My Favored Killer

Not just another magical weapon #2
By Jeroen Erinkveld & Martijn Wijngaards
(August 2005)

 

Right. You’ve rolled yourself a nice playing character, you fantasized a great history for it, you’re all geared up and ready for action. On top of this delicious pie, there is your fantastic longsword, which you gave a great name: Exitcutor.

Wrong! What are you going to do when, on your adventures, you’ll find yourself an excellent +1 longsword? Probably you’re going to toss your old sword somewhere and pick up the new one. Are you going to name that one too? How? Exitcutor 2?

 We have the solution for this problem, as simple (it is!) as is it is brilliant (we think): you and your DM are running your Weapon.

 

 

In medieval times a masterwork sword was believed to be magical. Especially the Norman and Frankish swords were as good as the Katana of the Japanese Samurai. The rich lord who knighted his squire also gave his young companion an own, new sword. This weapon was to be carried forever and because of all that it was very often named.

When the young Arthur became king of England and received his magical sword Excalibur, he was nowhere near the level 20 or so hero he was in the end. Raging Roland received his Durendal from Charlemagne before his greatest (and last) battle, as Elrond gave Aragorn his Andúril before facing his destiny (alright, different category...). Anyway, great weapons carry great names. 

When growing in level as a character, why should your weapon not grow alongside you? Think of it! Just make sure you level it out properly, so you’re not destroing all the ingeneous plots of your leader of the gametable. As your DM’s sky is the limit, let your magical sword develop together with him. Enjoy!

 

Table 1

Magical Weapon

Level

Ability

1.        

Masterwork Weapon

2.        

 

3.        

 

4.        

 

5.        

+1 Weapon

6.        

1 Extra Feat or Spell

7.        

 

8.        

 

9.        

 

10.      

+2 Weapon

11.      

 

12.      

1 Extra Feat or Spell

13.      

 

14.      

 

15.      

+3 Weapon

16.      

 

17.      

 

18.      

1 Extra Feat or Spell

19.      

 

20.      

+4 Weapon

 

 

 
References:
Monte Cook (et al), Dungeons Master's Guide (Core Rulebook II). Renton 2000, first printing. Pp. 183-199

Jason Carl, Sword and Fist. A Guidebook to Fighters and Monks. Renton 2001, pp.60-61

Charles Rodgers, 'Not Another Magical Sword!?!' In: Dragon Magazine #180 (April 1992), pp. 14 - 16