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Unless otherwise stated, all swords function as “+1 swords” unless psychic attunement is achieved. A wielder is never forced to attempt psychic attunement with a weapon. Bonus is added to wielder’s attack roll, and increases the damage die rolled (as described in Chapter 5; for example a +1 sword does D8 damage and a +2 sword does D10 damage, rather than the standard D6).
Magic weapons are less likely to break in combat: a magic sword will only break when being used in melee against a weapon of equal or greater enchantment (i.e. equal or greater “+”), or when wielded against a monster with hit dice greater than three times the weapon’s enchantment (for example, a +2 weapon would never break against a monster with less than seven hit dice). Always count a weapon’s highest bonus when determining its chance to break, regardless of psychic attunement. A broken sword that is still useable (as a dagger or short sword) has a 50% chance of losing any psychic imprint powers, although it will still retain a value of “+1” for the duranium with which it is constructed.
Sword +1: a finely crafted weapon of duranium alloy.
Sword +1, +2 vs. Beast: (stage 1) additional bonus is applicable against any non-psychic creature of animal intelligence (like bears, wolves, frost worms, etc.) found in LAND OF ICE. In addition, the first time a subject creature is struck with the weapon, it should make a morale check adding the weapon’s bonus to its roll. These abilities only apply when the weapon is attuned.
Sword +1, +2 vs. Proto-Human: (stage 1) as a sword +1, +2 vs. beast but bonuses apply against sub-human creatures found in the LAND OF ICE (snobolds, trolls, and troglodytes).
Sword +1, +2 vs. Psychic: (stage 1) as a sword +1, +2 vs. beast but applies to creatures with psychic ability (including magicians and witches) and psychically corrupt (like draugar, ghouls, and wraiths). Creatures not normally subject to morale checks must check morale when struck as if they had a morale score of 9 (sword bonus applies to roll).
Sword +1, +3 vs. Dragon: (stage 2) as a sword +1, +2 vs. beast but bonuses apply against dragons.
Sword +1, +3 vs. Jotun: (stage 2) as a sword +1, +2 vs. beast but bonuses apply against jotun.
Sword +1, Berserker: (stage 1) a psychic character sees a blood-red haze around the blade of this weapon. When attuned, character is able to enter a frenzy when in melee combat, gaining a 2nd melee attack, a +2 bonus to all attack rolls, and D8 extra hit points (which disappear at the end of combat). Once all opponents are downed, the character must make a save versus petrifaction to stop fighting, or will turn on his own companions to slake his blood lust.
Sword +1, Firebrand: (stage 2) to a psychic character, this weapon seems to glow with a. When attuned, the weapon becomes white-hot in its wielder’s hand, doing an additional 2D4 damage to opponents struck (unless they are immune to heat and fire, like jotun), and capable of setting flammables alight. Wounds caused by the firebrand cannot be regenerated by a draugr.
Sword +1, Illumination: (stage 1) when attuned, this weapon can exude illumination upon command, equal to a very bright lantern or bonfire. Primitive sub-humans (trolls, troglodytes, etc.) must make an immediate morale check or flee in superstitious dread. The light lasts until sheathed or the death of its wielder.
Sword +1, Necromantic: (stage 2) to a psychic character, this weapon seems to have a deathly pall about it and is cold to the touch. When attuned the blade acts as a vampiric conduit, draining D4 constitution points from any creature hit, and awarding an equal number of hit points to the wielder. Monsters that do not have constitution points lose an additional D4 hit points instead (the number drained being added to the wielder of the blade). Lost constitution returns at a rate of 1 point per day of rest. Hit points awarded to the blade’s wielder cannot exceed the character’s maximum (though they will heal any damage taken to hit points and constitution).
Sword +1, Pathfinder: (stage 1) when attuned, the wielder can use the weapon as a sort of divining rod to direct him towards any object on which he concentrates. The object of desire must be within 50 yards of the character; the blade points in the proper direction. Useful for finding lost friends, metal ore, and running water the blade always picks the closest object when more than one option lies within range. Using the blade in this weapon is draining; the sword wielder takes D4 damage from using this ability.
Sword +1, Resurrection: (stage 2) a psychic who handles this weapon will see a golden aura of healing light about its blade. When attuned, the wielder may use the weapon to save a mortally wounded character from death. The ability must be used within D4 turns (10-40 minutes) of death, and the deceased body must be present (not disintegrated or in the belly of a frost worm, for instance). The dead character is brought back to 1 constitution point and cured of any effect that may have caused death (for example, poison or disease; the effects of major wounds remain, however). Using this power is very draining; the sword wielder takes D8 points of damage just attempting the resurrection. If this damage would incapacitate the wielder, then the blade will NOT function; the damage suffered is too severe for the power of the blade (and its wielder) to heal.
Sword +2: (stage 2) save for its psychic imprint, this weapon is much like a +1 sword. When attuned, it is capable of damaging wraiths.
Sword +2, Enchantment: (stage 3) as a sword +2; in addition, the character can use the weapon to mentally control another individual. The target is allowed a save versus spells to resist; control lasts until the blade wielder releases the individual (the controller can take no other action while controlling the target). The process of control is exhausting; the sword wielder takes D6 damage upon release of the controlled subject.
Sword +3 (Runeblade): (stage 3) a duranium weapon covered in ancient runes denoting a particularly powerful psychic imprint pattern. Openly carrying such a legendary weapon gives the character a +2 bonus to reaction rolls with northmen, or a +1 with alfar and dvergar.
Sword +1, Flawed: although this weapon appears to be a standard duranium weapon, a flaw in its construction makes it as brittle as a standard sword; further it will immediately shatter if an attack roll achieves maximum damage. 25% of these weapons have a corrupt psychic imprint; they give off a psychic resonance as a normal imprint item, but any attempt to bond with the weapon increases the character’s corruption points by D4 and forces a save versus corruption.
Except for leather jacks, all armor is made from light-weight, super-strong duranium alloy and weighs one-half its normal weight (though see the notes on encumbrance in Chapter 4). All armor and shields with bonuses of +2 or greater, and all leather jacks, require psychic attunement to function at the proper level; however, characters are never forced to attempt psychic attunement. Armor must be worn to attempt attunement.
Shields subtract their bonus from a character’s armor class, improving AC (in addition to the normal improvement afforded for using a shield). Armor bonuses do NOT change the wearer’s armor class; instead the armor’s bonus is subtracted from the damage roll of any successful attack. For example, a character wearing +2 half-mail has an armor class of 6 (as per half-mail armor) but reduces any damage sustained by 2 points from the damage rolled. If the damage is reduced to 0 or less, the attacker immediately checks to see if the weapon breaks (see Chapter 5). Monsters using natural weapons (claws, teeth, etc.) take D4 damage instead.
When mail is rolled check on the following table to see which pieces are found:
Roll D% – Metal Armor Found
01-10 – Full Helm*
11-30 – Full Mail
31-45 – Full Mail + Full Helm*
46-80 – Half-Mail
81-00 – Half-Mail + Full Helm*
*a full helm, when worn, will reduce damage taken by 1 additional point, so long as it matches or exceeds the bonus of the mail worn. A helm +2 or +3 is a psychic imprint item and must be attuned separate from the suit proper or else it will function as +1 only.
Leather Jack +1: (stage 1) this ancient leather armor is a psychic imprint item incorporating very little duranium metal. As the northmen’s technological ancestors ran low on duranium supplies, they sought other ways to create defenses, and many of these leather jacks were crafted. With proper attunement, the armor becomes +1 (absorbing 1 point of damage from attacks); without attunement it is simply a nicely crafted suit of leather armor.
Jack & Shield +1: (stage 1, armor only) as for leather jack +1; however, this set includes a matching shield of duranium (+1) that does not require attunement.
Mail +1: a suit of well-crafted of duranium metal alloy.
Mail +2: (stage 1): as mail +1, but with attunement provides a more stable defense, bolstered by latent psychic energy. Still functions as +1 armor without attunement.
Mail +3 (Rune armor): (stage 2): duranium metal armor covered in intricate runes insuring the attuned wearer receives the maximum defense possible (functions as +1 armor without attunement). Openly wearing this legendary armor provides a character with a +2 bonus to Reaction rolls with humans, alfar, and dvergar, and reduces the morale of sub-human creatures (snobolds, trolls, and troglodytes) by -1.
Set: Mail & Shield +1: armor and shield of matching style
Set: Mail & Shield +2: (stage 1, each individually) as a set +1, but this matching set is psychically imprinted. Each piece of the set (shield plus armor and/or helm) requires individual attunement; will function as +1 without psychic attunement.
Shield +1: a lightweight, duranium alloy shield, often crafted into fantastic (if practical) shapes.
Shield +2: (stage 1) as a shield +1 but with psychic attunement can actually provide a stronger defense. Without attunement, still provides benefit as a shield +1.
Mail, Flawed: although this armor appears to be a standard duranium suit (+1), a fatal flaw in construction renders it unsuitable as protection. The armor shatters into pieces the first time the wearer is struck with a successful attack. 10% of this armor has a corrupt psychic imprint; it gives off psychic resonance as a normal imprint item, but any attempt to bond with the armor increases the character’s corruption points by D6 and forces a save versus corruption. Flawed helmets increase corruption by D8.