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Lab Lord Magical Weapons

Magical weapons generator for Labyrinth Lord

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100% found this document useful (1 vote)
112 views5 pages

Lab Lord Magical Weapons

Magical weapons generator for Labyrinth Lord

Uploaded by

Nahuel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tales of fantasy and magic sometimes revolve around a magical weapon of great

power. These weapons have a unique character all their own. These weapons
are simply not called “a sword”, but names that make people remember the
significance of the weapon. From King Arthur’s Excalibur to Elric’s
Stormbringer, weapons of lore have carried unique names known to all. These
stories also usually focus on swords. The Vorpal Sword, Callandor, the
Darksword or the Sword of Truth…these tales make the sword the glorious
weapon of battle. Any weapon can be made as magical as the sword has become.
A dwarf can craft a war hammer to fend off giants. A priest can bless a mace to
destroy the undead. Anything is possible in the world of fantasy. This section
will provide you the tools to give your adventures a sense of these legends. You
will be able to create unique magical weapons that will make the characters
proud to wield in battle. No longer will the cleric run into a horde of undead
shouting, “Prepare to be smitten with my mace +1!” They will now be able to shout, “Prepare to be smitten with my Legendary
Mace of Death Dealing!” The following tables allow you to generate different types of magical weapons for the Labyrinth Lord –
Advanced Edition Companion game. If you choose to use these tables, you should use them when you roll for Swords or
Miscellaneous Weapons (found in the Random Magic Type table on page 107 of the Labyrinth Lord rulebook) and only 75% of the
time. The other 25% of the time, you should generate the Swords and Miscellaneous Weapons as normal. This will allow for the
classic magical weapons to still make appearances in your adventures…such as the Life Drinker, Frost Brand and Dwarven
Thrower. If you choose to give the weapon a prefix title, roll on the D.0 table to determine the prefix for the magical weapon’s
name. Rolling on this table will produce results like the “Magical Sword of…” or the “Fabled War Hammer of…”. You can always
reroll on this table if the prefix happens to not fit the weapon. It is very possible to get an Evil Flail of Holy Might. This example
may dictate a reroll here, but use your own judgment. Also note, just because you have a prefix of “Evil”, does not necessarily tell a
tale of an evil weapon…but maybe the creator was evil or the last wielder was evil. In the end, it is all about the history of the
weapon.

NAME PREFIXES (D.0) d00


1 Abysmal 21 Disrupting 41 Fantastic 61 Lost 81 Sadistic
2 Accursed 22 Disturbing 42 Fiendish 62 Magical 82 Spiritual
3 Adored 23 Divine 43 Forgotten 63 Magnificent 83 Sturdy
4 Almighty 24 Dominant 44 Foul 64 Marvelous 84 Supreme
5 Amazing 25 Doomed 45 Frightful 65 Mighty 85 Sylvan
6 Ancestral 26 Dreadful 46 Glimmering 66 Miraculous 86 Terrible
7 Ancient 27 Dwarvish 47 Glorified 67 Missing 87 Travelling
8 Astonishing 28 Earthly 48 Glorious 68 Mysterious 88 Treasured
9 Astounding 29 Elven 49 Gnomish 69 Mystical 89 Ultimate
10 Awful 30 Enchanted 50 Grim 70 Mythical 90 Undead
11 Blasphemous 31 Endless 51 Hallowed 71 Odd 91 Unholy
12 Blissful 32 Eternal 52 Haunted 72 Orcish 92 Unknown
13 Chaotic 33 Evil 53 Heavenly 73 Ornate 93 Unspeakable
14 Crazed 34 Exalted 54 Holy 74 Perfected 94 Vicious
15 Cursed 35 Excellent 55 Horrific 75 Phenomenal 95 Vile
16 Damned 36 Exotic 56 Incredible 76 Planar 96 Villainous
17 Dark 37 Extraordinary 57 Infernal 77 Powerful 97 Wizardly
18 Deathly 38 Fabled 58 Infinite 78 Rare 98 Wonderful
19 Demonic 39 Fabulous 59 Lawful 79 Royal 99 Wondrous
20 Dire 40 Fallen 60 Legendary 80 Sacred 00 Worldly
Then, roll on the D.I table to determine what type of weapon PROPERTIES (D.II)
is found to be magical. This table is designed with the Roll d00 Properties Table
premise that swords are not the major magical weapon in the
1-40 +1 D.III
game.
41-50 +1, +2 D.IV
51-58 +1, +3 D.IV
59-65 +2, +3 D.IV
66-67 +2, +4 D.IV
68-83 +2 D.III
84-94 +3 D.III
WEAPON TYPES (D.I)
95 +4 D.III
Roll d00 Weapon
96 of the Cursed (-1, cursed) -
1-2 Scimitar
97 of the Cursed (-2, cursed) -
3-4 Long Sword
98 of Wounding (+1, wounding) -
5-6 Bastard Sword
99 of the Berserker (+2, berserking)* -
7-8 Short Sword
00 of Defense (+4, defending) -
9-10 Two-Handed Sword *Reroll if ranged weapon
11-12 Club
13-14 Light Hammer For rolls on the D.III table, you are determining if there are
15-16 War Hammer additional magical properties than just the “+”. For example,
a Dagger +2 has a 25% chance of being more than just a
17-18 Mace
Dagger +2.
19-20 Heavy Crossbow
21-22 Light Crossbow ADDITIONAL PROPERTIES (D.III)
23-24 Longbow
Roll d00 Table
25-26 Shortbow
1-75 -
27-34 Dagger
76-00 D.V
35-38 Flail
39-42 Heavy Flail
43-46 Morningstar
47-52 Heavy Pick
53-58 Light Pick
59-60 (Pole Arm) Bardiche*
61-62 (Pole Arm) Pike* SLAYING TYPE (D.IV)
63-64 (Pole Arm) Halberd* Roll d12 Slaying Type
65-72 Quarterstaff 1 of Lycanthrope Hunting (versus lycanthropes)
73-78 Battle Axe 2 of Spellcaster Doom (versus spell casters)
79-84 Hand Axe 3 of Deterioration (versus regenerating monsters)
85-88 Spear 4 of Death Dealing (versus undead)
89-92 Trident 5 of Magical Vanquishing (versus magical monsters)
93-00 Sling 6 of Dragon Slaying (versus dragons & wyverns)
*These are examples of common pole arms.
7 of Lizard Extinction (versus reptiles)*

Now you can roll on the D.II table to determine what magical 8 of Giant Conquering (versus giants)
properties the weapon has. Any table listed, in the Table 9 of Exorcism (versus demons and devils)
column, means you must then roll in that table to get the 10 of Elemental Destruction (versus elementals)
next attribute for the weapon. 11 of Golem Banishment (versus golems and statues)
12 of Eradication (versus insects)
*Not against Dragons & Wyverns
of Greater Healing (C - Cure Critical
MAGICAL EFFECTS (D.V) 166-167 D.VI
Wounds)
Roll 2d00 Magical Effects Table 168-169 of Holy Might (C - Dispel Evil) D.VI
2-5 of Command (C - Command) D.VI 170-171 of the Swarm (C - Insect Plague) D.VI
6-10 of Water (C - Create Water) D.VI 172-173 of Frost (MU - Cone of Cold) D.VI
11-15 of Light Healing (C - Cure Light Wounds) D.VI 174 of the Puppeteer (C - Animate Objects) D.VI
16-20 of Evil Detection (C - Detect Evil) D.VI 175 of the Bladed Wall (C - Blade Barrier) D.VI
21-25 of the Arcane (MU - Detect Magic) D.VI 176 of the Beastmaster (C - Conjure Animals) D.VI
26-30 of Flames (MU - Burning Hands) D.VI 177 of the Ranger (C - Find the Path) D.VI
31-35 of the Jailor (MU - Hold Person) D.VI 178 of Thorns (D - Wall of Thorns) D.VI
36-40 of Light (MU - Light) D.VI 179 of Disintegration (MU - Disintegrate) D.VI
of Evil Protection (C - Protection from 180 of Medusa (MU Stone to Flesh - reversed) D.VI
41-45 D.VI
Evil)
46-50 of Vines (D - Entangle) D.VI 181 of Shattered Ground (C - Earthquake) D.VI

51-55 of the Feather (MU - Feather Fall) D.VI 182 of Resurrection (C - Resurrection) D.VI

56-60 of Identification (MU - Identify) D.VI 183 of Regeneration (C - Regenerate) D.VI

61-65 of Magic Missiles (MU - Magic Missile) D.VI 184 of the Giants (+1 Strength) -

66-70 of the Scholar (MU - Read Languages) D.VI 185 of the Elves (+1 Dexterity) -

71-75 of the Sage (MU - Read Magic) D.VI 186 of the Ogre (+1 Constitution) -

76-80 of the Weary (MU - Sleep) D.VI 187 of the Mind (+1 Intelligence) -

81-84 of the Thief (C - Find Traps) D.VI 188 of the Owl (+1 Wisdom) -

85-88 of Silence (C - Silence 15` Radius) D.VI 189 of the Nymph (+1 Charisma) -

89-92 of Snake Charming (C - Snake Charm) D.VI 190-191 of the Dragon (+1 Save vs. Breath Attacks) -

93-96 of the Treant (D - Barkskin) D.VI 192-192 of the Snake (+1 Save vs. Poison) -

97-100 of Blindness (I - Blindness) D.VI 193-194 of the Grim Reaper (+1 Save vs. Death) -
of the Basilisk (+1 Save vs. Petrify or
101-104 of Seeing (MU - Detect Invisible) D.VI 195-196 -
Paralyze)
105-108 of Invisibility (MU - Invisibility) D.VI 197-198 of the Sorcerer (+1 Save vs. Wands) -
199-200 of Wizardry (+1 Save vs. Spells) -
109-112 of Mind Reading (MU - ESP) D.VI
113-116 of the Merchant (MU - False Gold) D.VI
117-120 of Trespassing (MU - Knock) D.VI
121-124 of the Skunk (MU - Stinking Cloud) D.VI
125-128 of the Spider (MU - Web) D.VI
129-131 of the Necromancer (C - Animate Dead) D.VI
132-134 of Aid (C - Cure Disease) D.VI
135-137 of Wizard`s Bane (MU - Dispel Magic) D.VI
138-140 of Speech (MU - Tongues) D.VI
141-143 of Scorching (MU - Fire Ball) D.VI
144-146 of the Eagle (MU - Fly) D.VI
147-149 of Speed (MU - Haste) D.VI
SPELL CASTING (D.VI)
150-152 of Lightning (MU - Lightning Bolt) D.VI
Roll d20 Spell Casting
153-155 of Neptune (MU - Water Breathing) D.VI
156-157 of the Feast (C - Create Food and Water) D.VI
1-6 once a week
of Great Healing (C - Cure Serious 7-10 twice a week
158-159 D.VI
Wounds) 11-14 three times a week
160-161 of Truth (C - Detect Lie) D.VI
15-17 once a day
162-163 of Horror (MU - Fear) D.VI
18-19 twice a day
164-165 of the Blessed (MU - Remove Curse) D.VI
20 three times a day
I choose to use a prefix for this next weapon so I roll a 69 on table
D.0. I then roll a 98 on table D.I to get a Sling. After rolling a 67
on table D.II, I see I now have a Mystical Sling +1. I then roll a
197 on table D.III. I now have a Mystical Sling of the Sorcerer +1
with +1 to saves versus wands.

The D.V table is assembled from the use of the spell listing in
the game. Whenever one gets a weapon with these
properties, they simply refer to the actual spell. Pay
attention to the letter code in the effect name (C, D, I, MU).
These refer you to which class the spell is referenced against,
meaning that C - Protection from Evil is the cleric spell (C) and
not the magic-user (MU) spell. Some spells are affected by
the level of the caster. With these weapons, it is always
assumed that the spell is cast as though from the same level
as the spell. This means, if your sword can cast Fire Ball, it
Here are some examples on how these tables work…
will always cast it at level 3 (because Fire Ball is a level 3
spell). It is not a measure of when a magic-user is able to cast
I roll a 15 on table D.I to get a War Hammer. I then roll on table
the spell (which in this example, a magic-user would need to
D.II and get a 68, indicated this is a War Hammer +2. I then roll
be level 5 to cast it).
a 52 on table D.III, indicating that this weapon will go no further
in the process and remain a War Hammer +2. As an optional rule, you may roll a d00 to determine how
many charges a spell casting weapon has. Once the charges
I roll an 88 on table D.I to get a Spear. I then roll on table D.II are depleted, it simply become a “+” type weapon.
and get a 32, indicated this is a Spear +1. I then roll an 83 on
table D.III, indicating that this weapon will have more magical
These tables should provide enough for a rich mixture of
every different type of weapon with different combinations.
abilities. I roll on D.V to get a 46, meaning that this Spear +2 can These tables will allow for any weapon to be found in a game
cast the Druid spell Entangle. I then roll on the D.VI table and get where swords are normally the dominant weapon. Clerics
a 16, meaning I can cast this spell once a day. My final weapon is a can now get a Mace 1, +3 against Undead. Thieves can get a
Spear of Vines +1 that can cast Entangle once per day. Dagger +2 with +1 to Dexterity. The possibilities are many
to allow any of the classes to get weapons they are proud to
I roll a 12 on table D.I to get a Club. I then roll on table D.II and wield.
get a 53, indicated this is a Spear +1, +3 against “something”. I
then roll a 4 on table D.IV to see what that “something” is. My
final weapon is a Club of Death Dealing +1, +3 against Undead.
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