wind them.

*”We who are already dead salute you”

For 3x/Pathfinder (sorry, you’ll have to work out XP value/cost yourself):

An intelligent, LE Unholy Frostbrand (+1d4 ice damage, +1d4 Unholy damage, Bane vs. earth-based and heat-based creatures). Bane vs. any being that has broken a religious vow and not Atoned.

Base 1% chance, checked once per day (cumulative until triggered, when it resets) that the sword will lash out and attack the nearest person to the user when first drawn. The sword is unaware of this curse.

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