SRD:Intelligent Items

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This material is published under the OGL 1.0a.

Intelligent Items

Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.

Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.

Intelligent Item Alignment

Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has.

Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.

Intelligent Item Alignment
d% Alignment of Item
01–05 Chaotic good
06–15 Chaotic neutral1
16–20 Chaotic evil
21–25 Neutral evil1
26–30 Lawful evil
31–55 Lawful good
56–60 Lawful neutral1
61–80 Neutral good1
81–100 Neutral
  1. The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment.

Language Spoken by Item

Like a character, an intelligent item speaks Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes.

Table: Item Intelligence, Wisdom, Charisma, and Capabilities
d% Mental
Ability Scores
Communication Capabilities Senses Base Price
Modifier
01–34 Two at 12, one at 10 Empathy1 One lesser power 30 ft. vision and hearing +1,000 gp
35–59 Two at 13, one at 10 Empathy1 Two lesser powers 60 ft. vision and hearing +2,000 gp
60–79 Two at 14, one at 10 Speech2 Two lesser powers 120 ft. vision and hearing +4,000 gp
80–91 Two at 15, one at 10 Speech2 Three lesser powers 60 ft. darkvision and hearing +5,000 gp
92–97 Two at 16, one at 10 Speech2 3 Three lesser powers 60 ft. darkvision and hearing +6,000 gp
98 Two at 17, one at 10 Speech, telepathy3 4 Three lesser powers and one greater power6 120 ft. darkvision and hearing +9,000 gp
99 Two at 18, one at 10 Speech, telepathy4 5 Three lesser powers and two greater powers6 120 ft. darkvision, blindsense, and hearing +12,000 gp
100 Two at 19, one at 10 Speech, telepathy4 5 Four lesser powers and three greater powers6 120 ft. darkvision, blindsense, and hearing +15,000 gp
  1. The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
  2. Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically with the wielder.
  3. The item can also read any languages it can speak.
  4. The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
  5. The item can read all languages as well as use read magic.
  6. The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate.

Intelligent Item Powers

The table above determines how many lesser and greater powers an intelligent item has. To find the item’s specific powers, choose or roll on the appropriate tables below.

Intelligent Item Lesser Powers
d% Lesser Power Base Price Modifier
01–05 Item can bless its allies 3/day +1,000 gp
06–10 Item can use faerie fire 3/day +1,100 gp
11–13 Item can cast minor image 1/day +2,200 gp
14–20 Item has deathwatch continually active +2,700 gp
21–25 Item can use detect magic at will +3,600 gp
26–31 Item has 10 ranks in Intimidate +5,000 gp
32–33 Item has 10 ranks in Decipher Script +5,000 gp
34–36 Item has 10 ranks in Knowledge (choose category) +5,000 gp
37–40 Item has 10 ranks in Search +5,000 gp
41–45 Item has 10 ranks in Spot +5,000 gp
46–50 Item has 10 ranks in Listen +5,000 gp
51–54 Item has 10 ranks in Spellcraft +5,000 gp
55–60 Item has 10 ranks in Sense Motive +5,000 gp
61–66 Item has 10 ranks in Bluff +5,000 gp
67–72 Item has 10 ranks in Diplomacy +5,000 gp
73–77 Item can cast major image 1/day +5,400 gp
78–80 Item can cast darkness 3/day +6,500 gp
81–83 Item can use hold person on an enemy 3/day +6,500 gp
84–86 Item can activate zone of truth 3/day +6,500 gp
87–89 Item can use daze monster 3/day +6,500 gp
90–95 Item can use locate object 3/day +6,500 gp
96–100 Item can use cure moderate wounds (2d8+3) on wielder 3/day +6,500 gp

All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.

Intelligent Item Greater Powers
d% Greater Power Base Price Modifier
01–06 Item can detect opposing alignment at will +7,200 gp
07–10 Item can detect undead at will +7,200 gp
11–13 Item can cause fear in an enemy at will +7,200 gp
14–18 Item can use dimensional anchor on a foe 1/day +10,000 gp
19–23 Item can use dismissal on a foe 1/day +10,000 gp
24–28 Item can use lesser globe of invulnerability 1/day +10,000 gp
29–33 Item can use arcane eye 1/day +10,000 gp
34–37 Item has continuous detect scrying effect +10,000 gp
38–41 Item creates wall of fire in a ring with the wielder at the center 1/day +10,000 gp
42–45 Item can use quench on fires 3/day +16,000 gp
46–50 Item has status effect, usable at will +11,000 gp
51–54 Item can use gust of wind 3/day +11,000 gp
55–59 Item can use clairvoyance 3/day +16,000 gp
60–64 Item can create magic circle against opposing alignment at will +16,000 gp
65–68 Item can use haste on its owner 3/day +16,000 gp
69–73 Item can create daylight 3/day +16,000 gp
74–76 Item can create deeper darkness 3/day +16,000 gp
77–80 Item can use invisibility purge (30 ft. range) 3/day +16,000 gp
81–85 Item can use slow on its enemies 3/day +16,000 gp
86–91 Item can locate creature 3/day +30,000 gp
91–97 Item can use fear against foes 3/day +30,000 gp
98–100 Item can use detect thoughts at will +44,000 gp
If the same power is rolled twice, roll again.

Special Purpose Items

Intelligent Item Purpose
d% Purpose
01–20 Defeat/slay diametrically opposed alignment1
21–30 Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31–40 Defeat/slay divine spellcasters (including divine entities and servitors)
41–50 Defeat/slay nonspellcasters
51–55 Defeat/slay a particular creature type (see the bane special ability for choices)
56–60 Defeat/slay a particular race or kind of creature
61–70 Defend a particular race or kind of creature
71–80 Defeat/slay the servants of a specific deity
81–90 Defend the servants and interests of a specific deity
91–95 Defeat/slay all (other than the item and the wielder)
96–100 Choose one
  1. The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Purpose

An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.

Dedicated Power

A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, below).

Special Purpose Item Dedicated Powers
d% Dedicated Power Base Price Modifier
01–06 Item can use ice storm +50,000 gp
07–12 Item can use confusion +50,000 gp
13–17 Item can use phantasmal killer +50,000 gp
18–24 Item can use crushing despair +50,000 gp
25–31 Item can use dimension door on itself and wielder +50,000 gp
32–36 Item can use contagion (heightened to 4th level) as touch attack +56,000 gp
37–43 Item can use poison (heightened to 4th level) as touch attack +56,000 gp
44–50 Item can use rusting grasp as touch attack +56,000 gp
51–56 Item can cast 10d6 lightning bolt +60,000 gp
57–62 Item can cast 10d6 fireball +60,000 gp
63–68 Wielder gets +2 luck bonus on attacks, saves, and checks +80,000 gp
69–74 Item can use mass inflict light wounds +81,000 gp
75–81 Item can use song of discord +81,000 gp
82–87 Item can use prying eyes +81,000 gp
88–92 Item can cast 15d6 greater shout 3/day +130,000 gp
93–98 Item can use waves of exhaustion +164,000 gp
99–100 Item can use true resurrection on wielder, once per month +200,000 gp

Item Ego

Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Item Ego
Attribute of Item Ego Points
Each +1 of item’s enhancement bonus 1
Each +1 of bonus for special abilities 1
Each lesser power 1
Each greater power 2
Special purpose (and dedicated power) 4
Telepathic ability 1
Read languages ability 1
Read magic ability 1
Each +1 of Intelligence bonus 1
Each +1 of Wisdom bonus 1
Each +1 of Charisma bonus 1

Items Against Characters

When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, the possessor must make a Will saving throw (DC=item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following.

  • Removal of associates or items whose alignment or personality is distasteful to the item.
  • The character divesting herself of all other magic items or items of a certain type.
  • Obedience from the character so the item can direct where they go for its own purposes.
  • Immediate seeking out and slaying of creatures hateful to the item.
  • Magical protections and devices to protect the item from molestation when it is not in use.
  • That the character carry the item with her on all occasions.
  • That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures, such as the following acts:

  • Force its possessor into combat.
  • Refuse to strike opponents.
  • Strike at its wielder or her associates.
  • Force its possessor to surrender to an opponent.
  • Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.

All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.

EPIC INTELLIGENT ITEMS

Just like nonepic magic items, epic magic items sometimes possess intelligence of their own. Such items are fully sentient and should be treated as NPCs. The Random Epic Magic Items section details the chances that epic armor, shields, rings, rods, staffs, wondrous items, and weapons might be intelligent. In short, a ring, rod, staff, wondrous item, armor, or shield has a 1% chance to be intelligent, a ranged weapon has a 5% chance to be intelligent, and a melee weapon has a 15% chance to be intelligent. Rather than using the tables for nonepic items, use the tables below to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Of the three mental ability scores, two scores are favored (2d6 + some number) and one is completely random (3d6). Choose which scores get assigned which number, or roll 1d4 and determine randomly according to the following table.

Table: Mental Ability Scores for Intelligent Items

1d4 High Score Medium Score Low Score
1 Intelligence Charisma Wisdom
2 Intelligence Wisdom Charisma
3 Wisdom Intelligence Charisma
4 Charisma Intelligence Wisdom

The first step in determining the properties of a random intelligent epic magic item is to determine its general capabilities. These are found by rolling d% and consulting Table: Epic Items Intelligence, Wisdom, Charisma, and Capabilities.

Table: Epic Item Intelligence, Wisdom, Charisma, and Capabilities

d% Ability Scores Capabilities
01–22 Two 2d6+10, one 3d6 Three primary abilities, one extraordinary power
23–40 Two 2d6+11, one 3d6 Three primary abilities, two extraordinary powers
41–54 Two 2d6+12, one 3d6 Four primary abilities, two extraordinary powers
55–64 Two 2d6+14, one 3d6 Four primary abilities, three extraordinary powers
65–71 Two 2d6+16, one 3d6 Four primary abilities, three extraordinary powers, one awesome power
72–73 Two 2d6+18, one 3d6 Four primary abilities, three extraordinary powers, two awesome powers
74 Roll again, but add 1d6 to each ability score1
75–100 Use nonepic magic item Table: Item Intelligence, Wisdom, Charisma, and Capabilities
1 Cumulative if rolled multiple times.

MARKET PRICE MODIFIER

To find the market price for an epic magic item, use these expanded guidelines, adjusting as necessary to find an appropriate final price. Each point of Intelligence bonus, Wisdom bonus, or Charisma bonus increases the item’s market price by 400 gp. Any form of communication possessed by the item increases its market price by the number shown on Table: Epic Item Communication. Each primary ability possessed by the item increases its market price by 2,000 to 10,000 gp (average 6,000 gp). Each extraordinary ability possessed by the item increases its market price by 15,000 to 35,000 gp (average 25,000 gp). A special purpose increases the item’s market price by 50,000 gp. An awesome power increases the item’s market price by 100,000 gp.

INTELLIGENT ITEM ALIGNMENT

Any item with Intelligence has an alignment. Make sure that the alignment chosen or determine randomly (using Table: Item Alignment) matches any alignment-oriented special abilities of the item. Any character whose alignment is not compatible with that of the item gains one negative level for every 10 points of the weapon’s Ego (see Item Ego, below) if he or she so much as picks up the item. Although this never results in actual level loss, the negative levels remain as long as the item is in hand and cannot be overcome in any way (including restoration spells). These negative levels are cumulative with any other penalties the item might already place on inappropriate wielders.

Table: Item Alignment

d% Alignment of Item
01–05 Chaotic good
06–15 Chaotic neutral1
16–20 Chaotic evil
21–25 Neutral evil1
26–30 Lawful evil
31–55 Lawful good
56–60 Lawful neutral1
61–80 Neutral good1
81–100 Neutral
1 The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment (in other words, chaotic, evil, good, or lawful). Thus, any chaotic character (CG, CN, CE) can use an item with chaotic neutral alignment.

ITEM COMMUNICATION

Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. An item with multiple modes of communication can use any of its modes at will.

Table: Epic Item Communication

d% Communication Mode Market Price Modifier
01–10 Semiempathy1 +1,000 gp
11–35 Empathy2 +2,000 gp
36–75 Speech3 +3,000 gp
76–85 Telepathy4 +5,000 gp
86–100 Speech3 and telepathy4 +8,000 gp
1 The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.
2 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
3Speaks Common plus one language per point of Intelligence bonus. Roll d%: 01–05, the item cannot read any languages; 06–75, the item can read any language it can speak (+1,000 gp to market price); 76–90, it can read all languages (+2,000 gp to market price); 91–100, it can read all languages as well as read magic (+3,000 gp to market price).
4 The item can communicate silently with any wielder who has an Intelligence of 1 or higher, regardless of any language barrier.

INTELLIGENT ITEM ABILITIES

Using the number of capabilities determined above, find the item’s specific abilities by rolling on the appropriate tables below.

Table: Intelligent Item Primary Abilities

d% Primary Ability
01–04 Item has 10 ranks in Intuit Direction
05–08 Item has 10 ranks in Sense Motive
09–12 Wielder has free use of Combat Reflexes
13–16 Wielder has free use of Blind-Fight
17–20 Wielder has free use of Improved Initiative
21–24 Wielder has free use of Mobility
25–28 Wielder has free use of Improved Sunder
29–32 Wielder has free use of Combat Expertise
33–39 Detect [opposing alignment] at will
40–42 Find traps at will
43–47 Detect secret doors at will
48–54 Detect magic at will
55–57 Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58–60 Wielder has free use of evasion
61–65 Wielder can use see invisibility at will
66–70 Cure light wounds (1d8+5) on wielder 1/day
71–75 Feather fall on wielder 1/day
76 Locate object in a 120-ft. radius
77 Wielder does not need to sleep
78 Wielder does not need to breathe
79 Jump for 20 minutes on wielder 1/day
80 Spider climb for 20 minutes on wielder 1/day
81–90 Roll twice again on this table
91–100 Roll on Table: Intelligent Item Extraordinary Powers instead

If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn (or worn, in the case of such items). An intelligent item might activate a power on its own.

Table: Intelligent Item Extraordinary Powers

d% Extraordinary Power Uses
01–05 Charm person (DC 11 1) on contact 3/day
06–10 Clairaudience/clairvoyance (100-ft. range, 1 minute per use) 3/day
11–15 Magic missile (200-ft. range, 3 missiles) 3/day
16–20 Shield on wielder 3/day
21–25 Detect thoughts (100-ft. range, 1 minute per use) 3/day
26–30 Levitate (wielder only, 10 minute duration) 3/day
31–35 Invisibility (wielder only, up to 30 minutes per use) 3/day
36–40 Fly (30 minutes per use) 2/day
41–45 Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) 1/day
46–50 Summon monster III 1/day
51–55 Telepathic Bond (100 ft. range) 2/day
56–60 Cat’s grace (wielder only) 1/day
61–65 Bull’s strength (wielder only) 1/day
66–70 Haste (wielder only, 10 rounds) 1/day
71–73 Telekinesis (250 lb. maximum, 1 minute each use) 2/day
74–76 Heal 1/day
77 Teleport, 600 lb. maximum 1/day
78 Globe of invulnerability 1/day
79 Stoneskin (wielder only, 10 minutes per use) 2/day
80 Feeblemind by touch 2/day
81 True seeing At will
82 Wall of force 1/day
83 Summon monster VI 1/day
84 Finger of death (100 ft. range, DC 171) 1/day
85 Passwall At will
86–90 Roll twice again on this table
91–100 Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the given DC.

If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

Table: Intelligent Item Awesome Powers

d% Awesome Power Uses
01–04 Astral projection 1/day
05–08 Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) 1/day
09–12 Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) 1/day
13–16 Chain lightning (enhanced; 20d6 damage; DC 161) 1/day
17–20 Dominate monster (DC 19 1) on contact 1/day
21–24 Bear's Endurance (wielder only; intensified; +10 enhancement bonus to Constitution) 1/day
25–28 Energy drain (DC 19 1) on contact 1/day
29–32 Finger of death (heightened to 9th level; DC 191) 1/day
33–36 Foresight (wielder only) 1/day
37–40 Gate 1/day
41–44 Haste (wielder only; extended; 40-round duration) 3/day
45–48 Greater invisibility (wielder only; extended; 40-minute duration) 2/day
49–52 Mass heal 1/day
53–56 Meteor swarm (DC 191) 1/day
57–60 Phase door 2/day
61–64 Prismatic sphere (DC 191) 1/day
65–68 Stoneskin (wielder only; extended; 400-minute duration) 3/day
69–72 Summon monster IX 2 (extended; 40-round duration) 1/day
73–76 Sunburst (heightened to 9th level; DC 191) 2/day
77–80 Greater Teleport 2/day
81–90 Roll twice again on this table
91–100 Roll again on this table, and then roll for a special purpose on nonepic magic item Table: Intelligent Item Purpose.
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the listed DC.
2 The weapon can only summon monsters whose alignment has no components that oppose the item’s alignment.

Unless otherwise stated, all awesome powers function at 20th caster level. If a power is rolled twice, the uses per day are doubled. Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

SPECIAL PURPOSE ITEMS

Purpose

An item’s purpose must suit the type and alignment of the item and should always be treated reasonably.

Table: Intelligent Item Purpose

d% Purpose
01–20 Defeat/slay diametrically opposed alignment1
21–30 Defeat/slay arcane spellcasters (including magic-using monsters)
31–40 Defeat/slay divine spellcasters (including divine entities and servitors)
41–50 Defeat/slay nonspellcasters
51–55 Defeat/slay a particular creature type
56–60 Defeat/slay a particular race or kind of creature
61–70 Defend a particular race or kind of creature
71–80 Defeat/slay the servants of a specific deity
81–90 Defend the servants and interests of a specific deity
91–95 Defeat/slay all (other than the item and the wielder)
96–100 Other
1 The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

SPECIAL PURPOSE POWER

A special purpose power operates only when the item is in pursuit of its special purpose. This is always up to the purview of the item. It should always be easy and straightforward to see how the ends justify the means. That is to say that if the player’s reasoning for how a particular action serves the item’s purpose is not completely believable, the item won’t allow it.

Table: Intelligent Item Special Purpose Powers

d% Special Purpose Power
01–10 Blindness1 (DC 172) for 2d6 rounds
11–20 Confusion1 (DC 192) for 2d6 rounds
21–25 Fear1 (DC 192) for 1d4 rounds
26–55 Hold monster1 (DC 192) for 1d4 rounds
56–65 Slay living1 (DC 202)
66–75 Disintegrate1 (DC 212)
76–80 True resurrection on wielder, one time only
81–100 +4 luck bonus on all saving throws, +4 deflection AC bonus, spell resistance 30
1 This power affects the opponent of the item’s wielder on a successful hit unless the opponent makes a Will save at the listed DC.
2 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the listed DC.

ITEM EGO

Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated and recorded can its Ego score be determined. Ego is a factor with regard to the dominance of item over character, as detailed below.

Table: Item Ego

Attribute of Item Ego Points
Each +1 enhancement of item up to +5 1
Each +1 enhancement of item above +5 2
Each +1 bonus of special abilities 1
Each primary ability1 1
Each extraordinary power1 2
Each awesome power1 6
Special purpose 4
Telepathic ability 1
Read languages ability 1
Read magic ability 1
Each +1 of Intelligence bonus 1
Each +1 of Wisdom bonus 1
Each +1 of Charisma bonus 1
1 If uses per day are doubled, Ego points are doubled as well.

ITEMS AGAINST CHARACTERS

When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item. When a personality conflict occurs, the possessor must make a Will saving throw (DC=item’s Ego). If the possessor succeeds, he or she is dominant. If he or she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either item or character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following:

  • Removal of associates or items whose alignment or personality is distasteful to the item.
  • The character divesting him or herself of all other magic items or items of a certain type.
  • Obedience from the character so the item can direct where they go for its own purposes.
  • Immediate seeking out and slaying of creatures hateful to the item.
  • Magical protections and devices to protect the item from molestation when it is not in use.
  • That the character carry the item with him or her on all occasions.
  • That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures.

  • Force its possessor into combat.
  • Refuse to strike opponents.
  • Strike at its wielder or his or her associates.
  • Force its possessor to surrender to an opponent.
  • Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily command him or her, or a higher-level possessor so as to better accomplish its goals. All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that he or she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessor. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.



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