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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