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    Default [3.5] Saberhagen's Twelve Swords (major artifacts)

    Fred Saberhagen created one of the most interesting sets of magic items with clearly artifact-level power I have ever encountered, and I like the idea of using them in a D&D campaign. So, I came up with some stats for them.

    Feel free to use these if you want (and please tell me how it goes), though right now I'm more looking for feedback on them. I have all twelve already written up, but I'll be posting one at a time to facilitate discussion.

    For these stats, I place far more importance on being faithful to the powers portrayed in the books than in achieving any semblance of game balance. Many of these are ridiculously powerful campaign-breaking items. This is intentional.

    Description and general rules:
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    Each of the twelve Swords is identical in appearance and physical construction, save only for a symbol engraved on the hilt. The craftsmanship is instantly recognizable to anyone who either has seen one before or is versed in Sword lore, though identifying which Sword one is requires observing either its special power in action or the symbol on the hilt. They are all longswords forged from starmetal (Complete Arcane page 141).

    The blade of each Sword is a simple one meter straight length of metal, double edged, a centimeter thick in the middle, with a translucent mottled pattern covering its entire surface. Both edges are extremely sharp, and no amount of use or abuse gives them even the slightest scratch. The hilt is a simple black piece with a plain crossbar, and is adorned on one side with a plain white symbol that identifies the specific Sword.

    The Swords are incredibly powerful artifacts, and the sheer magnitude of power involved can overwhelm someone who attempts to use more than one at the same time. Any creature who holds two Swords at once must make a will save DC 15 or immediately fall unconscious. Even if he passes, he feels a strange euphoria that disorients and distracts him, imposing a -4 penalty on attack rolls and skill and ability checks unless he succeeded on the will save by 10 or more. Scoring 25 or higher on the will save allows ignoring the sensation well enough to take no penalty. In the rare event of someone acquiring more than two Swords, each additional Sword held, carried, or wielded increases the save DC by 5.


    I wrote them up in approximate order of power, from most to least powerful, so the first one is of course:

    Shieldbreaker
    aka the Sword of Force, or the Widowmaker
    Symbol: A hammer
    I shatter Swords and splinter spears;
    None stands to Shieldbreaker.
    My point's the fount of orphan's tears
    My edge the widowmaker.

    Base stats: +10 Starmetal Medium Longsword
    Special powers:
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    Shieldbreaker reigns supreme among the Swords. It grants total invulnerability to its wielder, automatically negating all attacks against him with weapons, spells, special abilities, and even the divine powers of deities. Even the other Swords are powerless against this protection. This protection generally uses the same definition of "attack" as the Invisibility spell (except for effects noted as harmless, which are not blocked), though indirect attacks are still blocked at the point where their effects become direct - i.e. collapsing a ceiling on Shieldbreaker's wielder will collapse the ceiling just fine, but Shieldbreaker will destroy or deflect all of the falling rubble before it hits the wielder and may be used to help dig him out afterwards.

    In addition, any time Shieldbreaker blocks a weapon attack there is a 50% chance that it sunders the weapon. This automatically destroys the weapon in question, causing an explosion of shrapnel in all directions. For ammunition, this is harmless. Other weapons cause damage in an area around Shieldbreaker's wielder. The area is a burst with radius equal to the width of an appropriately sized wielder's space for the sundered weapon, centered on the edge of Shieldbreaker's wielder's space nearest the attacker. Light weapons deal a base 1d6 damage, one-handed deal base 2d6 damage, and two-handed or double weapons deal 4d6 damage. These values are for medium weapons, and scale up or down using the weapon size damage table as appropriate. In each case, the damage is piercing and slashing, allows a reflex save DC 20 for half damage, and applies any bonuses from the sundered weapon's magical properties. Bonuses to attack rolls from the sundered weapon increase the save DC by the same amount instead. Shieldbreaker's wielder is never harmed by this.

    When Shieldbreaker blocks a natural weapon attack, if the sunder effect triggers it deals damage to the attacker instead of causing explosive destruction. If the natural weapon has a special clause for sundering it, such as with a hydra's heads, treat this as a sunder attempt using that clause. If not, treat this as a normal attack against the attacker. In either case, Shieldbreaker is automatically successful, does not provoke attacks of opportunity, and deals damage as per a normal (non-critical) hit.

    There is no limit to how many times Shieldbreaker can destroy a weapon or damage a natural attacker per round.

    Shieldbreaker is also the ultimate offensive weapon. It grants four iterative attacks (as a Fighter 20) regardless of the wielder's BAB, and every attack with it is automatically a hit and critical hit. Shieldbreaker automatically bypasses all damage reduction, even DR/-. If the target of an attack with Shieldbreaker has a weapon or shield in hand, there is a 50% chance that Shieldbreaker will sunder the item (choose one randomly if the defender has multiple weapons and/or shields), with an explosion of shrapnel as above.

    As if that were not enough, Shieldbreaker also augments the wielder's strength as combat goes on. Each round that Shieldbreaker is wielded in combat (either blocking a weapon attack or attacking), its wielder gains a +1 untyped bonus to strength-based rolls (including attack and damage rolls) that lasts until the threat is gone. This bonus only applies to actions that use Shieldbreaker, but stacks with itself without limit.

    Shieldbreaker also cannot be disarmed.

    Weakness:
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    Shieldbreaker's fatal flaw is that it is incapable of harming unarmed foes. Any creature that wields no weapon, either manufactured or natural, takes no damage from Shieldbreaker's attacks and can use unarmed attacks against its wielder without being blocked. Attacks that count as armed only because of training, such as from Improved Unarmed Strike or the Monk class, still count as unarmed for Shieldbreaker. If a creature is unarmed only because Shieldbreaker sundered his weapon, it still counts as armed for the attack that sundered the weapon and therefore still takes damage from it; future attacks will fail as normal for an unarmed target, even later iteratives in the same full attack. A creature that is currently capable of casting a spell or spell-like ability that Shieldbreaker would block counts as armed.

    To make this worse, it is difficult to either use other weapons in conjunction with Shieldbreaker or to stop using Shieldbreaker once combat has begun. Shieldbreaker always counts as the primary weapon for two-weapon or multi-weapon fighting penalties regardless of the wielder's desires, and the wielder takes a penalty for all strength-based rolls in actions not using Shieldbreaker equal to the bonus he gets for actions using Shieldbreaker. Sheathing, dropping, or otherwise attempting to voluntarily cease wielding Shieldbreaker, or to attack with non-weapon means, requires a will save DC 20 plus the bonus to strength-based rolls Shieldbreaker is currently granting. Shieldbreaker's effect on strength, both positive and negative, can be prevented from increasing with a will save DC 15 plus the current bonus. Once combat is over, defined as after five consecutive rounds where the wielder does not perceive any imminent hostile threat and Shieldbreaker does not block anything, the strength modifiers end and Shieldbreaker can be sheathed or dropped normally.

    Shieldbreaker will always seek to destroy its enemies, potentially ruining more sophisticated plans by its wielder. If an enemy is within reach at the start of Shieldbreaker's wielder's turn, and he does not want to attack that enemy, he must make a will save DC 15 plus the current bonus to strength-based rolls. If this will save fails, he must make at least one attack with Shieldbreaker against an enemy within reach that turn.

    Interactions with other Swords:
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    All: None of the other Swords can defeat Shieldbreaker's defense.
    Doomgiver: Attacks made by Shieldbreaker's wielder are not reflected, even attacks with weapons other than Shieldbreaker. In direct combat, Doomgiver is treated the same as any other weapon for Shieldbreaker's sundering ability.
    Coinspinner: Shieldbreaker negates the effect of Coinspinner's luck against Shieldbreaker's wielder. Die rolls are unmodified, and convenient coincidences happen no more often than usual for either side. Coinspinner has a 50% chance of teleporting to a new wielder instead if Shieldbreaker would sunder it, but is otherwise treated the same as any other weapon for Shieldbreaker's sundering ability. If Coinspinner teleports away, its ex-wielder counts as unarmed (assuming he has no other weapons in hand) for that attack, unlike the normal situation when Shieldbreaker sunders a weapon.
    The Mindsword: Shieldbreaker's wielder is completely immune to the Mindsword's power, and the Mindsword has no special protection against Shieldbreaker's sundering ability.
    Farslayer: Shieldbreaker will sunder Farslayer just the same as any other attacking weapon, even if Farslayer is in full flight with its special power. In fact, if Farslayer's special power is targeted on Shieldbreaker's wielder, Shieldbreaker will automatically sunder Farslayer rather than merely having a 50% chance to do so.
    Sightblinder: Sightblinder is powerless against Shieldbreaker. Shieldbreaker's wielder sees Sightblinder's wielder as he actually is regardless of any magical disguise, and all aspects of Sightblinder's perceptive powers fail against Shieldbreaker. Shieldbreaker's wielder can even use mind-affecting spells against Sightblinder, and they will work as normal, ignoring Sightblinder's immunity. Sightblinder has no special protection against Shieldbreaker's sundering ability.
    Soulcutter: Shieldbreaker's wielder is immune to Soulcutter's effect, and can safely spend any amount of time in the area without gaining any apathy levels. This is true even if Shieldbreaker's wielder is the same as Soulcutter's wielder; indeed, dual wielding Shieldbreaker and Soulcutter is one of the few ways to safely use Soulcutter as an offensive weapon. Soulcutter has no special protection against Shieldbreaker's sundering ability.
    Townsaver: Townsaver has no special protection against Shieldbreaker's sundering ability.
    Dragonslicer: Dragonslicer has no special protection against Shieldbreaker's sundering ability.
    Stonecutter: Stonecutter has no special protection against Shieldbreaker's sundering ability.
    Wayfinder: Shieldbreaker prevents Wayfinder from guiding its wielder on any path inimical to Shieldbreaker's wielder, and prevents Wayfinder from divining anything about Shieldbreaker's wielder unless Wayfinder's wielder is friendly. Wayfinder has no special protection against Shieldbreaker's sundering ability.
    Woundhealer: If Shieldbreaker strikes a living creature that is being healed by Woundhealer, Shieldbreaker is destroyed as if by its own sundering ability. In all other cases, Woundhealer has no special protection against Shieldbreaker's sundering ability. Shieldbreaker will not register a swing with Woundhealer as an attack, however, unless Shieldbreaker's wielder is a construct or undead.

    Destruction:
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    Shieldbreaker can only be destroyed by using it to attack someone who is at that moment being healed by Woundhealer.


    Doomgiver
    aka the Sword of Justice
    Symbol: A hollow circle
    The Sword of Justice balances the pans
    Of right and wrong, and foul and fair.
    Eye for an eye, Doomgiver scans
    The fate of all folk everywhere.

    Base stats: +9 Starmetal Medium Longsword
    Special powers:
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    Doomgiver is second among the Swords, though if not in direct confrontation with Shieldbreaker it may actually be considered the superior weapon. It grants even more comprehensive invulnerability than Shieldbreaker, turns attacks back on their originators rather than merely negating them, and lacks Shieldbreaker's fatal flaw.

    Any hostile act, even an indirect one, taken against Doomgiver's wielder is reflected against the attacker. Swords strike their wielders, arrows reverse course in mid flight, spells rebound on their casters, and so on. Even divine abilities of deities are affected. In each case, resolve the attack with the attacker's normal offensive modifiers, opposed by his own defenses. Intent is crucial to this ability, and Doomgiver has a far broader interpretation of "attack" than Shieldbreaker. The degree of directness or indirectness of an attack is irrelevant to Doomgiver; all it cares about is whether an action is intended to be detrimental to its wielder. If the attack has an effect relative to who makes it, treat Doomgiver's wielder as the attacker - for example, Dominate Person would force the caster to save or be dominated by his would-be victim.

    An ally could scry on Doomgiver's wielder with no difficulty, while an enemy attempting the same would find Doomgiver's wielder is scrying him instead. An ally held captive and forced to scry for an enemy would get the same result as the enemy, being scryed by his target. Someone casting invisibility to sneak past Doomgiver's wielder with the intent of stealing from him would find that the spell affected Doomgiver's wielder instead. The same person, if planning to kill someone Doomgiver's wielder hates instead, would have his spell work normally. For perhaps the ultimate example of indirectness, someone attempting to starve Doomgiver's wielder by acquiring and taking away all the food in the area - without ever actually getting near Doomgiver - would find that he himself is starving while Doomgiver's wielder is full.

    This may require a lot of DM judgment calls, but the primary principles are that a) the action to be reflected must be directed against Doomgiver's wielder (not his friends or allies - unless the intention is to use them to get at him), b) the action being against him must be deliberate (though not necessarily with knowledge of who he is or what he has - Fireballing a group of anonymous peasants to get them out of the way still qualifies if one of the peasants has Doomgiver), and c) Doomgiver should alter the effect only by changing the target and source.

    Weakness:
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    The only significant hole in Doomgiver's protection is in the nature of its power - the power to swap target and source. If an attack harms both the target and the source, one or the other effect will get through. Usually Doomgiver will reflect the attack, and Doomgiver's wielder will suffer the effects that the attacker would normally take. Doomgiver's wielder may choose to not reflect such an attack, however, trusting to his other defenses to block it. Area effects that happen to have been positioned to hit the attacker are not sufficient to trigger this condition. The attack must specifically harm the attacker.

    Doomgiver's protection also does not work on hostile acts that have no hostile intent. If someone genuinely believes that what he is doing is not detrimental to those affected by it, Doomgiver will not stop him. This is more of a reason to avoid misguided fools than an exploitable weakness, however, as attempts to exploit it by deliberately manipulating someone into becoming a well-meaning hindrance merely result in Doomgiver considering the manipulator to be the origin of the attack.

    Interactions with other Swords:
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    Shieldbreaker: Doomgiver cannot reflect attacks made by Shieldbreaker's wielder, whether the attacks are made with Shieldbreaker or not. Doomgiver has no special protection against Shieldbreaker's sundering ability.
    Coinspinner: If Coinspinner and Doomgiver come into conflict Coinspinner's luck is transferred to Doomgiver's wielder, but only for the interactions between the two of them. Other participants in the conflict are affected by Coinspinner's luck as normal.
    The Mindsword: If Doomgiver's wielder is in range when the Mindsword is drawn, or enters range later, the Mindsword's wielder instantly becomes fanatically loyal to Doomgiver's wielder (subject to will saves vs the Mindsword). Typically, he will immediately approach and offer to give the Mindsword as tribute.
    Farslayer: If Farslayer is launched at Doomgiver's wielder, it will promptly turn around and kill its own wielder instead.
    Sightblinder: Doomgiver's wielder ignores Sightblinder's powers as fully as Shieldbreaker does, and in addition causes Sightblinder's wielder to view Doomgiver's wielder as if he had Sightblinder instead. Doomgiver's wielder is disguised as per Sightblinder's power, but only with respect to Sightblinder's wielder - all other creatures see Doomgiver's wielder as normal. Doomgiver's wielder also gains Sightblinder's perception powers, but only with respect to Sightblinder's wielder.
    Soulcutter: In a conventional confrontation, Doomgiver will not protect against Soulcutter at all due to Soulcutter harming its own wielder more than anyone else. If Soulcutter is in an ally's hand due to enemy manipulation, however, Doomgiver will reflect the entire effect upon the manipulator (including the 1000' aura, centered on the manipulator).
    Townsaver: Townsaver's attacks against Doomgiver's wielder will be reflected, dealing automatic critical hit damage to Townsaver's wielder (if Townsaver's special power is active).
    Dragonslicer: Doomgiver can reflect Dragonslicer's attacks just like any other weapon, even if Doomgiver's wielder is a dragon - though in that case the reflected attack will be rather less potent due to not getting the anti-dragon bonuses.
    Stonecutter: Doomgiver has no special interaction with Stonecutter.
    Wayfinder: Doomgiver prevents Wayfinder from guiding its wielder on any path inimical to Doomgiver's wielder, and prevents Wayfinder from divining anything about Doomgiver's wielder unless Wayfinder's wielder is friendly. If Wayfinder's wielder has chosen a goal deliberately hostile to Doomgiver's wielder, Doomgiver will cause Wayfinder to guide him on a counterproductive path, typically aimed at resulting in Doomgiver's wielder personally turning the tables on him.
    Woundhealer: Doomgiver will not prevent Woundhealer from healing anyone, and will only reflect Woundhealer's attacks if Doomgiver's wielder is a construct or undead.

    Destruction:
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    Doomgiver can only be destroyed by sundering it with Shieldbreaker.


    Coinspinner
    aka the Sword of Chance, or the Sword of Fortune
    Symbol: A pair of dice
    Who holds Coinspinner knows good odds
    Whichever move he make.
    But the Sword of Chance, to please the gods
    Slips from him like a snake.

    Base stats: +8 Starmetal Medium Longsword
    Special powers:
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    Coinspinner grants incredible luck to its owner. Every die rolled for Coinspinner's wielder is treated as if the natural die result were higher by half the maximum value of the die, subject to the die's normal maximum. For example, any attack roll or saving throw of 10 or higher is treated as a natural 20 (and therefore an automatic success), while a natural 1 is treated as if it were 11 - both increasing the chance of beating the DC and avoiding the natural 1 automatic failure rule. Damage from a Fireball, meanwhile, would have each die increased by 3 to a maximum of 6. Anyone making a roll directly against him suffers the opposite, a reduction on each die equal to half its maximum value. Incidentally, this allows the character to take 20 on skill and ability checks in the time normally required to take 10.

    If for any reason this effect is undesirable, the wielder may choose to reduce, negate, or even reverse it.

    Coinspinner's luck extends far beyond the wielder's own capabilities into the world around him. Convenient coincidences happen with extreme frequency near Coinspinner, even to the extent of events such as the first earthquake in an area in a thousand years happening at precisely the right time to throw a combat opponent off balance or break open the walls of a prison cell. This works for both helping the wielder and hindering his foes; for example, if Coinspinner's wielder is chasing someone, he can reliably depend on his quarry being slowed to a crawl by a long series of contrived circumstances. The DM should be extremely generous in interpretation of this ability - this effect is so powerful as to be at least on par with the die roll modification ability, and is often considered Coinspinner's most important power.

    Additionally, Coinspinner can guide its wielder to any location or object the wielder specifies by pointing on demand. If special means are required to get there it will not point these out unless specifically sought, however, and this is a lesser power of the Sword so it can be blocked by normal countermeasures. This is treated as a divination (scrying) effect with caster level 20, and any rolls involved have Coinspinner's luck applied.

    Weakness:
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    Coinspinner's luck is fickle, and it will not stay with any one master for long. Each day, there is a 5% chance that Coinspinner will randomly teleport to a new wielder when its current wielder isn't looking. When this happens, there is a chance of 1% per day the current wielder had it that it will teleport to one of his enemies or rivals rather than a completely random recipient. This teleportation cannot be stopped by any means, not even the powers of a deity.

    Interactions with other Swords:
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    Shieldbreaker: All of Coinspinner's special powers are negated when they would be detrimental to Shieldbreaker's wielder, though Shieldbreaker cannot prevent Coinspinner from teleporting to a new wielder. If Coinspinner would be sundered by Shieldbreaker, there is a 50% chance that it will teleport to a new wielder before the blow lands. If this fails, Coinspinner has no other special protection against Shieldbreaker's sundering ability. If Coinspinner's wielder was wielding no other weapon (and has no natural weapons) at the time Coinspinner teleported away in response to Shieldbreaker, the teleport happens soon enough that Coinspinner's ex-wielder is considered unarmed when the attack lands and therefore will not be hurt.
    Doomgiver: If Coinspinner and Doomgiver come into conflict Coinspinner's luck is transferred to Doomgiver's wielder, but only for the interactions between the two of them. Other participants in the conflict are affected by Coinspinner's luck as normal.
    The Mindsword: Coinspinner's wielder is highly likely to roll natural 20s on the saves to temporarily resist the Mindsword's influence, but will eventually inevitably succumb if the Mindsword can be brought to bear. This is unlikely to ever be relevant, however, as the Mindsword's wielder will find it exceptionally difficult to draw his Sword while Coinspinner is in range. An endless series of coincidental difficulties are almost certain to delay the Mindsword's drawing long enough for Coinspinner's wielder to get out of range. If the Mindsword is already drawn, Coinspinner's luck will bring similar measures to bear to prevent it from coming into range.
    Farslayer: If there is any reasonable target for Farslayer's wielder to consider other than Coinspinner's wielder (DM's judgment), Coinspinner will cause him to choose an alternative target instead.
    Sightblinder: Sightblinder can fool Coinspinner's wielder, but not Coinspinner itself. Coinspinner's luck will function according to the true state of affairs, whatever its wielder believes is happening.
    Soulcutter: Soulcutter's wielder will find it difficult to draw the Sword when Coinspinner is in range, in similar fashion to the contrived difficulties Coinspinner will exert against drawing the Mindsword, but there is no other special interaction between these two Swords.
    Townsaver: Townsaver's automatic hit and crit confirm power bypasses Coinspinner's effect on die rolls, but there is no other special interaction between these two.
    Dragonslicer: Coinspinner has no special interaction with Dragonslicer.
    Stonecutter: Coinspinner has no special interaction with Stonecutter.
    Wayfinder: If Wayfinder's wielder's quest would be detrimental to Coinspinner's wielder and there is a reasonable alternative he might choose (DM's judgment), Coinspinner will cause Wayfinder's wielder to choose a different quest.
    Woundhealer: Coinspinner has no special interaction with Woundhealer.

    Destruction:
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    Coinspinner can only be destroyed by sundering it with Shieldbreaker. However, any attempt to do so has a 50% chance of causing Coinspinner to immediately teleport to a new wielder before the blow lands.


    The Mindsword
    aka the Sword of Glory, Skulltwister, or the Sword of Madness
    Symbol: A flying banner
    The Mindsword spun in the dawn's gray light
    And men and demons knelt down before.
    The Mindsword flashed in the midday bright
    Gods joined the dance, and the march to war.
    It spun in the twilight dim as well
    And gods and men marched off to hell.

    Base stats: +8 Starmetal Medium Longsword
    Special powers:
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    The Mindsword inspires total obedience and loyalty to its wielder in all creatures within a large area. When it is drawn, everyone within a 1000' radius (regardless of line of sight and line of effect) instantly has their attitude towards the wielder changed to fanatic, as per the epic diplomacy rules, including the morale bonuses granted. As a side effect of this, everyone within range instantly becomes aware of the wielder's presence and identity. A successful will save DC 30 can delay this change for 1 round, but the save must be repeated each round, takes a full round action to even attempt, and the DC increases by 1 for each round after the first. This is a mind-affecting effect, but immunity only grants a +10 bonus on the save and reduces the effort required to a standard action per round.

    The Mindsword's wielder gains the morale bonuses of fanaticism, but without the accompanying attitude change.

    Victims who are aware of the Mindsword's power and that it has been used on them are convinced, despite all prior knowledge and evidence to the contrary, that in this particular case the Mindsword merely revealed its wielder's worthiness rather than having its normal domination effect.

    The Mindsword's influence is impervious to diplomacy, bluff, and even the most potent of spells - even Dominate spells cannot force someone affected by the Mindsword to act against its wielder or disobey his commands. Nothing but the passage of time or the powers of other Swords can affect it. The attitude and loyalty caused by the Mindsword last for 5 days plus 1 day per point of the wielder's charisma bonus, and then degrade by 1 step per day until they reach the subject's original attitude. Immunity to mind-affecting abilities cuts each of these times in half, making the reversion both start earlier and progress faster. Repeated exposure to the Mindsword resets the duration.

    In addition, wounds from the Mindsword are difficult to heal and cause gradually increasing delirium. Healing magic used on such wounds fails unless the caster succeeds on a DC 25 caster level check, and the victim takes 1d4 wisdom damage immediately on being wounded and another 1d4 wisdom damage every 10 minutes thereafter. Each instance of wisdom damage can be prevented by a DC 25 fortitude save, but the recurring damage does not stop until 5 (not necessarily consecutive) successful saves are made or the wound is healed.

    Weakness:
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    None, really. The only good counters to the Mindsword are staying out of range or using certain specific other Swords.

    Interactions with other Swords:
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    Shieldbreaker: Shieldbreaker's wielder is completely immune to the Mindsword's power, and the Mindsword has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: If Doomgiver's wielder is in range when the Mindsword is drawn, the Mindsword's wielder instantly becomes fanatically loyal to Doomgiver's wielder (subject to will saves vs the Mindsword). Typically, he will immediately approach and offer to give the Mindsword as tribute.
    Coinspinner: Coinspinner's wielder is highly likely to roll natural 20s on the saves to temporarily resist the Mindsword's influence, but will eventually inevitably succumb if the Mindsword can be brought to bear. This is unlikely to ever be relevant, however, as the Mindsword's wielder will find it exceptionally difficult to draw his Sword while Coinspinner is in range. An endless series of coincidental difficulties are almost certain to delay the Mindsword's drawing long enough for Coinspinner's wielder to get out of range. If the Mindsword is already drawn, Coinspinner's luck will bring similar measures to bear to prevent it from coming into range.
    Farslayer: The Mindsword has no special interaction with Farslayer. If Farslayer is aimed at the Mindsword's wielder (almost certainly from beyond the Mindsword's domination range), it will slay him just the same as any other target.
    Sightblinder: Sightblinder's immunity to mind-affecting effects functions just as any other such immunity against the Mindsword, granting a +10 bonus on saves to resist the Mindsword, reducing the effort required to a standard action per round, and reducing the duration of the Mindsword's domination.
    Soulcutter: The Mindsword's wielder and his followers are buffered slightly against Soulcutter's effect by the morale bonuses of their fanaticism. None of them will actually take an apathy level until those bonuses have been cancelled by an earlier apathy level. The attitude adjustment persists even in the absence of the bonuses, however. The Mindsword's wielder himself has slight additional protection against Soulcutter - when he would gain the final apathy level to equal his hit dice and force giving up in despair, he is instead forced to flee. While fleeing, he can take no actions other than to better enable his retreat. This continues until he is outside Soulcutter's area of effect, at which point he regains full control (though still afflicted with apathy levels one short of his hit dice total). Soulcutter also buffers against the Mindsword, however; pre-existing loyalty conversions are not affected, but anyone inside Soulcutter's area of effect cannot be converted by the Mindsword.
    Townsaver: When actively defending noncombatants, Townsaver's wielder is immune to the Mindsword's domination. He is liable to find his charges pouring out to gleefully surrender and pledge their loyalty, however, and once they have all abandoned his shelter Townsaver will deactivate.
    Dragonslicer: The Mindsword has no special interaction with Dragonslicer.
    Stonecutter: The Mindsword has no special interaction with Stonecutter.
    Wayfinder: The Mindsword has no special interaction with Wayfinder.
    Woundhealer: Woundhealer can instantly reverse the mental domination of the Mindsword, and grants immunity to the Mindsword's special powers to anyone Woundhealer is impaled in.

    Destruction:
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    The Mindsword can only be destroyed by sundering it with Shieldbreaker.


    Farslayer
    aka the Sword of Vengeance
    Symbol: Several concentric circles forming a bullseye or target
    Farslayer howls across the world
    For thy heart, for thy heart, who hast wronged me!
    Vengeance is his who casts the blade
    Yet he will in the end no triumph see.

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
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    Farslayer can seek out and slay any foe, no matter how distant or powerful. The wielder simply has to identify the target and release the Sword. It is traditional, though not necessary, to quote the second line of Farslayer's verse before launching it.

    To use Farslayer's special power, the wielder must speak aloud the identity of the target and then either throw or drop the Sword. Doing this is a standard action. The target's name is sufficient identification, even if there are many people with the same name - Farslayer will strike according to the wielder's intent. Any other description that is reasonably specific will also do, even if the wielder does not know precisely who he is identifying - "the newest guard in that bastard's army" would work, however poor a choice in might be.

    Once launched, Farslayer flies at a speed of one mile per round, directly toward its target. If the target is on another plane, Farslayer will Plane Shift itself to the appropriate plane (arriving 5d100 miles off target) one round after it is launched. If the target travels to another plane while Farslayer is in flight, Farslayer will Plane Shift to follow him one round later.

    Farslayer knows its target's location perfectly at all times no matter what anti-divination measures might be in place, even if a god is trying to hide the target. Once in flight, no barrier or defensive measure of any kind short of another Sword can stop Farslayer. It will pass through any barrier as if the barrier were not there, and any attempt to stop, slow, or change the Sword's flight path automatically fails. If Plane Shifting is necessary to reach the target, anti-teleportation effects are similarly ineffective in stopping Farslayer. When it arrives, Farslayer strikes its target perfectly, slaying him instantly (no save). Further, any means of automatic revival the target might have are also destroyed. If aimed at a lich, Farslayer will hit the lich and then immediately move on to strike the phylactery. Physical objects involved in such things are targeted physically in turn after the primary target is slain, while intangible effects such as a Contingent Revivify simply vanish.

    Whoever Farslayer is aimed at is. going. to. die. promptly. And stay dead, at least until resurrected by someone else. Even a deity, if named as Farslayer's target, will die. The protection offered by certain other Swords is the only exception.

    Weakness:
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    Farslayer's major problem is that it stays in the corpse of whatever it kills. Its ownership will then pass to whoever retrieves it from the corpse. It is quite possible, and even likely, for a friend of the victim to pull the Sword out and immediately throw it right back at "whoever threw Farslayer last". This can result in a vicious cycle, quickly decimating both sides in a feud.

    Interactions with other Swords:
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    Shieldbreaker: Farslayer can be launched at Shieldbreaker's wielder, but it will be sundered on arrival (guaranteed, not the normal 50% chance), doing no harm to Shieldbreaker's wielder. Farslayer has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Launching Farslayer at Doomgiver's wielder is a somewhat elaborate method of committing suicide. Farslayer will launch, fly a short distance, reverse course, and strike its own wielder dead in less than a second.
    Coinspinner: If there is any reasonable target for Farslayer's wielder to consider other than Coinspinner's wielder (DM's judgment), Coinspinner will cause him to choose an alternative target instead.
    The Mindsword: Farslayer has no special interaction with the Mindsword. If launched at the Mindsword's wielder (almost certainly from outside the Mindsword's mental control range), Farslayer will kill him just the same as any other target.
    Sightblinder: Sightblinder's disguise can trick Farslayer's wielder into identifying the wrong target, but Farslayer itself will seek the identified target correctly regardless of any disguise. If Farslayer's wielder names the true identity of Sightblinder's wielder, or identifies him in a way that is independent of his diguise, then Farslayer will seek him out and kill him just as any other target. If Farslayer's wielder launches it at the creature he believes Sightblinder's wielder to be, however, Farslayer will instead seek out and slay the actual creature in question.
    Soulcutter: Soulcutter has no special interaction with Farslayer.
    Townsaver: If Townsaver is fully active when Farslayer strikes Townsaver's wielder, Townsaver will keep him alive until the end of battle. If he receives sufficient healing before combat ends, this may be enough to save him.
    Dragonslicer: Farslayer has no special interaction with Dragonslicer.
    Stonecutter: Farslayer has no special interaction with Stonecutter.
    Wayfinder: Farslayer has no special interaction with Wayfinder.
    Woundhealer: If Farslayer's target is already impaled by Woundhealer, or if Woundhealer is used within one round, Woundhealer can save Farslayer's victim. Woundhealer's wielder will even get a new Sword out of the experience - nothing stops him from plucking Farslayer out of the non-corpse it's stuck in.

    Destruction:
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    Farslayer can only be destroyed by sundering it with Shieldbreaker.


    Sightblinder
    aka the Sword of Stealth, or the Sword of Deception
    Symbol: A stylized human eye
    The Sword of Stealth is given to
    One lowly and despised.
    Sightblinder's gifts: his eyes are keen
    His nature is disguised.

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
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    Sightblinder grants perfect disguise and extreme powers of perception.

    Sightblinder projects an impenetrable illusion, covering all senses, over its wielder. If the wielder knows of Sightblinder's powers, he can influence the choice of disguise. If he has a specific disguise in mind, Sightblinder will use it. Failing that, if he at least has a specific purpose he wants to use his disguise for, Sightblinder will choose one suitable for it. Sightblinder will maintain the same disguise consistently for as long as is needed.

    Lacking such guidance, Sightblinder will fall back on one of two options, chosen randomly: the appearance of something terrifying, or the appearance of something to be loved and/or protected. Either way, this will draw a lot of attention from everyone in sight. In combat and other moments of stress without guidance from its wielder, Sightblinder will shift rapidly between different disguises, rolling for a new disguise once per round.

    If Sightblinder is disguising its wielder as something terrifying, anyone who sees him sees an incredibly powerful and fearsome foe. Sightblinder only uses the appearance of monsters that actually exist, not nightmares from the viewer's imagination, but it will infallibly present an image of the most powerful and implacably hostile creature that the viewer can recognize (however vaguely). If the viewer fails a will save DC 30, he is panicked for 2d6 rounds. If the viewer knows he is facing Sightblinder, the save DC is reduced to 20. Even on a successful save, the viewer may believe the apparition is real if there is no evidence to the contrary and will act accordingly.

    If Sightblinder is using its other default method of disguise, anyone who sees its wielder sees something worthy of protection or, alternatively, of obedience. A small child, an innocent woman, a relative or loved one, and a noble lord or high-ranking officer are common choices, though Sightblinder customizes the presented appearance for the morals and values of the viewer. If the viewer has no reason to suspect something is not as it appears, he takes any reasonable measures to protect and aid Sightblinder's wielder.

    In all cases, the disguise is flawless. Inconsistencies in behavior (especially if the disguise is a close family member of the viewer), prior knowledge of Sightblinder's presence, and other such things can spoil it, but the actual illusion Sightblinder presents is perfect and cannot be defeated by Spot checks, True Seeing, divination magic in general, or any similar means. Sense Motive could determine something is wrong, but only if Sightblinder's wielder takes actions that are out of character for his current disguise. Even then, Sightblinder grants a +10 bonus on the opposed Bluff check.

    Sightblinder can present the same image to all viewers or a different one for each, even with completely different kinds of disguises, with equal ease and perfection. If necessary, Sightblinder can augment its disguise by producing fake dialog and the appearance of actions that have no effect outside of the wielder, though it will limit all such additions to merely allaying short term suspicion - Sightblinder will not, for example, spin elaborate plots with orders for subordinates when disguising its wielder as a spy master. Sightblinder itself can be clearly visible as a Sword, disguised as another weapon, or even invisible, whichever best suits the current disguise. Sightblinder can also leave its wielder undisguised in the view of any of his allies if desired, while simultaneously disguising him against everyone else.

    On the perception side of things, Sightblinder grants continuous True Seeing with unlimited range. It also allows its wielder to automatically know the alignment of any creature he sees, grants a +20 bonus on knowledge checks concerning any creature in sight (and makes all knowledge skills count as trained for this purpose), automatically detects lies, and grants a +20 bonus on Spot and Sense Motive checks. No anti-divination protections of any kind can defeat this augmented perception.

    In addition, Sightblinder's knowledge of the true nature of things shields its wielder's mind from manipulation. Sightblinder's wielder is immune to all mind-affecting spells and effects.

    Weakness:
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    Sightblinder has no special weaknesses.

    Interactions with other Swords:
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    Shieldbreaker: Sightblinder is powerless against Shieldbreaker. Shieldbreaker's wielder sees Sightblinder's wielder as he actually is regardless of any magical disguise, and all aspects of Sightblinder's perceptive powers fail against Shieldbreaker. Shieldbreaker's wielder can even use mind-affecting spells against Sightblinder, and they will work as normal, ignoring Sightblinder's immunity. Sightblinder has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Doomgiver's wielder ignores Sightblinder's powers as fully as Shieldbreaker does, and in addition causes Sightblinder's wielder to view Doomgiver's wielder as if he had Sightblinder instead. Doomgiver's wielder is disguised as per Sightblinder's power, but only with respect to Sightblinder's wielder - all other creatures see Doomgiver's wielder as normal. Doomgiver's wielder also gains Sightblinder's perception powers, but only with respect to Sightblinder's wielder.
    Coinspinner: Coinspinner's wielder can be fooled by Sightblinder, but Coinspinner itself cannot. Coinspinner's luck will function according to the true state of affairs, whatever its wielder believes is happening.
    The Mindsword: Sightblinder's immunity to mind-affecting effects functions just as any other such immunity against the Mindsword, granting a +10 bonus on saves to resist the Mindsword, reducing the effort required to a standard action per round, and reducing the duration of the Mindsword's domination.
    Farslayer: If Farslayer's identified target is the true identity of Sightblinder's wielder, or if the identification is independent of the true and assumed identities, then Farslayer is not fooled and seeks him out just as any other target. If Farslayer is launched at a specific creature who Sightblinder's wielder is disguised as, Farslayer will instead seek out and slay the actual creature in question.
    Soulcutter: Sightblinder's immunity to mind-affecting effects grants substantial resistance to Soulcutter as normal.
    Townsaver: Sightblinder can fool Townsaver's wielder, but not Townsaver itself. Attempting to sneak past with Sightblinder, intending to attack those Townsaver is defending, will result in Townsaver taking an attack of opportunity against Sightblinder's wielder regardless of Townsaver's wielder's perceptions.
    Dragonslicer: Sightblinder cannot fool Dragonslicer about whether a particular target is a dragon or not.
    Stonecutter: Sightblinder has no special interaction with Stonecutter.
    Wayfinder: Sightblinder can fool Wayfinder's wielder, but not Wayfinder itself.
    Woundhealer: Woundhealer can end the panic Sightblinder can cause, but has no other special interaction with Sightblinder.

    Destruction:
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    Sightblinder can only be destroyed by sundering it with Shieldbreaker.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    Soulcutter
    aka the Sword of Despair, or the Tyrant's Blade
    Symbol: None. Soulcutter's hilt is blank.
    The Tyrant's Blade no blood hath spilled
    But doth the spirit carve
    Soulcutter hath no body killed
    But many left to starve.

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
    Spoiler
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    Soulcutter induces despair and apathy in everyone nearby, causing all activity to cease and everyone to simply lie in place, immobile and uncaring.

    When Soulcutter is drawn, all creatures within a 1000' radius (regardless of line of sight and line of effect) gain apathy levels at a rate of one per round. Apathy levels have the same effect as negative levels with the following exceptions:

    Apathy levels ignore all resistances and immunities to negative levels that any victim might have.
    Apathy levels require a will save instead of a fortitude save to remove normally (after 24 hours). The save DC is 20.
    If a creature has a number of apathy levels, or combined apathy and negative levels, equal to its hit dice, it drops anything it is holding, collapses prone to the ground, and remains there, helpless and taking no actions instead of dying. A creature can have more apathy levels than hit dice, but the excess do not impose any penalties and only count for how many morale effects would be required to counteract them.
    Immunity to mind-affecting effects grants some resistance to apathy levels, allowing a will save DC 30 to avoid each one when it would initially be gained. There is normally no save until 24 hours later. Attempting this save is optional, and costs a standard action from the victim's next turn.
    Apathy levels can be mitigated by morale effects. Each spell or effect that grants a morale bonus to a victim of Soulcutter temporarily negates one apathy level instead of granting its usual bonuses. Any penalties, non-morale bonuses, or other effects remain, and when the morale effect ends the apathy level returns.

    Weakness:
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    Soulcutter's wielder is not exempt from the Sword's effect. In fact, the wielder gains two apathy levels per round instead of one due to his extreme proximity to the blade. Thus, in normal circumstances Soulcutter is at best a weapon of mutual destruction.

    Interactions with other Swords:
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    Shieldbreaker: Shieldbreaker's wielder is immune to Soulcutter's effect, and can safely spend any amount of time in the area without gaining any apathy levels. This is true even if Shieldbreaker's wielder is the same as Soulcutter's wielder; indeed, dual wielding Shieldbreaker and Soulcutter is one of the few ways to safely use Soulcutter as an offensive weapon. Soulcutter has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: In a conventional confrontation, Soulcutter will ignore Doomgiver's protection due to Soulcutter harming its own wielder more than anyone else. If Soulcutter is in an ally's hand due to enemy manipulation, however, Doomgiver will reflect the entire effect upon the manipulator (including the 1000' aura, centered on the manipulator).
    Coinspinner: Soulcutter's wielder will find it difficult to draw the Sword when Coinspinner is in range, in similar fashion to the contrived difficulties Coinspinner will exert against drawing the Mindsword, but there is no other special interaction between these two Swords.
    The Mindsword: The Mindsword's wielder and his followers are buffered slightly against Soulcutter's effect by the morale bonuses of their fanaticism. None of them will actually take an apathy level until those bonuses have been cancelled by an earlier apathy level. The attitude adjustment persists even in the absence of the bonuses, however. The Mindsword's wielder himself has slight additional protection against Soulcutter - when he would gain the final apathy level to equal his hit dice and force giving up in despair, he is instead forced to flee. While fleeing, he can take no actions other than to better enable his retreat. This continues until he is outside Soulcutter's area of effect, at which point he regains full control (though still afflicted with apathy levels one short of his hit dice total). Soulcutter also buffers against the Mindsword, however; pre-existing loyalty conversions are not affected, but anyone inside Soulcutter's area of effect cannot be converted by the Mindsword.
    Farslayer: Farslayer has no special interaction with Soulcutter.
    Sightblinder: Sightblinder's immunity to mind-affecting effects grants substantial resistance to Soulcutter as normal.
    Townsaver: If Townsaver is fully active, it will prevent its wielder from collapsing in despair from too many apathy levels. It will not prevent acquiring the apathy levels in the first place, however, so he will most likely collapse as soon as combat ends.
    Dragonslicer: Soulcutter has no special interaction with Dragonslicer.
    Stonecutter: Soulcutter has no special interaction with Stonecutter.
    Wayfinder: Soulcutter has no special interaction with Wayfinder.
    Woundhealer: Woundhealer's Greater Restoration ability cures apathy levels along with any negative levels.

    Destruction:
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    Soulcutter can only be destroyed by sundering it with Shieldbreaker.


    Townsaver
    aka the Sword of Fury
    Symbol: A sword raised above a stylized segment of castle wall
    Long roads the Sword of Fury makes
    Hard walls it builds around the soft
    The fighter who Townsaver takes
    Can bid farewell to home and croft

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
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    In most circumstances Townsaver is merely a normal magic weapon with an abnormally high enhancement bonus. Its true power is only revealed when it is used to defend noncombatants.

    When wielded in defense of a fixed location where people who are unarmed or untrained with weapons live or have taken shelter, Townsaver emits a high pitched buzzing sound and a thin streak of smoke. By this sign, observers can know that its full power is active. All of the rest of this special power description applies only in this circumstance.

    Townsaver grants offensive power matched only by Shieldbreaker. The wielder has four iterative attacks (as a Fighter 20) regardless of his BAB, and every attack with Townsaver is automatically a hit and critical hit. Townsaver automatically bypasses all damage reduction, even DR/-. The wielder's strength score is increased to 30 for all attacks with Townsaver unless it is already higher.

    Even more than the destruction of its enemies, Townsaver seeks to block efforts to harm the noncombatants it is defending. Townsaver's wielder may make an unlimited number of attacks of opportunity (which automatically hit and crit) with Townsaver against foes who attempt to move through his threatened area towards the place he is defending. Further, Townsaver will drag him into the path of any ranged or reach attacks that pass within one 5' square of his position. Such attacks automatically target him instead of their intended target, and he gains no benefit from dexterity or any dodge bonuses to AC against these attacks.

    So long as an imminent threat remains, Townsaver's wielder cannot die or be stopped from fighting. No matter how much damage he takes, he remains alive, conscious, and at full combat capability. Any spell or ability that would instantly kill him instead deals damage equal to his maximum hit points plus 10. He gains continuous Freedom of Movement, and can ignore the normal consequences of having any ability score reduced to 0. He can ignore any spell, condition, or effect that would prevent him from continuing to fight in defense of his charge.

    Townsaver cannot be disarmed.

    Weakness:
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    While Townsaver prevents its wielder from being slain or disabled, it does not protect him from harm. He may win a battle only to die from his wounds the instant the last enemy is gone and Townsaver's power shuts down. Anyone planning to use Townsaver would be well advised to get the best protection he can and to arrange for a lot of in-battle healing.

    Townsaver is also of very limited use offensively, as the abilities that make it such a devastating weapon will only activate when the wielder is defending.

    As with Shieldbreaker, Townsaver is difficult to fully control. If an enemy is within reach at the start of Townsaver's wielder's turn, and he does not want to attack that enemy, he must make a will save DC 25. If this will save fails, he must make at least one attack with Townsaver against an enemy within reach that turn. Any attempt to sheathe or drop Townsaver requires a will save DC 30.

    Interactions with other Swords:
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    Shieldbreaker: Townsaver has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Townsaver's attacks against Doomgiver's wielder will be reflected, dealing automatic critical hit damage to Townsaver's wielder (if Townsaver's special power is active).
    Coinspinner: Townsaver's automatic hit and crit confirm power bypasses Coinspinner's effect on die rolls, but there is no other special interaction between these two.
    The Mindsword: When actively defending noncombatants, Townsaver's wielder is immune to the Mindsword's domination. He is liable to find his charges pouring out to gleefully surrender and pledge their loyalty, however, and once they have all abandoned his shelter Townsaver will deactivate.
    Farslayer: If Townsaver is fully active when Farslayer strikes Townsaver's wielder, Townsaver will keep him alive until the end of battle. If he receives sufficient healing before combat ends, this may be enough to save him.
    Sightblinder: Sightblinder can fool Townsaver's wielder, but not Townsaver itself. Attempting to sneak past with Sightblinder, intending to attack those Townsaver is defending, will result in Townsaver taking an attack of opportunity against Sightblinder's wielder regardless of Townsaver's wielder's perceptions.
    Soulcutter: If Townsaver is fully active, it will prevent its wielder from collapsing in despair from too many apathy levels. It will not prevent acquiring the apathy levels in the first place, however, so he will most likely collapse as soon as combat ends.
    Dragonslicer: Townsaver has no special interaction with Dragonslicer.
    Stonecutter: Townsaver has no special interaction with Stonecutter.
    Wayfinder: Townsaver has no special interaction with Wayfinder.
    Woundhealer: Townsaver has no special interaction with Woundhealer.

    Destruction:
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    Townsaver can only be destroyed by sundering it with Shieldbreaker.


    Dragonslicer
    aka the Sword of Heroes
    Symbol: A stylized dragon
    Dragonslicer, Dragonslicer, how d'you slay?
    Reaching for the heart in behind the scales.
    Dragonslicer, Dragonslicer, where d'you stay?
    In the belly of the giant that my blade impales.

    Base stats: +6 Starmetal Medium Longsword
    Special powers:
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    Dragonslicer is the great bane of all dragonkind, killing even the mightiest Wyrm with ease. Against other foes, however, it is merely a normal magic weapon.

    Unlike Shieldbreaker and Townsaver, Dragonslicer does not render its wielder's skill nearly irrelevant. It merely provides extremely potent advantages against its chosen foes. Against dragons, Dragonslicer ignores all natural armor bonuses, all damage reduction (even DR/-), and has triple its normal crit range (15-20). Its enhancement bonus is increased by 6 against dragons, and it deals an additional 6d6 damage to any dragon it strikes. Any normal hit against a dragon kills it instantly unless it succeeds on a fortitude save DC 25. For critical hits, the save DC is 35 instead.

    Dragonslicer can cut through dragon scales, flesh, and bone with ease whether or not the dragon is alive. Using Dragonslicer as a special crafting tool grants a +10 circumstance bonus to craft checks to make armor or other items from dragon hide and other dragon body parts. Dragonslicer can also cut through such items easily if its opponent is wearing them. Dragonhide armor and shields provide no AC bonus against Dragonslicer's attacks.

    Weakness:
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    Dragonslicer provides no particular defense against dragons, so it is up to the wielder's resources to either survive a dragon's wrath or achieve the first blow.

    Interactions with other Swords:
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    Shieldbreaker: Dragonslicer has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Dragonslicer's attacks can be reflected by Doomgiver just like any other weapon, even if Doomgiver's wielder is a dragon - though in that case the reflected attack will be rather less potent due to not getting the anti-dragon bonuses.
    Coinspinner: Dragonslicer has no special interaction with Coinspinner.
    The Mindsword: Dragonslicer has no special interaction with the Mindsword.
    Farslayer: Dragonslicer has no special interaction with Farslayer.
    Sightblinder: Sightblinder cannot fool Dragonslicer about whether a particular target is a dragon or not.
    Soulcutter: Dragonslicer has no special interaction with Soulcutter.
    Townsaver: Dragonslicer has no special interaction with Townsaver.
    Stonecutter: Dragonslicer has no special interaction with Stonecutter.
    Wayfinder: Dragonslicer has no special interaction with Wayfinder.
    Woundhealer: Dragonslicer has no special interaction with Woundhealer.

    Destruction:
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    Dragonslicer can only be destroyed by sundering it with Shieldbreaker.


    Stonecutter
    aka the Sword of Siege
    Symbol: A wedge driving into a block
    The Sword of Siege struck a hammer's blow
    With a crash, and a smash, and a tumbled wall.
    Stonecutter laid a castle low
    With a groan, and a roar, and a tower's fall.

    Base stats: +6 Starmetal Medium Longsword
    Special powers:
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    Stonecutter cuts through stone as easily as butter, making it a perfect tool for tunneling, destroying stone structures, and fighting stone golems and similar creatures.

    When used to attack stone golems, creatures with the [earth] subtype, or other creatures described as being primarily or entirely stone, Stonecutter ignores all natural armor, damage reduction (even DR/-), and hardness, and deals 6d6 extra damage. Stonecutter is far better known for its strategic uses, however.

    Stonecutter can carve a hole up to 5' wide in a stone wall up to 2' thick as a full round action. Against thicker stone barriers Stonecutter can tunnel at a rate of 5' every 3 rounds, not including any effort required to remove the carved-out rubble. Slanting the tunnel upwards is one way to deal with the rubble, allowing gravity to remove it. This is rather perilous for anyone further down the tunnel, as it results in several heavy falling objects careening towards anyone in their path.

    Dismantling a stone structure with Stonecutter is as simple as tunneling through enough of its foundation. How much is required, and exactly what comes down because of it, depend on the details of the structure.

    Using Stonecutter as a special crafting tool grants a +10 circumstance bonus to craft checks to make items composed primarily of stone and gems.

    Weakness:
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    None in particular.

    Interactions with other Swords:
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    Shieldbreaker: Stonecutter has no protection against Shieldbreaker's sundering ability.
    All others: Stonecutter has no special interactions with any other Swords.

    Destruction:
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    Stonecutter can only be destroyed by sundering it with Shieldbreaker.


    Wayfinder
    aka the Sword of Wisdom
    Symbol: An arrow
    Who holds Wayfinder finds good roads
    Its master's step is brisk.
    The Sword of Wisdom lightens loads
    But adds unto their risk.

    Base stats: +6 Starmetal Medium Longsword
    Special powers:
    Spoiler
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    Wayfinder is very nearly omniscient, and can relay this information to its wielder by pointing.

    Wayfinder's simplest use is to ask it a straightforward question that can be answered by pointing. For example, "where is the poison", or "which of these two people is lying". It is not necessary to speak the question aloud, merely thinking it is sufficient. This takes a standard action and requires enough mobility to be able to point Wayfinder in the proper direction. Wayfinder will immediately point in the direction that answers the question correctly.

    Wayfinder is far more valuable as a general guide, however. Specify a goal - any goal - and Wayfinder will point the way to both the path to it and any means you will need to travel that path. The goal must be reasonably clearly defined, and possible to achieve, but Wayfinder has no other limitations aside from certain interactions with other Swords. For example, you could specify the goal of acquiring great wealth, and Wayfinder might lead you to - in order - an object with no apparent use, an expert thief who wants the aforementioned object for sentimental value, a poorly guarded mansion, a team of safe-crackers willing to work for the jewels your thief stole from the mansion, and finally a bank with an enormous vault. This usage will, obviously, require a great deal of DM adjudication.

    Wayfinder's powers of divination are supreme, unblockable by any mortal magic or even divine powers. Only certain Swords can prevent its proper functioning.

    Weakness:
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    While Wayfinder can guide its wielder to almost anything, it will choose a highly risky path to get there. The path Wayfinder chooses will always be achievable, but will also be difficult and dangerous for all but the simplest and shortest goals. Any attempt to circumvent this by, for example, asking the question of what the safest path is*, fails - and Wayfinder detects such attempts as easily and perfectly as everything else.
    *Unless the goal itself is safety, in which case Wayfinder will guide you to maximum safety with complete disregard for anything else you might want to accomplish.

    Interactions with other Swords:
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    All: Except in the cases specifically stated otherwise, Wayfinder can take the capabilities of the other Swords into account when deciding the path it guides its wielder on.
    Shieldbreaker: Wayfinder can only guide its wielder to Shieldbreaker if Shieldbreaker is currently unowned or if his intentions are friendly. Any similar quest, such as to defeat Shieldbreaker's wielder, also fails. Wayfinder has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Wayfinder can only guide its wielder to Doomgiver if Doomgiver is currently unowned or if his intentions are friendly. Any similar quest will either fail or backfire. Asking Wayfinder to guide you to defeat Doomgiver's wielder will instead result in it guiding you to be defeated by Doomgiver's wielder.
    Coinspinner: If Wayfinder's wielder's quest would be detrimental to Coinspinner's wielder and there is a reasonable alternative he might choose (DM's judgment), Coinspinner will cause Wayfinder's wielder to choose a different quest.
    The Mindsword: Wayfinder has no special interaction with the Mindsword.
    Farslayer: Wayfinder has no special interaction with Farslayer.
    Sightblinder: Sightblinder can fool Wayfinder's wielder, but not Wayfinder itself.
    Soulcutter: Wayfinder has no special interaction with Soulcutter.
    Townsaver: Wayfinder has no special interaction with Townsaver.
    Dragonslicer: Wayfinder has no special interaction with Dragonslicer.
    Stonecutter: Wayfinder has no special interaction with Stonecutter.
    Woundhealer: Wayfinder has no special interaction with Woundhealer.

    Destruction:
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    Wayfinder can only be destroyed by sundering it with Shieldbreaker.


    Woundhealer
    aka the Sword of Mercy, the Sword of Love, or the Sword of Healing
    Symbol: An open human hand
    Whose flesh the Sword of Mercy hurts has drawn no breath,
    Whose soul it heals has wandered in the night,
    Has paid the summing of all debts in death
    Has turned to see returning light.

    Base stats: +6 Starmetal Medium Longsword
    Special powers:
    Spoiler
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    Woundhealer is incapable of harming any living creature. Instead, it heals anyone it strikes. Woundhealer is usable as a weapon only against constructs and undead, though in the latter case it is an exceptionally powerful weapon.

    When Woundhealer strikes a living creature, it deals no damage and simultaneously casts Heal, Regenerate, and Greater Restoration on him, each at caster level 30. In addition, it automatically cures the target of any spell or ability that is affecting him and is not harmless. This happens regardless of whether the effect can be ended by Dispel Magic. For area effects, Woundhealer only allows the single individual to ignore the effect, and only if it directly affects him (rather than affecting him by means of affecting things around him). If the target is still in the area of such a spell or ability when Woundhealer is removed, he may succumb again. Woundhealer can only heal any single creature once per round; subsequent hits on the same creature in the same round have no effect.

    Woundhealer can be impaled in a creature and left there. Impaling yourself with Woundhealer takes a standard action; impaling someone else can be done as a melee attack. In this situation, Woundhealer casts Heal, Regenerate, and Greater Restoration once per round at the beginning of the subject's turn, and grants ongoing immunity to the effects it would end. While Woundhealer is impaled in a living creature, that creature cannot die. Any spell or effect that would instantly kill him has no effect, and damage can only knock him unconscious no matter how far into the negatives his hit points go. Pulling Woundhealer out without resistance, from a subject either willing or helpless, just takes a standard action. Pulling Woundhealer out from an actively resisting foe can be done with the "grab an item" use of disarm, but Woundhealer counts as well secured.

    If used quickly enough, Woundhealer can even repair mortal wounds. If Woundhealer is plunged into the body of a creature that died within 1 round, it casts Revivify on him. This can revive even elementals and outsiders, as well as creatures killed by death effects, but it does still require a reasonably intact body.

    When used as a weapon against undead, Woundhealer deals damage as normal for a +6 weapon and also casts Heal (DC 30, caster level 30) on the creature if the attack hits. Against constructs, Woundhealer is merely a regular +6 weapon.

    Weakness:
    Spoiler
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    None.

    Interactions with other Swords:
    Spoiler
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    Shieldbreaker: If Woundhealer is impaled in a living creature when Shieldbreaker strikes that creature (or Woundhealer directly), Shieldbreaker is destroyed as if by its own sundering ability. In all other cases, Woundhealer has no special protection against Shieldbreaker's sundering ability. Shieldbreaker will not register a swing with Woundhealer as an attack, however, unless Shieldbreaker's wielder is a construct or undead.
    Doomgiver: Doomgiver will not prevent Woundhealer from healing anyone, and will only reflect Woundhealer's attacks if Doomgiver's wielder is a construct or undead.
    Coinspinner: Woundhealer has no special interaction with Coinspinner.
    The Mindsword: Woundhealer can instantly reverse the mental domination of the Mindsword, and grants immunity to the Mindsword's special powers to anyone Woundhealer is impaled in.
    Farslayer: If used proactively (pre-impaling) or promptly (within 1 round), Woundhealer can save a living creature from Farslayer. Woundhealer's wielder will even get a new Sword out of the experience - nothing stops him from plucking Farslayer out of the non-corpse it's stuck in.
    Sightblinder: Woundhealer can end the panic Sightblinder can cause, but has no other special interaction with Sightblinder.
    Soulcutter: Woundhealer's Greater Restoration ability cures apathy levels along with any negative levels.
    Townsaver: Woundhealer has no special interaction with Townsaver.
    Dragonslicer: Woundhealer has no special interaction with Dragonslicer.
    Stonecutter: Woundhealer has no special interaction with Stonecutter.
    Wayfinder: Woundhealer has no special interaction with Wayfinder.

    Destruction:
    Spoiler
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    Woundhealer can only be destroyed by sundering it with Shieldbreaker.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    So far, I'm liking this a lot. It's been so long since I've read these books that it's kind of refreshing to see the swords revisited.

    May I suggest that instead of spoilers (since the books have been in print since 1980s and there's nothing much to spoil now), you turn these into lists.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    The reason I'm using spoiler tags isn't to hide things from people who might be spoiled by them, but to prevent forcing people to scroll through a humongous post to get to the part they're looking for (that reserved post? I've got the character count, I WILL need it before I'm done). Lists would not serve the same purpose.

    If you think my concern over that is unwarranted, that's another matter.

    Any comments on the specifics of the first Sword?

    One detail that I fiddled with a bit more than the rest was the strength effect. My initial idea was an actual increase/decrease in strength score (by 2 per round), but that raised the question of how it would work on the low end. It should never result in paralyzing the wielder, so no reducing strength below 1, but even dropping strength to 1 didn't seem to go far enough to match the potential extreme. *plot spoiler*
    Spoiler
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    A god of Vulcan's rank, even with his strength dropped to 1, would still have enough bonuses from BAB, size, divine ranks, and such, that he'd never be out-grappled by a bunch of regular guys.
    Shifting the modifier to strength-based rolls is what I came up with to resolve that. Do you think it achieves the proper effect well?

    Another thing I just thought of, should Shieldbreaker grant better AoO ability? Say, unlimited AoOs per round? I'm not certain how well that detail would fit.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    Unlimited attacks of opportunity doesn't make sense for Shieldbreaker, since attacks of opportunity usually are reactions to non-attacks. Also, the wielder of Shieldbreaker has very little conscious control over it because of that ability, so attacks of opportunity might even be more difficult. I think its current unlimited auto-deflect is fine.

    I would also note that Shieldbreaker does not trigger its defensive effect if an incoming effect is obviously and directly non-harmful (so it won't block a cure light wounds spell unless there are special circumstances like the wielder being undead, it won't block rainfall because rain is benign unless the wielder would melt as a result, but it would block a detect thoughts spell because it's not a harmless spell). You may even go so far as to state that spells with the "harmless" note in their save entry cannot be blocked.

    I would also note that...
    Spoiler
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    Woundhealer is immune to Shieldbreaker because, via the above clause, it is not a weapon. One could imagine an attacker sundering the armor of the wearer of Shieldbreaker using Woundhealer, then choking him to death. The special note of Woundhealer breaking Shieldbreaker as part of its healing effect is fine, but Woundhealer alone could not sunder Shieldbreaker because Swords normally can't break other Swords. This is a generally accepted fan theory, and makes more sense than the thematic moral stated in the final book.


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    A god of Vulcan's rank, even with his strength dropped to 1, would still have enough bonuses from BAB, size, divine ranks, and such, that he'd never be out-grappled by a bunch of regular guys.
    You could simply say that they can be coup de graced with no save if they draw Shieldbreaker with no weapons or threats nearby, regardless of hit points, armor class, or damage reduction.
    Last edited by Thomar_of_Uointer; 2012-12-17 at 12:02 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    Quote Originally Posted by Thomar_of_Uointer View Post
    Unlimited attacks of opportunity doesn't make sense for Shieldbreaker, since attacks of opportunity usually are reactions to non-attacks. Also, the wielder of Shieldbreaker has very little conscious control over it because of that ability, so attacks of opportunity might even be more difficult. I think its current unlimited auto-deflect is fine.
    Shieldbreaker has a very strong offense component in addition to its defense, though.

    I was considering it along the lines of Shieldbreaker granting essentially perfect combat skill, which could be considered to include taking advantage of when an opponent drops his guard. On the other hand, where does that stop? Throwing in every fighter bonus feat in the game would be just absurd, and also a bookkeeping nightmare, and so on. Flipping back to the other side, absurd speed of weapon use is common in descriptions of Shieldbreaker fighting.

    I'm leaning towards leaving it out, as you suggest, though I'm still open to debate on it.

    Quote Originally Posted by Thomar_of_Uointer View Post
    I would also note that Shieldbreaker does not trigger its defensive effect if an incoming effect is obviously and directly non-harmful (so it won't block a cure light wounds spell unless there are special circumstances like the wielder being undead, it won't block rainfall because rain is benign unless the wielder would melt as a result, but it would block a detect thoughts spell because it's not a harmless spell). You may even go so far as to state that spells with the "harmless" note in their save entry cannot be blocked.
    I was going to say that's covered by referencing Invisibility's "attack" definition, but then I looked it up and discovered Invisibility doesn't mention it. Odd.

    I'll add a note about that. How's this sound: This protection generally uses the same definition of "attack" as the Invisibility spell (except for effects noted as harmless, which are not blocked)

    Quote Originally Posted by Thomar_of_Uointer View Post
    I would also note that...
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    Woundhealer is immune to Shieldbreaker because, via the above clause, it is not a weapon. One could imagine an attacker sundering the armor of the wearer of Shieldbreaker using Woundhealer, then choking him to death. The special note of Woundhealer breaking Shieldbreaker as part of its healing effect is fine, but Woundhealer alone could not sunder Shieldbreaker because Swords normally can't break other Swords. This is a generally accepted fan theory, and makes more sense than the thematic moral stated in the final book.
    Heh, I actually already had a note about that, I just haven't posted it yet because I haven't posted Woundhealer.

    Quote Originally Posted by Thomar_of_Uointer View Post
    You could simply say that they can be coup de graced with no save if they draw the weapon with no weapons or threats nearby, regardless of hit points, armor class, or damage reduction.
    Too specific and absolute. The effect described in the book is clearly a general weakening of muscular strength, nothing more or less, and it isn't exploited for a death blow either.
    Last edited by Douglas; 2012-12-17 at 12:22 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    Quote Originally Posted by douglas View Post
    Too specific and absolute. The effect described in the book is clearly a general weakening of muscular strength, nothing more or less, and it isn't exploited for a death blow either.
    What about negative levels?
    "...I worry that modern gaming is gradually shrinking the wide spectrum of gameplay mechanics into a single narrow red bar with "KILL" written on it sideways. Exploration, navigation, puzzles, platforming, all gradually shrinking away until only one thing remains, being taken by the hand from room to room, moving on only when nothing remains alive in each one." - Yhatzee Crosshaw

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    Quote Originally Posted by Thomar_of_Uointer View Post
    What about negative levels?
    Could you elaborate on what you think the advantages and disadvantages of that would be relative to the current approach?
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Shieldbreaker)

    I'll leave Shieldbreaker as is for now.

    Time for Sword number 2:

    Doomgiver
    aka the Sword of Justice
    Symbol: A hollow circle
    The Sword of Justice balances the pans
    Of right and wrong, and foul and fair.
    Eye for an eye, Doomgiver scans
    The fate of all folk everywhere.

    Base stats: +9 Starmetal Medium Longsword
    Special powers:
    Doomgiver is second among the Swords, though if not in direct confrontation with Shieldbreaker it may actually be considered the superior weapon. It grants even more comprehensive invulnerability than Shieldbreaker, turns attacks back on their originators rather than merely negating them, and lacks Shieldbreaker's fatal flaw.

    Any hostile act, even an indirect one, taken against Doomgiver's wielder is reflected against the attacker. Swords strike their wielders, arrows reverse course in mid flight, spells rebound on their casters, and so on. Even divine abilities of deities are affected. In each case, resolve the attack with the attacker's normal offensive modifiers, opposed by his own defenses. Intent is crucial to this ability, and Doomgiver has a far broader interpretation of "attack" than Shieldbreaker. The degree of directness or indirectness of an attack is irrelevant to Doomgiver; all it cares about is whether an action is intended to be detrimental to its wielder. If the attack has an effect relative to who makes it, treat Doomgiver's wielder as the attacker - for example, Dominate Person would force the caster to save or be dominated by his would-be victim.

    An ally could scry on Doomgiver's wielder with no difficulty, while an enemy attempting the same would find Doomgiver's wielder is scrying him instead. An ally held captive and forced to scry for an enemy would get the same result as the enemy, being scryed by his target. Someone casting invisibility to sneak past Doomgiver's wielder with the intent of stealing from him would find that the spell affected Doomgiver's wielder instead. The same person, if planning to kill someone Doomgiver's wielder hates instead, would have his spell work normally. For perhaps the ultimate example of indirectness, someone attempting to starve Doomgiver's wielder by acquiring and taking away all the food in the area - without ever actually getting near Doomgiver - would find that he himself is starving while Doomgiver's wielder is full.

    This may require a lot of DM judgment calls, but the primary principles are that a) the action to be reflected must be directed against Doomgiver's wielder (not his friends or allies - unless the intention is to use them to get at him), b) the action being against him must be deliberate (though not necessarily with knowledge of who he is or what he has - Fireballing a group of anonymous peasants to get them out of the way still qualifies if one of the peasants has Doomgiver), and c) Doomgiver should alter the effect only by changing the target and source.
    Weakness:
    The only significant hole in Doomgiver's protection is in the nature of its power - the power to swap target and source. If an attack harms both the target and the source, one or the other effect will get through. Usually Doomgiver will reflect the attack, and Doomgiver's wielder will suffer the effects that the attacker would normally take. Doomgiver's wielder may choose to not reflect such an attack, however, trusting to his other defenses to block it. Area effects that happen to have been positioned to hit the attacker are not sufficient to trigger this condition. The attack must specifically harm the attacker.

    Doomgiver's protection also does not work on hostile acts that have no hostile intent. If someone genuinely believes that what he is doing is not detrimental to those affected by it, Doomgiver will not stop him. This is more of a reason to avoid misguided fools than an exploitable weakness, however, as attempts to exploit it by deliberately manipulating someone into becoming a well-meaning hindrance merely result in Doomgiver considering the manipulator to be the origin of the attack.
    Interactions with other Swords:
    Shieldbreaker: Doomgiver cannot reflect attacks made by Shieldbreaker's wielder, whether the attacks are made with Shieldbreaker or not. Doomgiver has no special protection against Shieldbreaker's sundering ability.
    Coinspinner: If Coinspinner and Doomgiver come into conflict Coinspinner's luck is transferred to Doomgiver's wielder, but only for the interactions between the two of them. Other participants in the conflict are affected by Coinspinner's luck as normal.
    The Mindsword: If Doomgiver's wielder is in range when the Mindsword is drawn, or enters range later, the Mindsword's wielder instantly becomes fanatically loyal to Doomgiver's wielder (subject to will saves vs the Mindsword). Typically, he will immediately approach and offer to give the Mindsword as tribute.
    Farslayer: If Farslayer is launched at Doomgiver's wielder, it will promptly turn around and kill its own wielder instead.
    Sightblinder: Doomgiver's wielder ignores Sightblinder's powers as fully as Shieldbreaker does, and in addition causes Sightblinder's wielder to view Doomgiver's wielder as if he had Sightblinder instead. Doomgiver's wielder is disguised as per Sightblinder's power, but only with respect to Sightblinder's wielder - all other creatures see Doomgiver's wielder as normal. Doomgiver's wielder also gains Sightblinder's perception powers, but only with respect to Sightblinder's wielder.
    Soulcutter: In a conventional confrontation, Doomgiver will not protect against Soulcutter at all due to Soulcutter harming its own wielder more than anyone else. If Soulcutter is in an ally's hand due to enemy manipulation, however, Doomgiver will reflect the entire effect upon the manipulator (including the 1000' aura, centered on the manipulator).
    Townsaver: Townsaver's attacks against Doomgiver's wielder will be reflected, dealing automatic critical hit damage to Townsaver's wielder (if Townsaver's special power is active).
    Dragonslicer: Doomgiver can reflect Dragonslicer's attacks just like any other weapon, even if Doomgiver's wielder is a dragon - though in that case the reflected attack will be rather less potent due to not getting the anti-dragon bonuses.
    Stonecutter: Doomgiver has no special interaction with Stonecutter.
    Wayfinder: Doomgiver prevents Wayfinder from guiding its wielder on any path inimical to Doomgiver's wielder, and prevents Wayfinder from divining anything about Doomgiver's wielder unless Wayfinder's wielder is friendly. If Wayfinder's wielder has chosen a goal deliberately hostile to Doomgiver's wielder, Doomgiver will cause Wayfinder to guide him on a counterproductive path, typically aimed at resulting in Doomgiver's wielder personally turning the tables on him.
    Woundhealer: Doomgiver will not prevent Woundhealer from healing anyone, and will only reflect Woundhealer's attacks if Doomgiver's wielder is a construct or undead.
    Destruction:
    Doomgiver can only be destroyed by sundering it with Shieldbreaker.
    Last edited by Douglas; 2013-04-04 at 12:17 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts) (Doomgiver)

    I was hoping for some discussion on each one, but I guess at this point I should just move on. Maybe adding a link to my sig will help. In any case:

    Coinspinner
    aka the Sword of Chance, or the Sword of Fortune
    Symbol: A pair of dice
    Who holds Coinspinner knows good odds
    Whichever move he make.
    But the Sword of Chance, to please the gods
    Slips from him like a snake.

    Base stats: +8 Starmetal Medium Longsword
    Special powers:
    Coinspinner grants incredible luck to its owner. Every die rolled for Coinspinner's wielder is treated as if the natural die result were higher by half the maximum value of the die, subject to the die's normal maximum. For example, any attack roll or saving throw of 10 or higher is treated as a natural 20 (and therefore an automatic success), while a natural 1 is treated as if it were 11 - both increasing the chance of beating the DC and avoiding the natural 1 automatic failure rule. Damage from a Fireball, meanwhile, would have each die increased by 3 to a maximum of 6. Anyone making a roll directly against him suffers the opposite, a reduction on each die equal to half its maximum value. Incidentally, this allows the character to take 20 on skill and ability checks in the time normally required to take 10.

    If for any reason this effect is undesirable, the wielder may choose to reduce, negate, or even reverse it.

    Coinspinner's luck extends far beyond the wielder's own capabilities into the world around him. Convenient coincidences happen with extreme frequency near Coinspinner, even to the extent of events such as the first earthquake in an area in a thousand years happening at precisely the right time to throw a combat opponent off balance or break open the walls of a prison cell. This works for both helping the wielder and hindering his foes; for example, if Coinspinner's wielder is chasing someone, he can reliably depend on his quarry being slowed to a crawl by a long series of contrived circumstances. The DM should be extremely generous in interpretation of this ability - this effect is so powerful as to be at least on par with the die roll modification ability, and is often considered Coinspinner's most important power.

    Additionally, Coinspinner can guide its wielder to any location or object the wielder specifies by pointing on demand. If special means are required to get there it will not point these out unless specifically sought, however, and this is a lesser power of the Sword so it can be blocked by normal countermeasures. This is treated as a divination (scrying) effect with caster level 20, and any rolls involved have Coinspinner's luck applied.
    Weakness:
    Coinspinner's luck is fickle, and it will not stay with any one master for long. Each day, there is a 5% chance that Coinspinner will randomly teleport to a new wielder when its current wielder isn't looking. When this happens, there is a chance of 1% per day the current wielder had it that it will teleport to one of his enemies or rivals rather than a completely random recipient. This teleportation cannot be stopped by any means, not even the powers of a deity.
    Interactions with other Swords:
    Shieldbreaker: All of Coinspinner's special powers are negated when they would be detrimental to Shieldbreaker's wielder, though Shieldbreaker cannot prevent Coinspinner from teleporting to a new wielder. If Coinspinner would be sundered by Shieldbreaker, there is a 50% chance that it will teleport to a new wielder before the blow lands. If this fails, Coinspinner has no other special protection against Shieldbreaker's sundering ability. If Coinspinner's wielder was wielding no other weapon (and has no natural weapons) at the time Coinspinner teleported away in response to Shieldbreaker, the teleport happens soon enough that Coinspinner's ex-wielder is considered unarmed when the attack lands and therefore will not be hurt.
    Doomgiver: If Coinspinner and Doomgiver come into conflict Coinspinner's luck is transferred to Doomgiver's wielder, but only for the interactions between the two of them. Other participants in the conflict are affected by Coinspinner's luck as normal.
    The Mindsword: Coinspinner's wielder is highly likely to roll natural 20s on the saves to temporarily resist the Mindsword's influence, but will eventually inevitably succumb if the Mindsword can be brought to bear. This is unlikely to ever be relevant, however, as the Mindsword's wielder will find it exceptionally difficult to draw his Sword while Coinspinner is in range. An endless series of coincidental difficulties are almost certain to delay the Mindsword's drawing long enough for Coinspinner's wielder to get out of range. If the Mindsword is already drawn, Coinspinner's luck will bring similar measures to bear to prevent it from coming into range.
    Farslayer: If there is any reasonable target for Farslayer's wielder to consider other than Coinspinner's wielder (DM's judgment), Coinspinner will cause him to choose an alternative target instead.
    Sightblinder: Sightblinder can fool Coinspinner's wielder, but not Coinspinner itself. Coinspinner's luck will function according to the true state of affairs, whatever its wielder believes is happening.
    Soulcutter: Soulcutter's wielder will find it difficult to draw the Sword when Coinspinner is in range, in similar fashion to the contrived difficulties Coinspinner will exert against drawing the Mindsword, but there is no other special interaction between these two Swords.
    Townsaver: Townsaver's automatic hit and crit confirm power bypasses Coinspinner's effect on die rolls, but there is no other special interaction between these two.
    Dragonslicer: Coinspinner has no special interaction with Dragonslicer.
    Stonecutter: Coinspinner has no special interaction with Stonecutter.
    Wayfinder: If Wayfinder's wielder's quest would be detrimental to Coinspinner's wielder and there is a reasonable alternative he might choose (DM's judgment), Coinspinner will cause Wayfinder's wielder to choose a different quest.
    Woundhealer: Coinspinner has no special interaction with Woundhealer.
    Destruction:
    Coinspinner can only be destroyed by sundering it with Shieldbreaker. However, any attempt to do so has a 50% chance of causing Coinspinner to immediately teleport to a new wielder before the blow lands.
    Last edited by Douglas; 2013-04-04 at 12:16 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Very cool! I just looked up the Wikipedia page about these swords. I like how they're super powerful but have a glaring weakness - that's the way all artifacts should have been made. Probably not this strong, but still.

    It seems to me that someone dual-wielding Doomgiver and Shieldbreaker would simply be invulnerable to everything, have no weaknesses, and free to exercise his will on the world. Unless you somehow tripped and hit one with the other, or something. Is that so?

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Pretty much. Heck, you don't even need to dual wield them, just have Shieldbreaker on your belt so you can be sure no one will wield it against you. Doomgiver by itself is proof against practically everything except Shieldbreaker.

    You'd still need other means to actually accomplish things, though, this would just make it difficult to stop you. Now if you added certain other Swords to the mix then you'd really be a force to be reckoned with. Put simply, there is a very good reason that every major power in the entire world wants as many Swords as they can get, and put a lot of resources into tracking where each one is and who has it.

    An amusing example of Doomgiver in action from the books (very mild spoiler)
    Spoiler
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    At one point, Aphrodite (goddess of love), attempts to steal Doomgiver. She does so by finding the person who has it and using her godly powers to make him fall in love with her. The instant he picks it up (intending to hand it over), she falls in love with him instead while his feelings are reduced to a sort of abstract pity. She leaves after regretfully informing him that, as a mortal human, he would probably not survive the full embrace she would like to give him.


    If I were a character in the books (though with all my Sword knowledge) seeking to gain a bunch of Swords, I would target Shieldbreaker first. Use regular old spying, rumor gathering, news, etc. to find out who has it, track it down, and go in unarmed (though perhaps with an armed escort to keep everyone else off my back). Once Shieldbreaker is acquired, I'd go after Doomgiver in the same fashion, though I'd actually keep it sheathed just with one hand on the pommel - I'd need the negation of Doomgiver's protection, but I wouldn't want to risk destroying my loot. Then I'd go after Wayfinder, and use that to find the rest while depending on Doomgiver for protection. As far as I can figure, if you get that far nothing but your own incompetence can stop you from getting the rest (at least until Coinspinner teleports again).
    Last edited by Douglas; 2013-02-03 at 01:55 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    It seems that someone else obtaining Coinspinner wouldn't be a big deal if Doomgiver directly and indirectly counters it.

    Quote Originally Posted by douglas View Post
    An amusing example of Doomgiver in action from the books (very mild spoiler)
    Spoiler
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    At one point, Aphrodite (goddess of love), attempts to steal Doomgiver. She does so by finding the person who has it and using her godly powers to make him fall in love with her. The instant he picks it up (intending to hand it over), she falls in love with him instead while his feelings are reduced to a sort of abstract pity. She leaves after regretfully informing him that, as a mortal human, he would probably not survive the full embrace she would like to give him.
    Dang, I bet that guy wishes he had Coinspinner too, so it could somehow work out .

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by douglas View Post
    If I were a character in the books (though with all my Sword knowledge) seeking to gain a bunch of Swords, I would target Shieldbreaker first. Use regular old spying, rumor gathering, news, etc. to find out who has it, track it down, and go in unarmed (though perhaps with an armed escort to keep everyone else off my back). Once Shieldbreaker is acquired, I'd go after Doomgiver in the same fashion, though I'd actually keep it sheathed just with one hand on the pommel - I'd need the negation of Doomgiver's protection, but I wouldn't want to risk destroying my loot. Then I'd go after Wayfinder, and use that to find the rest while depending on Doomgiver for protection. As far as I can figure, if you get that far nothing but your own incompetence can stop you from getting the rest (at least until Coinspinner teleports again).
    If Shieldbreaker is sheathed, you could still be defeated by a sufficiently strong unarmed opponent. And any intelligent person carrying Shieldbreaker would carry a secondary weapon for just such a case. Any organized group that possesses Shieldbreaker would follow the standard plan for retrieving it (assault by two unarmed warriors accompanied by two unarmed warriors), though you might be able to convince someone to help you with that.
    Last edited by Thomar_of_Uointer; 2013-02-03 at 07:14 PM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    I've noticed that so far each sword has a different magical bonus, such as +10, +9 and then +8 with coinspinner. Aren't all the swords supposed to be identical other than their special power? Is there a reason you chose to make these stats different?

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    I noticed that Shieldbreaker overcomes all damage reduction. I personally think that all the swords should have that ability as they were crafted by gods, in theory with the ability to be used against gods.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Zevankar View Post
    I noticed that Shieldbreaker overcomes all damage reduction. I personally think that all the swords should have that ability as they were crafted by gods, in theory with the ability to be used against gods.
    They're already epic-grade weapons (+6 or higher). Most gods have DR /epic, so no problem there. And any cutting ability is well-represented by the same bonus to hit and damage.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Zevankar View Post
    I've noticed that so far each sword has a different magical bonus, such as +10, +9 and then +8 with coinspinner. Aren't all the swords supposed to be identical other than their special power? Is there a reason you chose to make these stats different?
    The Swords do have something of a hierarchy of power, with Shieldbreaker clearly at the top and some strong indications that Doomgiver is second. I decided that this should be indicated by something more than just the direct head-to-head interactions. All of them are epic with at least +6, but they are not all equally powerful.

    Quote Originally Posted by Zevankar View Post
    I noticed that Shieldbreaker overcomes all damage reduction. I personally think that all the swords should have that ability as they were crafted by gods, in theory with the ability to be used against gods.
    They are all able to affect and even trump gods, true, but this is only ever shown to happen when a Sword's particular special ability is in play. Thus, ignoring DR only seems appropriate to me for Swords whose special ability involves physically attacking things.
    Last edited by Douglas; 2013-02-04 at 10:34 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    I've used these swords for years in-game, usually without telling the players what they had.
    Townsaver is a favorite. It's funny to watch a mighty warrior mow down a horde of foes with wreckless impunity, thinking he's totally awesome, only to die horribly at the end of the fight.
    Farslayer is another one with lots of fun potential. I once had it kill 4 members of a party before they figured out that they probably shouldn't throw it anymore.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Kislath View Post
    I've used these swords for years in-game, usually without telling the players what they had.
    Townsaver is a favorite. It's funny to watch a mighty warrior mow down a horde of foes with wreckless impunity, thinking he's totally awesome, only to die horribly at the end of the fight.
    Farslayer is another one with lots of fun potential. I once had it kill 4 members of a party before they figured out that they probably shouldn't throw it anymore.
    Hehe. Those are probably the two most severe drawbacks, and I was careful in my (not yet posted) writeups for those two to put them in with their full ignominious glory.

    I'm surprised it took that long for them to figure out Farslayer's drawback. It's not exactly a hard leap of logic to make. But hey, at least their four worst enemies are dead too, right?

    I'd be curious to see how my stats compare to what you've been using.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Coinspinner looks good to everyone? Moving on, then, to:

    The Mindsword
    aka the Sword of Glory, Skulltwister, or the Sword of Madness
    Symbol: A flying banner
    The Mindsword spun in the dawn's gray light
    And men and demons knelt down before.
    The Mindsword flashed in the midday bright
    Gods joined the dance, and the march to war.
    It spun in the twilight dim as well
    And gods and men marched off to hell.

    Base stats: +8 Starmetal Medium Longsword
    Special powers:
    The Mindsword inspires total obedience and loyalty to its wielder in all creatures within a large area. When it is drawn, everyone within a 1000' radius (regardless of line of sight and line of effect) instantly has their attitude towards the wielder changed to fanatic, as per the epic diplomacy rules, including the morale bonuses granted. As a side effect of this, everyone within range instantly becomes aware of the wielder's presence and identity. A successful will save DC 30 can delay this change for 1 round, but the save must be repeated each round, takes a full round action to even attempt, and the DC increases by 1 for each round after the first. This is a mind-affecting effect, but immunity only grants a +10 bonus on the save and reduces the effort required to a standard action per round.

    The Mindsword's wielder gains the morale bonuses of fanaticism, but without the accompanying attitude change.

    Victims who are aware of the Mindsword's power and that it has been used on them are convinced, despite all prior knowledge and evidence to the contrary, that in this particular case the Mindsword merely revealed its wielder's worthiness rather than having its normal domination effect.

    The Mindsword's influence is impervious to diplomacy, bluff, and even the most potent of spells - even Dominate spells cannot force someone affected by the Mindsword to act against its wielder or disobey his commands. Nothing but the passage of time or the powers of other Swords can affect it. The attitude and loyalty caused by the Mindsword last for 5 days plus 1 day per point of the wielder's charisma bonus, and then degrade by 1 step per day until they reach the subject's original attitude. Immunity to mind-affecting abilities cuts each of these times in half, making the reversion both start earlier and progress faster. Repeated exposure to the Mindsword resets the duration.

    In addition, wounds from the Mindsword are difficult to heal and cause gradually increasing delirium. Healing magic used on such wounds fails unless the caster succeeds on a DC 25 caster level check, and the victim takes 1d4 wisdom damage immediately on being wounded and another 1d4 wisdom damage every 10 minutes thereafter. Each instance of wisdom damage can be prevented by a DC 25 fortitude save, but the recurring damage does not stop until 5 (not necessarily consecutive) successful saves are made or the wound is healed.
    Weakness:
    None, really. The only good counters to the Mindsword are staying out of range or using certain specific other Swords.
    Interactions with other Swords:
    Shieldbreaker: Shieldbreaker's wielder is completely immune to the Mindsword's power, and the Mindsword has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: If Doomgiver's wielder is in range when the Mindsword is drawn, the Mindsword's wielder instantly becomes fanatically loyal to Doomgiver's wielder (subject to will saves vs the Mindsword). Typically, he will immediately approach and offer to give the Mindsword as tribute.
    Coinspinner: Coinspinner's wielder is highly likely to roll natural 20s on the saves to temporarily resist the Mindsword's influence, but will eventually inevitably succumb if the Mindsword can be brought to bear. This is unlikely to ever be relevant, however, as the Mindsword's wielder will find it exceptionally difficult to draw his Sword while Coinspinner is in range. An endless series of coincidental difficulties are almost certain to delay the Mindsword's drawing long enough for Coinspinner's wielder to get out of range. If the Mindsword is already drawn, Coinspinner's luck will bring similar measures to bear to prevent it from coming into range.
    Farslayer: The Mindsword has no special interaction with Farslayer. If Farslayer is aimed at the Mindsword's wielder (almost certainly from beyond the Mindsword's domination range), it will slay him just the same as any other target.
    Sightblinder: Sightblinder's immunity to mind-affecting effects functions just as any other such immunity against the Mindsword, granting a +10 bonus on saves to resist the Mindsword, reducing the effort required to a standard action per round, and reducing the duration of the Mindsword's domination.
    Soulcutter: The Mindsword's wielder and his followers are buffered slightly against Soulcutter's effect by the morale bonuses of their fanaticism. None of them will actually take an apathy level until those bonuses have been cancelled by an earlier apathy level. The attitude adjustment persists even in the absence of the bonuses, however. The Mindsword's wielder himself has slight additional protection against Soulcutter - when he would gain the final apathy level to equal his hit dice and force giving up in despair, he is instead forced to flee. While fleeing, he can take no actions other than to better enable his retreat. This continues until he is outside Soulcutter's area of effect, at which point he regains full control (though still afflicted with apathy levels one short of his hit dice total). Soulcutter also buffers against the Mindsword, however; pre-existing loyalty conversions are not affected, but anyone inside Soulcutter's area of effect cannot be converted by the Mindsword.
    Townsaver: When actively defending noncombatants, Townsaver's wielder is immune to the Mindsword's domination. He is liable to find his charges pouring out to gleefully surrender and pledge their loyalty, however, and once they have all abandoned his shelter Townsaver will deactivate.
    Dragonslicer: The Mindsword has no special interaction with Dragonslicer.
    Stonecutter: The Mindsword has no special interaction with Stonecutter.
    Wayfinder: The Mindsword has no special interaction with Wayfinder.
    Woundhealer: Woundhealer can instantly reverse the mental domination of the Mindsword, and grants immunity to the Mindsword's special powers to anyone Woundhealer is impaled in.
    Destruction:
    The Mindsword can only be destroyed by sundering it with Shieldbreaker.

    I know that there is in character speculation and reasoning in one of the books that Doomgiver would turn the Mindsword's loyalty into hatred, and that this conflicts with how I defined the interaction. I believe the characters making this deduction and speculation are mistaken, working from a very poor understanding of Doomgiver. It doesn't fit with the nature of Doomgiver's effect, which in every case ever shown is to reflect each attack without changing the attack's nature.
    Last edited by Douglas; 2013-04-04 at 12:13 AM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    You might want to consider putting each sword in its own post to make it easier to see when it it is complete. Every time you edit the first post, it isn't clear what you have changed so I have no idea which swords you've been changing. Once a sword is complete, you can note a final version somewhere in the title or as a edit.

    And really get rid of the spoilers as they don't have so much information in them that a little formatting would make just as easy.

    One thing I do notice is a severe lack of game mechanics. While I realize these have "ULTIMATE POWER" written all over them, so do a lot of other mythological items. It's fine for swords to mimic the books, but in games where a Sphere of Annihilation can be had, these are diminished.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Debihuman View Post
    You might want to consider putting each sword in its own post to make it easier to see when it it is complete. Every time you edit the first post, it isn't clear what you have changed so I have no idea which swords you've been changing. Once a sword is complete, you can note a final version somewhere in the title or as a edit.
    The only changes I have ever put in any of the Swords are the ones specifically discussed in this thread, and I mentioned them in a new post at the same time as I did the edit (and I think a minor change to Shieldbreaker is the only one I've had to do).

    I have been adding the Sword-to-Sword interactions, and whole Swords for the first post, but that's all.

    Quote Originally Posted by Debihuman View Post
    And really get rid of the spoilers as they don't have so much information in them that a little formatting would make just as easy.
    I suppose I could replace the spoilers with indenting, or something. There's still the concern of scrolling, though. Take that first post (the current version, through the Mindsword) and quadruple it. Add a bit more for the extra interactions I haven't posted yet, maybe adding up to a total of quintupling instead. Is that still a reasonable amount of text to not have spoilers to shorten it?

    Anyone else got an opinion on this?

    Quote Originally Posted by Debihuman View Post
    One thing I do notice is a severe lack of game mechanics. While I realize these have "ULTIMATE POWER" written all over them, so do a lot of other mythological items. It's fine for swords to mimic the books, but in games where a Sphere of Annihilation can be had, these are diminished.
    I'm not sure what you mean, here, by a "severe lack of game mechanics".
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    I tried doing something like this years ago, great work on the writeups, I'm excited to see the others. One important factor in gameplay use is that the weaknesses shouldn't be common knowledge, for example if I remember correctly, even Vulcan couldn't understand why Shieldbreaker wasn't working against the unarmed mob. Designing a plan for taking or defeating Shieldbreaker shouldn't have this information as a starting point.

    Additionally, I'd remove the saving throw for sheathing / dropping etc. It's offensive and defensive capabilities bypass every save and resistance, I think it's limiting liability should as well. It's been forever since I read the books, are there any examples of anyone ever setting it down mid-combat?

    I'm also particularly interested in Townsaver, it had so little screen time in the books it's hard to judge, but I'd give it superiority versus any sword except shieldbreaker when it is active.

    Are you planning to add a grand prize as well? The whole point of the forging of the swords was collecting them all, a plan which obviously fell by the wayside once the first sword was destroyed, but I'd love to see speculation on the consequences of "winning the game"
    Last edited by Barmoz; 2013-02-06 at 01:42 PM.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Barmoz View Post
    I tried doing something like this years ago, great work on the writeups, I'm excited to see the others. One important factor in gameplay use is that the weaknesses shouldn't be common knowledge, for example if I remember correctly, even Vulcan couldn't understand why Shieldbreaker wasn't working against the unarmed mob. Designing a plan for taking or defeating Shieldbreaker shouldn't have this information as a starting point.
    The precise details of how they all worked were a mystery for quite a while, true, but once they saw enough use the information did start to spread. Jord was originally the only one who knew about Shieldbreaker's weakness, and even he was operating on a sort of half-felt instinct from the faded memory of a feeling, but a few years later almost every important faction knew of it. Heck, the very next book has someone deliberately dual-wielding Shieldbreaker with something else specifically because of it, while half his opponents were deliberately unarmed.

    Quote Originally Posted by Barmoz View Post
    Additionally, I'd remove the saving throw for sheathing / dropping etc. It's offensive and defensive capabilities bypass every save and resistance, I think it's limiting liability should as well. It's been forever since I read the books, are there any examples of anyone ever setting it down mid-combat?
    There is a scene in the later books where two people, each with a Sword, are facing off and one of the Swords is Shieldbreaker. They spend a fair bit of time alternately dropping and picking up their Swords in a confrontation threatening enough I'd say it should qualify as combat.

    Quote Originally Posted by Barmoz View Post
    I'm also particularly interested in Townsaver, it had so little screen time in the books it's hard to judge, but I'd give it superiority versus any sword except shieldbreaker when it is active.
    I think you'll probably be satisfied with what I did for that. When it's active it is very nearly supreme, with I think only Shieldbreaker and Doomgiver truly beating it, but its limitations pull it down relatively low on the power ranking.

    Quote Originally Posted by Barmoz View Post
    Are you planning to add a grand prize as well? The whole point of the forging of the swords was collecting them all, a plan which obviously fell by the wayside once the first sword was destroyed, but I'd love to see speculation on the consequences of "winning the game"
    Honestly, I think any such extra bonus would be superfluous. If you have all 12 Swords, their combined normal abilities are already pretty much enough to declare yourself dictator of the world and make it stick.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    No response to any part of post #23, not even from Debihuman?

    Next up, an experiment with using indent:

    Farslayer
    aka the Sword of Vengeance
    Symbol: Several concentric circles forming a bullseye or target
    Farslayer howls across the world
    For thy heart, for thy heart, who hast wronged me!
    Vengeance is his who casts the blade
    Yet he will in the end no triumph see.

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
    Farslayer can seek out and slay any foe, no matter how distant or powerful. The wielder simply has to identify the target and release the Sword. It is traditional, though not necessary, to quote the second line of Farslayer's verse before launching it.

    To use Farslayer's special power, the wielder must speak aloud the identity of the target and then either throw or drop the Sword. Doing this is a standard action. The target's name is sufficient identification, even if there are many people with the same name - Farslayer will strike according to the wielder's intent. Any other description that is reasonably specific will also do, even if the wielder does not know precisely who he is identifying - "the newest guard in that bastard's army" would work, however poor a choice in might be.

    Once launched, Farslayer flies at a speed of one mile per round, directly toward its target. If the target is on another plane, Farslayer will Plane Shift itself to the appropriate plane (arriving 5d100 miles off target) one round after it is launched. If the target travels to another plane while Farslayer is in flight, Farslayer will Plane Shift to follow him one round later.

    Farslayer knows its target's location perfectly at all times no matter what anti-divination measures might be in place, even if a god is trying to hide the target. Once in flight, no barrier or defensive measure of any kind short of another Sword can stop Farslayer. It will pass through any barrier as if the barrier were not there, and any attempt to stop, slow, or change the Sword's flight path automatically fails. If Plane Shifting is necessary to reach the target, anti-teleportation effects are similarly ineffective in stopping Farslayer. When it arrives, Farslayer strikes its target perfectly, slaying him instantly (no save). Further, any means of automatic revival the target might have are also destroyed. If aimed at a lich, Farslayer will hit the lich and then immediately move on to strike the phylactery. Physical objects involved in such things are targeted physically in turn after the primary target is slain, while intangible effects such as a Contingent Revivify simply vanish.

    Whoever Farslayer is aimed at is. going. to. die. promptly. And stay dead, at least until resurrected by someone else. Even a deity, if named as Farslayer's target, will die. The protection offered by certain other Swords is the only exception.
    Weakness:
    Farslayer's major problem is that it stays in the corpse of whatever it kills. Its ownership will then pass to whoever retrieves it from the corpse. It is quite possible, and even likely, for a friend of the victim to pull the Sword out and immediately throw it right back at "whoever threw Farslayer last". This can result in a vicious cycle, quickly decimating both sides in a feud.
    Interactions with other Swords:
    Shieldbreaker: Farslayer can be launched at Shieldbreaker's wielder, but it will be sundered on arrival (guaranteed, not the normal 50% chance), doing no harm to Shieldbreaker's wielder. Farslayer has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Launching Farslayer at Doomgiver's wielder is a somewhat elaborate method of committing suicide. Farslayer will launch, fly a short distance, reverse course, and strike its own wielder dead in less than a second.
    Coinspinner: If there is any reasonable target for Farslayer's wielder to consider other than Coinspinner's wielder (DM's judgment), Coinspinner will cause him to choose an alternative target instead.
    The Mindsword: Farslayer has no special interaction with the Mindsword. If launched at the Mindsword's wielder (almost certainly from outside the Mindsword's mental control range), Farslayer will kill him just the same as any other target.
    Sightblinder: Sightblinder's disguise can trick Farslayer's wielder into identifying the wrong target, but Farslayer itself will seek the identified target correctly regardless of any disguise. If Farslayer's wielder names the true identity of Sightblinder's wielder, or identifies him in a way that is independent of his diguise, then Farslayer will seek him out and kill him just as any other target. If Farslayer's wielder launches it at the creature he believes Sightblinder's wielder to be, however, Farslayer will instead seek out and slay the actual creature in question.
    Soulcutter: Soulcutter has no special interaction with Farslayer.
    Townsaver: If Townsaver is fully active when Farslayer strikes Townsaver's wielder, Townsaver will keep him alive until the end of battle. If he receives sufficient healing before combat ends, this may be enough to save him.
    Dragonslicer: Farslayer has no special interaction with Dragonslicer.
    Stonecutter: Farslayer has no special interaction with Stonecutter.
    Wayfinder: Farslayer has no special interaction with Wayfinder.
    Woundhealer: If Farslayer's target is already impaled by Woundhealer, or if Woundhealer is used within one round, Woundhealer can save Farslayer's victim. Woundhealer's wielder will even get a new Sword out of the experience - nothing stops him from plucking Farslayer out of the non-corpse it's stuck in.
    Destruction:
    Farslayer can only be destroyed by sundering it with Shieldbreaker.
    Last edited by Douglas; 2013-04-04 at 12:13 AM.
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  27. - Top - End - #27
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    For compiling them in the first post, I suggest sticking with spoiler boxes, as the first post will otherwise wind up epically long.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Would you consider the swords immune to normal divination? I know in the books Wayfinder and Coinspinner could be used to locate other swords but unless they are immune to other divination anyone with a scry spell could easily track them all down.

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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Quote Originally Posted by Zevankar View Post
    Would you consider the swords immune to normal divination? I know in the books Wayfinder and Coinspinner could be used to locate other swords but unless they are immune to other divination anyone with a scry spell could easily track them all down.
    I recall that in the first book a wizard helped the Duke track down the other swords. His divinations were primitive, but it did help.

    Also, you're neglecting something very important about scry. It only tracks people, and it cannot track objects. You would have to resort to unreliable divinations that ask questions of extraplanar entities, or use the 8th-level spell discern location. I think that making the swords proof against divination isn't necessary. Making Sightblinder and Doomgiver the only swords that protect against divination would make sense (and I'm leery about making the almighty Shieldbreaker protect its owner against divination when it's not being wielded).
    Last edited by Thomar_of_Uointer; 2013-02-12 at 02:22 PM.
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    Default Re: [3.5] Saberhagen's Twelve Swords (major artifacts)

    Magic in D&D has some highly effective tools for locating people, but it's a lot worse at tracking down objects. Everything I can think of requires proximity, previous contact with the object in question, or both, or is highly unreliable like Contact Other Plane. On top of that, simply knowing a Sword's location does not mean you have the means to take the Sword, especially with the current owner using it to fight against you.

    So, yeah, I don't think anti-divination protection is really necessary. Or accurate to the books, though I'll grant that magic other than the Swords is greatly toned down in the books relative to D&D magic.

    Unless someone objects again, I think I'll go with indenting for a Sword's intro post but keep spoilers for the compilation post. Next up:

    Sightblinder
    aka the Sword of Stealth, or the Sword of Deception
    Symbol: A stylized human eye
    The Sword of Stealth is given to
    One lowly and despised.
    Sightblinder's gifts: his eyes are keen
    His nature is disguised.

    Base stats: +7 Starmetal Medium Longsword
    Special powers:
    Sightblinder grants perfect disguise and extreme powers of perception.

    Sightblinder projects an impenetrable illusion, covering all senses, over its wielder. If the wielder knows of Sightblinder's powers, he can influence the choice of disguise. If he has a specific disguise in mind, Sightblinder will use it. Failing that, if he at least has a specific purpose he wants to use his disguise for, Sightblinder will choose one suitable for it. Sightblinder will maintain the same disguise consistently for as long as is needed.

    Lacking such guidance, Sightblinder will fall back on one of two options, chosen randomly: the appearance of something terrifying, or the appearance of something to be loved and/or protected. Either way, this will draw a lot of attention from everyone in sight. In combat and other moments of stress without guidance from its wielder, Sightblinder will shift rapidly between different disguises, rolling for a new disguise once per round.

    If Sightblinder is disguising its wielder as something terrifying, anyone who sees him sees an incredibly powerful and fearsome foe. Sightblinder only uses the appearance of monsters that actually exist, not nightmares from the viewer's imagination, but it will infallibly present an image of the most powerful and implacably hostile creature that the viewer can recognize (however vaguely). If the viewer fails a will save DC 30, he is panicked for 2d6 rounds. If the viewer knows he is facing Sightblinder, the save DC is reduced to 20. Even on a successful save, the viewer may believe the apparition is real if there is no evidence to the contrary and will act accordingly.

    If Sightblinder is using its other default method of disguise, anyone who sees its wielder sees something worthy of protection or, alternatively, of obedience. A small child, an innocent woman, a relative or loved one, and a noble lord or high-ranking officer are common choices, though Sightblinder customizes the presented appearance for the morals and values of the viewer. If the viewer has no reason to suspect something is not as it appears, he takes any reasonable measures to protect and aid Sightblinder's wielder.

    In all cases, the disguise is flawless. Inconsistencies in behavior (especially if the disguise is a close family member of the viewer), prior knowledge of Sightblinder's presence, and other such things can spoil it, but the actual illusion Sightblinder presents is perfect and cannot be defeated by Spot checks, True Seeing, divination magic in general, or any similar means. Sense Motive could determine something is wrong, but only if Sightblinder's wielder takes actions that are out of character for his current disguise. Even then, Sightblinder grants a +10 bonus on the opposed Bluff check.

    Sightblinder can present the same image to all viewers or a different one for each, even with completely different kinds of disguises, with equal ease and perfection. If necessary, Sightblinder can augment its disguise by producing fake dialog and the appearance of actions that have no effect outside of the wielder, though it will limit all such additions to merely allaying short term suspicion - Sightblinder will not, for example, spin elaborate plots with orders for subordinates when disguising its wielder as a spy master. Sightblinder itself can be clearly visible as a Sword, disguised as another weapon, or even invisible, whichever best suits the current disguise. Sightblinder can also leave its wielder undisguised in the view of any of his allies if desired, while simultaneously disguising him against everyone else.

    On the perception side of things, Sightblinder grants continuous True Seeing with unlimited range. It also allows its wielder to automatically know the alignment of any creature he sees, grants a +20 bonus on knowledge checks concerning any creature in sight (and makes all knowledge skills count as trained for this purpose), automatically detects lies, and grants a +20 bonus on Spot and Sense Motive checks. No anti-divination protections of any kind can defeat this augmented perception.

    In addition, Sightblinder's knowledge of the true nature of things shields its wielder's mind from manipulation. Sightblinder's wielder is immune to all mind-affecting spells and effects.
    Weakness:
    Sightblinder has no special weaknesses.
    Interactions with other Swords:
    Shieldbreaker: Sightblinder is powerless against Shieldbreaker. Shieldbreaker's wielder sees Sightblinder's wielder as he actually is regardless of any magical disguise, and all aspects of Sightblinder's perceptive powers fail against Shieldbreaker. Shieldbreaker's wielder can even use mind-affecting spells against Sightblinder, and they will work as normal, ignoring Sightblinder's immunity. Sightblinder has no special protection against Shieldbreaker's sundering ability.
    Doomgiver: Doomgiver's wielder ignores Sightblinder's powers as fully as Shieldbreaker does, and in addition causes Sightblinder's wielder to view Doomgiver's wielder as if he had Sightblinder instead. Doomgiver's wielder is disguised as per Sightblinder's power, but only with respect to Sightblinder's wielder - all other creatures see Doomgiver's wielder as normal. Doomgiver's wielder also gains Sightblinder's perception powers, but only with respect to Sightblinder's wielder.
    Coinspinner: Coinspinner's wielder can be fooled by Sightblinder, but Coinspinner itself cannot. Coinspinner's luck will function according to the true state of affairs, whatever its wielder believes is happening.
    The Mindsword: Sightblinder's immunity to mind-affecting effects functions just as any other such immunity against the Mindsword, granting a +10 bonus on saves to resist the Mindsword, reducing the effort required to a standard action per round, and reducing the duration of the Mindsword's domination.
    Farslayer: If Farslayer's identified target is the true identity of Sightblinder's wielder, or if the identification is independent of the true and assumed identities, then Farslayer is not fooled and seeks him out just as any other target. If Farslayer is launched at a specific creature who Sightblinder's wielder is disguised as, Farslayer will instead seek out and slay the actual creature in question.
    Soulcutter: Sightblinder's immunity to mind-affecting effects grants substantial resistance to Soulcutter as normal.
    Townsaver: Sightblinder can fool Townsaver's wielder, but not Townsaver itself. Attempting to sneak past with Sightblinder, intending to attack those Townsaver is defending, will result in Townsaver taking an attack of opportunity against Sightblinder's wielder regardless of Townsaver's wielder's perceptions.
    Dragonslicer: Sightblinder cannot fool Dragonslicer about whether a particular target is a dragon or not.
    Stonecutter: Sightblinder has no special interaction with Stonecutter.
    Wayfinder: Sightblinder can fool Wayfinder's wielder, but not Wayfinder itself.
    Woundhealer: Woundhealer can end the panic Sightblinder can cause, but has no other special interaction with Sightblinder.
    Destruction:
    Sightblinder can only be destroyed by sundering it with Shieldbreaker.
    Last edited by Douglas; 2013-04-04 at 12:12 AM.
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