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MAGIC ITEMS (INTELLIGENT ITEMS)

 

INTELLIGENT ITEMS

Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (rather than those with one use or with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) Melee weapons have intelligence 15% of the time (a 01-15 result on d%), ranged weapons have intelligence 5% of the time (a 01-05 result on d%), and items of other sorts are intelligent only 1% of the time (a 01 result on d%). Intelligent items can actually be considered creatures since they have Intelligence, Wisdom, and Charisma scores.

The tables below should be used 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:

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 item is to determine its general capabilities. These are found by rolling d% and consulting Table: Item Intelligence, Wisdom, Charisma, and Capacities.

 

Table: Item Intelligence, Wisdom, Charisma, and Capabilities

d%          Mental Ability Scores         Communication                    Capabilities           Market Price Modifier

--             ---------------------                    -------------                               ------------                ---------------------

01-34       Two at 2d6+5, one at 3d6    Semiempathy*                      One primary ability              +10,000 gp

35-59       Two at 2d6+6, one at 3d6    Empathy**                            Two primary abilities           +15,000 gp

60-79       Two at 2d6+7, one at 3d6    Speech†                                 Two primary abilities           +17,500 gp

80-91       Two at 2d6+8, one at 3d6    Speech†                                 Three primary abilities         +25,000 gp

92-97       Two at 2d6+9, one at 3d6    Speech†                                 Three primary abilities‡       +32,000 gp

98            Two at 2d6+10, one at 3d6  Speech, telepathy††            Three primary abilities‡       +55,000 gp

                and one extraordinary power

99            Two at 2d6+11, one at 3d6  Speech, telepathy††            Three primary abilities‡‡     +78,000 gp

                and two extraordinary powers

100          Two at 2d6+12, one at 3d6  Speech, telepathy††            Four primary abilities‡‡       +90,000 gp

                and two extraordinary powers

*The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.

**The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.

†Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus.

††The item can use either communication mode at will, with language use as any speaking item.

‡The item can also read any languages it can speak.

‡‡The item can read all languages as well as read magic.

 

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 properties it has.

 

Table: Item Alignment

d%       Alignment of Item

--         -----------------

01-05   Chaotic good

06-15   Chaotic neutral*

16-20   Chaotic evil

21-25   Neutral evil*

26-30   Lawful evil

31-55   Lawful good

56-60   Lawful neutral*

61-80   Neutral good*

81-100 Neutral

*The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment

Any character whose alignment does not correspond to that of the item (except as noted by the asterisk), gains one negative level if he or she so much as picks up the item. Although this never results in actual level loss, the negative level 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 Egos (see below) of 20 to 30 bestow two negative levels. Items with Egos of 30 or higher bestow three negative levels.

 

Languages Spoken by Item

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.

 

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 can Intuit Direction (10 ranks)

05-08   Item can Sense Motive (10 ranks)

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 Sunder

29-32   Wielder has free use of 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 see invisible 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 8-34: 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. At the DM’s discretion, an intelligent item might activate a power on its own.

 

Table: Intelligent Item Extraordinary Powers

                                                                                                                        Times

d%       Extraordinary Power                                                                             Per Day

--         -------------------                                                                                -------

01-05   Charm person (DC 11) 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   Levitation (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 13)                             1/day

46-50   Summon monster III                                                                             1/day

51-55   Telepathy (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 17)                                      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

 

If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers chosen by the possessor are then set and never again changing for that character.

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. At the DM’s discretion, an intelligent item might activate a power on its own.

 

Special Purpose Items

Items with special purposes are a challenge to run. However, they are worth the trouble, because they can deeply enrich a campaign.

 

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 alignment*

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

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 DM’s or character’s choice

*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.

 

Table: Intelligent Item Special Purpose Powers

d%       Special Purpose Power

--         ---------------------

01-10   Blindness* (DC 12) for 2d6 rounds

11-20   Confusion* (DC 14) for 2d6 rounds

21-25   Fear* (DC 14) for 1d4 rounds

26-55   Hold monster* (DC 14) for 1d4 rounds

56-65   Slay living* (DC 15)

66-75   Disintegrate* (DC 16)

76-80   True resurrection on wielder, one time only

81-100 +2 luck bonus to all saving throws, +2 deflection AC bonus, spell resistance 15

*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 (even if the spell itself calls for another type of save).

 

Item Ego

Ego is a measure of the total power and force of personality that an item possesses.

Table: Item Ego

Attribute of Item                                   Ego Points

-----------------                                               ----------

Each +1 enhancement of item                1

Each +1 bonus of special abilities          1

Each primary ability*                            1

Each extraordinary power*                   2

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

*If double ability, double Ego points.

 

Items against Characters

When an item has an Ego of its own, it has a will of its own. 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 the possessor fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs. Should a 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 his 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.