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View Full Version : D&D 3.x Other [3.5e Major Artifact] Falseblade: The Sword of Ludicrous Legends (PEACH)



Debatra
2016-08-03, 06:35 PM
Despite the title; it's entirely possible for this to be taken seriously, and I highly recommend that it is. The "Ludicrous Legends" are exactly that: legends surrounding the blade that have been distorted and exaggerated by many retellings until they cease to even vaguely resemble reality. If you use Falseblade in your game, feel free to go crazy with the in-universe lore surrounding it.

Or perhaps all of the legends are untrue, and the blade doesn't even exist...

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Some-odd centuries ago (or whatever time period is appropriate for the campaign), a civil war broke out. Three factions fought for control of an empire that no longer exists today. Each of those three was plagued from within by rivalries among smaller clans and warbands. One of the three however, known today only as the "Soul Pact", found unity under a single leader. One man who traveled the land to build their faction to its former glory.

His name was Deban-Traz. He was a Lizardfolk Illusionist of incredible skill. He gathered his own little "clan" within the Soul Pact, recruiting across the continent. Eventually; he amassed a united army, rekindling the brotherhood that was once the very foundation of the Soul Pact. Together, they rose up and ended the war. Deban-Traz sat on the throne for a time, but found ruling an empire wasn't his strong suit. Fortunately, he realized this before doing any irreversable damage.

Those who would not join up were left alone, though not everyone he tried recruiting was so willing to let a potential threat go unmolested. It was during these hostilities that his legend was born (and ultimately exagerrated beyond all comprehension, with many self-contradictory stories being told throughout the years). Deban-Traz was a master of illusions. Between his spellwork and his skill at enchanting steel, he met these threats from about ten feet away from where he seemed to be. Every time he was attacked while recruiting, his Figments winked out, and he appeared seemingly from nowhere to cut the throats of his attackers. In battle, he wielded a sword laden with his own enchantments: Falseblade.

Falseblade's legend has in some ways outshined its master. Many of the stories incorrectly label it as the source of Deban-Traz's power. While the sword would be a great boon to anyone skilled with illusions, it can not make a barbarian into a master wizard.

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As a weapon with so many insane stories surrounding it, you'll want to establish (if only in your private notes) whether the blade actually exists well ahead of time, as well as exactly what it can truly do. Below, I provide some basic guidelines for what it could be capable of, as well as some ideas for Ludicrous Legends that you probably don't want to actually have as facts. Well, unless you're running that kind of game.

Basic "Facts"
One does not need to be proficient with Bastard Swords in order to properly use Falseblade. A potential wielder must meet the following two requirements:

They must be able to cast even a single spell of the Illusion school.
They must have either proficiency with Bastard Swords or Spell Focus (Illusion).

In the hands of anyone that does not meet these requirements, Falseblade functions as an otherwise-nonmagical -5 Adamantine Bastard Sword. Additionally, they are considered nonproficient with the weapon even if they can normally use Bastard Swords without penalty. They are not automatically made aware of these penalties, though they may notice they aren't doing anything useful with the sword. Unlike some other "cursed" items, these people will find they have no more trouble being rid of Falseblade than an Evil creature holding a Holy weapon - they need only put it down, give it away, etc.

Flaseblade requires powerful divinations to properly identify. Anything less powerful than Analyze Dweomer leads one to believe the sword to be utterly nonmagical (if masterwork), with a randomly-determined Permanent Magic Aura cast on it. Analyze Dweomer or more powerful divinations reveal its true nature. This is a specific exception to that spell's normal inability to identify artifacts.

Falseblade is a Medium-sized Adamantine +5 TransmutingMIC 45 Ghost Touch Bastard Sword. Feel free to tinker with the exact bonus if you see fit.
When Falseblade is held by someone capable of using it, its blade takes on a slight blue tint. It is not an Illusion, and anyone who looks can see the color. (To be clear: it doesn't glow or anything, it just changes color.)
Falseblade adds its Enhancement Bonus to the Caster Level and Save DCs of its wielder's Illusions.
When casting an Illusion spell that requires an attack roll, including but not limited to spells like Shadow Conjuration, the wielder of Falseblade may substitute their Caster Level for their Base Attack Bonus if desired. This includes the extra CL from the blade's enhancement bonus.
Prepared casters may sacrifice a spell or spell slot to cast any Illusion they know, just like a Cleric spontaneously casts Cure or Inflict spells. How often this power can be used is up to you, but it defaults to "at will".

Some other potential ideas
* Falseblade may be composed in part of illusory material. Those with certain spells active, such as True Seeing, perceive it as being some kind of spellcasting catalyst disguised as a sword. As such, they make no attempt to dodge its (very real) deadly blade. Such creatures lose their Dexterity bonus to AC until the round after they witness someone (including themselves) being harmed by Falseblade.

* The sword may have X charges, which are restored when its bearer prepares their spells. Spending a charge is a free action, but can only be done up to twice per round. By spending one charge, you may:

Cast a prepared Illusion spell, or sacrifice a prepared spell to spontaneously cast an Illusion just as a Cleric casts Cure or Inflict spells. This use can only be done once per round.
Apply a single Metamagic feat you know to an Illusion spell without adjusting its casting time or spell slot requirement. For feats that have varying effects based on the spell slot used (such as Heighten Spell), you may use the feat with an effective spell slot up to one level higher than the highest level you have. Only one metamagic feat can be applied to a single spell with this ability.
Restore a used spell or spell slot of any level, as with a Pearl of Power.
Modify an Illusion as it is cast so that even True Seeing and similar magic can not penetrate it.

The second and fourth abilities may be used any time a spell is cast by the bearer of Falseblade, even if it is not their turn.

* Whatever else you want.

Ludicrous Legends
* When attacked, the blade can alter reality, retroactively replacing the wielder with an illusion of him.

In truth, this seemed to happen because Deban-Traz was paranoid. During his 'recruitment drives', the Lizardfolk would always approach the leaders of other war clans invisibly and let a Figment talk for him. If things turned bloody, he would already have Falseblade at someone's throat when 'he' was attacked. This particular tale persisted because he never even told his allies about his methods. In fact, he often encouraged these misconceptions so potential threats might be less likely to attack.

* The blade can pass right through armor or shield, always lethally striking any foe.

Because what Ludicrous Legend would be complete without attributing ultimate god-slaying power where there is none in reality.

* The wielder can cast any Illusion, from any spell list, with any and all applicable metamagic, for free at will. Even a stupid barbarian child can be made into an unstoppable master of magic while holding this weapon.

Because what Ludicrous Legend would be complete without- Oh wait, I did that one already.

* Anything you can think of. Go crazy. Sky's the limit. Purple Monkey Dishwasher.

Debatra
2016-08-06, 12:46 AM
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One reserved post, just in case.