Magic Items: Runeswords in Three Methods

When I first created these Runeswords, they were ancient artifacts of a decadent empire, forged as weapons of power to destroy an enemy nation.  The thinking behind the Runeswords was that they were items of power that drew more energy from the wielder.  Give the sword to a common farmer and it would be dangerous; give the sword to an experienced general, battle-hardened by years of warfare against a psionic foe and they’d be truly devestating.  Over the years I’ve come up with three different ways to implement the bond between the weapon and the wielder.

Over the next three posts, I’ll show the three ways of describing the runeswords.  Today, we start with the first blade, Flamesinger, with the original description.

by Tori Brine, (C) Fiery Dragon Productions, Inc.

Flamesinger is a long-bladed hand-and-a-half sword (treat as a bastard sword) forged on the lost Island of Sorcery thousands of years ago.  There are rumored to be six Runeswords in existence, although their whereabouts are currently unknown.  Flamesinger was the famous blade of Sir Jaycin Threefingers, Hero of the Realm.  As with all Runeswords, this sword grants powers based on the wielder’s level.  All powers are cumulative, thus a 5th-level wielder gains all the benefits of a 3rd- and 1st- level user.  When used by a 0-level character, Flamesinger simply acts as an ordinary blade, albeit one of incredible craftsmanship and design.  The abilities granted by Flamesinger (based on the wielder’s current character level) are:

  1. Flaming – whenever drawn, the sword is instantly covered in a rich amber flame.  This flame does not harm the user.  This sword deals an additional 1d6 points of fire damage with a successful hit.  The fire damage is not multiplied by a critical hit.
  2. No new benefit
  3. +1 Enchantment bonus to attack and damage rolls
  4. No new benefit
  5. Endure Fire – the wielder gains protection against fire damage; each round, the blade’s magic absorbs the first 5 points of fire damage dealt to the character, regardless of whether the source is natural or not.  This effect protects the user’s equipment as well.  This ability functions as long as the sword is in the character’s possession.
  6. No new benefit
  7. Flaming Sphere – Once per day, the user can create a burning ball of fire that rolls up to 120 ft. in any direction of choice, moving at 30 ft. per round.  If it enters a creature’s space, it deals 2d6 points of fire damage, though the victim may make a save to take half damage.  The sphere exists as long as the user directs it and takes no other actions.  Anything that could extinguish a regular fire can eliminate the sphere.
  8. No new benefit
  9. Additional +1 Enchantment bonus to attack and damage (bringing the total to +2)
  10. No new benefit
  11. Fireball – Once per day, the user can summon forth a 20-foot burst of flame within 400 ft that deals 5d6 points of fire damage to all targets within the blast radius.  Victims can make a saving throw to take half damage.  The fireball affects normal items as well, and is fierce enough to melt metal and ignite trees.
  12. One additional use of Flaming Sphere per day.
  13. Fireshield – Once per day, the user can wreath himself in flame, dealing damage to each creature that attacks within melee range.  Any creature striking the wielder with a hand-held weapon will take 1d6+7 points of fire damage.  In addition, the user takes only half damage from any cold-based attacks while the Fireshield is active.  Once ignited, it will last for 7 rounds.
  14. One additional use of Fireball per day
  15. Additional +1 Enchantment bonus to attack and damage (bringing the total to +3)
  16. One additional use of Fireshield per day
  17. Firestorm – Once per week, the user can cause a 130-cubic foot area to fill with roaring flames, dealing 13d6 points of damage to any creature caught in the area, though leaving natural vegetation, ground cover, and plant creatures completely unharmed.  Creatures caught in the blast can save for half damage.
  18. One additional use of Firestorm per week
  19. Elemental Swarm – Once per week, the user can open a portal to the Elemental Plane of Fire and call forth 2d4 large fire elements that will obey the user’s explicit commands.  The rift remains open for 2 hours in total; 10 minutes after the first elementals arrive, 1d4 huge fire elementals appear to do the character’s bidding; after an additional 10 minutes, 1 greater elemental appears to serve the character.  The elementals remain in existence and obey the character as long as the rift remains open – once the 2 hour duration is completed, the rift closes and the fire elementals disappear in a puff of smoke.
  20. Additional +1 Enchantment bonus to attack and damage (bringing the total bonus to +4).

The flame produced by the blade when used by a 1st- or higher level character can be used to ignite combustible materials such as paper, leaves, tinder and cloth.  It can harm any creature that is harmed by magical fire.  The sword will not ignite if held underwater, although other abilities remain functional.  A character without training (proficiency) can only wield this sword two-handed.

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