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OSR: God's Seven Swords

seeroftheabyss
4 hours ago
11 min read

The following is a list of seven powerful magic swords that you can either give to a high-level party as a reward, or give to a low-level party and watch the resulting chaos unfold.

from Doom Eternal
from Doom Eternal

Starfury, the Godkiller:

1d6+Atk magical sharp damage (wrapped)

1d6+Atk magical sharp damage + 2d6 godfire damage (on a hit) (unwrapped)


"When the Almighty sentenced the City of Sodom to destruction, it was this fire that delivered the deathblow. When the End comes, the heat trapped within this blade will be unleashed and the world will be consumed. All fire traces it's initial origin to the one contained by this sword, the Flame Eternal. Compared to it, the Sun itself is little more than an oversized candle."


A sword with a red and white hilt, contained within a matching scabbard. Removing the blade will reveal a blade wrapped in bright ribbons covered in ornate runes. As you unwind the ribbons the runes will flare and glow, while the sword seems to grow hotter and hotter. Finally, when you have removed them all, the sword will blaze with a dazzling fire that causes black spots to appear in your eyes, making the world seem to ripple around it, like air rising off hot stones. It is a fire hotter than anything in creation, a blaze more real than anything that feeds it.


Abilities:

- While wielding Starfury, the wielder cannot be harmed by any lesser fire though their clothing and possessions can still be damaged by fire.

- As a free action on his turn, the wielder can unwrap the blade, causing it to ignite. This fire is hot enough to destroy anything- while it burns, Starfury can cut through anything, non-magical or magical.

- Any creature reduced to 0 HP by Starfury has his body instantly reduced to dust (possessions, armor and clothing are unaffected).

- For each round Starfury burns, the wielder takes 2 damage as Starfury feeds upon his soul. If this damage reduces the wielder to 0 HP, the wielder immediately dies.


Sunshine, the Worldburner:

1d8+Atk magical sharp damage


"I thought I knew light, but I now realized that we had been living in gloom all along. Our eyes had become used to the darkness, straining to devour every scrap so we can dimly glimpse the shadows before and around us. It was only when that blade flashed that I learned the truth- what I thought to be the world was merely the darkest, poorest vision of it possible. When it cleaved open the heavens and shattered the Dark, it was a wonder we weren't blinded. Later on, I realized the truth. How can you blind something that had never seen before?"


It is a massive blade, a greatsword of impeccable craftsmanship. The long blade is adorned with red gold wire, the hilt is yellow and white while the handle is wrapped in rose gold. In the sunlight, it glitters and shines, the metal seeming to ripple like sunbeams are trapped in the metal.


Abilities:

- 3/Day, the wielder can create a blinding flash of light. All creatures within 100' of the wielder must save or be blinded for 1 minute. These creatures may save again each round, a passed save restores their vision. Creatures affected by sunlight take 2d6 damage from this ability, no save.

- 3/Day, the wielder can call down a concentrated beam of sunlight that does damage based on what time of day it is. Consult the chart below to see what it does.

- Neither of these abilities work before the sun has risen or after it sets.


Sunbeam Damage Table

Time of Day Damage

Dawn 2d6

Morning 3d6

Noon 6d6

Evening 3d6

Dusk 2d6



Moonglow, the Soulbinder:

1d6+Atk magical sharp damage


"The Sun is harsh and cruel at times, but he never lies. His light cannot deceive, it starkly reveals the world as it is, not as how you'd like to be. His wife, on the other hand, she is a tease, a trickster and a terror. She will tell you exactly what you want to hear, encourage you and then leave you the second things go sour. I don't trust a thing bathed in her light, nor anyone who associates with her. That way lies madness, or worse."


It is a khopesh made of creamy, white metal washed with silver. In daylight, it seems strange and queer, almost ugly, with a blade that seems too soft to be useful. In moonlight, it glitters like a bright, silver mirror. In the light of the New Moon, the blade turns black, and is all but invisible.


Abilities:

- Moonglow's abilities vary depending on the phase of the Moon. None of Moonglow's abilities work while the Sun is in the sky.

- If the Moon is full, Moonglow grants the user the ability to 3/Day Charm people. A targeted creature must make a save, if it fails the save, that creature is Charmed by the wielder and will treat them as lord and master until the sun rises. The Charmed can however receive another save if they are ordered to do something against their moral code, something they believe will place them in an unacceptable level of danger (such as being told to walk through a minefield) or is attacked by the wielder of Moonglow or another ally. Insane creatures or lycanthropes automatically fail their saves.

- If the Moon is waxing, Moonglow grants the wielder the ability to 3/Day do psychic damage instead of normal sharp damage for 1 minute (10 rounds). If this reduces a creature to 0 HP, that creature falls unconscious for 1 hour and develops a permanent random insanity (as determined by the Referee).

- If the Moon is waning, Moonglow grants the wielder the ability to create illusions as an action. These illusions can be visual, auditory or both. However, these illusions are stationary and cannot move on their own. The illusions last until dawn, at which point they disintegrate.

- If the Moon is new, Moonglow grants the wielder the ability to 3/Day, transform into any nocturnal animal or any beast associated with the Moon (ex: wolves). The wielder may remain in this form for up to 1 hour or until he wishes to return to his normal form. He gains the abilities of his new form and may lose abilities for the same reason. For example, as a wolf the wielder will gain an incredible sense of smell, but cannot talk or cast spells.


Augustus, the Kingmaker:

1d8 magical sharp damage


"But that was because she had long since forgotten the imagined Arthur of her childhood- and the imagined Solomon too. Solomon- for the first time in many years the bright solar blend of king and lover and magician which hangs about that name stoloe back upon her mind. For the first time in all those years she tasted the word king itself with all linked associations of battle, marriage, preistbood, mercy and power." - That Hideous Strength, C. S. Lewis


A finely made, single-edged blade, meant for chopping. It is notched with the marks of many uses. Anyone who studies it will realize it is not a sword meant to be used in battle, but the tool of an executioner, perfectly designed to remove the heads of the guilty. The blade itself seems to vary in weight, depending on who holds it. In the hands of a ordinary person, it will be light as a feather, unless they seek to use the sword, at which point it will become impossibly heavy. In the hands of a King, the sword is just heavy enough to be uncomfortable to use or carry, a constant burden on them.


EGO Weapon:

- Augustus may only be wielded by a Just King, ie a Ruler who behaves in a just and honorable way.

- If a creature attempts to wield Augustus who is not a King, the blade will become so heavy he cannot lift it.

- If a creature who is an unjust King attempts to wield Augustus, the blade will cause him to take 1d8+Atk damage.


Abilities:

- 3/Year, the wielder can ask the sword a question and receive a dream that reveals the future, though this dream has a 50% of being vague, symbolic or hard to interpret.

- 3/Day, the wielder can scry on any area that the wielder controls, though it cannot peer inside a private home or religious building unless the wielder has a just reason to violate the privacy of those individuals (Referee's Discretion applies).

- 3/Day, the wielder may bestow a Royal Blessing on anyone who has sworn an oath of allegiance to him (he cannot bless himself). These blessings are permanent, unless the wielder withdraws the blessing or the blessed creature violates his oath. These blessings vary in strength depending on the King's power. The King may also only bless a certain number of people at any given time, also depending on his power. To see which blessings are available to the King, consult the table below.

What Royal Blessings can he bestow?


1d20

1- Good health. Any diseases the creature has are immediately cured. The creature gains advantage on all saves against disease or exhaustion.

2- Enhanced Senses. The creature's senses are sharpened, giving him either +1 to perceive something via all senses or +3 for one specific sense (ex: sight, hearing).

3- Animal Friendship. Domesticated animals are naturally friendly or neutral towards the creature, unless otherwise influenced by outside factors.

4- Thick Blood. Whenever the creature would lose blood, the creature should make a save. On a successful save, his blood clots immediately.

5- Martial Skill. The creature receives a +1 to his Atk or +2 to wield a specific weapon (ex: sword, spear, bow and arrow).

6- Tireless. The creature can go X days without sleeping and suffer no downsides, where X is his CON modifier.

7- Great Strength. 3/Day, the creature can add +4 to any STR check or save. The creature also gains 4 extra inventory slots.

8- Toughened Skin. The creature gains a Damage Threshold of 3.

9- Rubber Bones. The creature becomes immune to fall damage.

10- Steel Stomach. The creature can consume rotten meat or other toxic ingredients without issue. The creature is also immune to ingested poisons.

11- Pure Body. The creature is immune to non-magical diseases. Against magical diseases, the creature has advantage on any saves.

12- Fast Healing. The creature heals at a faster rate, rerolling health gained from resting and taking the better option. The creature also takes half the time to recover from Horrible Wounds as normal.

13- Magic Resistance. The creature gains a 20% Magic Resistance.

14- Resistance to Element. The creature gains resistance to a type of Elemental damage of the King's choice (ex: fire, ice, lightning).

15- Regeneration. 3/Day, the creature can regain 1d6+X HP, where X is his CON modifier.

16- Hatred. The creature gains +3 to Atk against one particular enemy of the King or +1 to Atk against a general type of enemy, such as the soldiers of an enemy army, Orcs, etc.

17- Voice of the King. 3/Day, the creature can give an order. Creatures loyal to the King must save to disobey. However, if Augustus believes the King would never give such an order, the order carries no compulsion.

18- Dream-Visitation. 1/Day, the creature can visit another in his or her dreams. Both creatures will remember any details from this dream.

19- Marshal's Banner. 1/Day, the creature can create a glowing banner that floats above him. Any allies who see this banner cannot be frightened or charmed without their consent and gain +1 to Atk. This banner lasts for 1 hour or until dismissed.

20- Even in Death. The creature, if he dies in the service of the King, will be raised as an intelligent Undead who maintains his free will.


artist unknown
artist unknown

Jehu, the Mageslayer:

1d8+Atk magical sharp damage


"There is something which unites magic and applied science while separating both from the wisdom of earlier ages. For the wise men of old the cardinal problem had been how to conform the soul to reality, and the solution had been knowledge, self-discipline, and virtue. For magic and applied science alike the problem is how to subdue reality to the wishes of men." - The Abolition of Man, C. S. Lewis


A seemingly crude blade, the product of some recent, brutal age who's shadow you feel, even if you can't remember it. The metal is covered in strange etchings that form engrossing, intertwining patterns that flow on and on, as if the sword carries the plans for a labyrinth scratched into it. Light seems to bend around the blade, so it never seems to shine or glow. When it is drawn around a Magic-User, that creature will feel a gnawing sense of anxiety and be constantly aware of the location of the blade if it is near them. They will be unwilling to touch it.


Ability:

- 3/Day, the wielder can deflect a magical attack or ability that targets him back at the creature who originally produced it.

- 1/Day, the wielder can create a 50' diameter circle centered on himself. Within this circle, no magic or magical abilities can function for 1 minute. The Referee decides what counts as a 'magical ability'. For example, a Wizard couldn't cast spells, a Dragon couldn't use his fire breath, etc.


Maria, the Saintmaker:

1d6+Atk magical sharp damage


"Die everyday, and you will live forever."

- St. Anthony the Great


A seemingly plain steel blade, with a plain cross-guard and a handle wrapped in brown leather. Yet there was something about the sword, an honesty, a simplicity that made it seem intriguing. Yet when picked up, the wielder will feel as if his heart is being weighed upon a pair of scales. Only someone who feels up to the challenge will feel comfortable holding it. Anyone who is not willing to better himself morally or is actively evil will find his strength quickly sapped by the blade until he breaks like a dry reed.


EGO Weapon:

- Maria will only allow herself to be wielded by a person earnestly trying to be righteous

- If not wielded by a righteous soul or someone striving to improve themselves, that person will lose 1 CON point per day to a minimum of 1.

- Maria won't kill the person, just make them wish they were dead.


Ability:

- As a free action on his turn, the wielder may sacrifice something he possesses. Depending on the value of the sacrifice, he receives a number of Maria Counters (MC). He can then choose to spend these MC on any of the following abilities. To see what a sacrifice is valued at, consult below (Referee's Discretion applies for edge cases).

- Enhance Atk: When making an Atk roll, the wielder may choose to spend MC to increase his roll. For each 1 MC spent, increase the Atk roll by +1. This ability does not work on Def rolls.

- Increase Damage: When the wielder successfully hits a creature with Maria, he can spend MC to increase the damage dealt. For each MC spent, he increases the damage dealt by 1d4.

- Heal Ally: By spending MC, the wielder may heal an ally. For each MC spent, the wielder can either heal the target creature spent for 1d6 HP or reduce their Horrible Wound by 1. This ability does not work on the wielder.


Sacrifice Value:


A sacrifice's value is determined by monetary value if such a thing can be bought or sold. If it doesn't ordinary have a price, the Referee should make a judgment on how much something is worth.


The usual conversion rate is 1 MC per 20 Silver (or Gold if you don't use the Silver Standard).


Sabir, the Demoncrusher:

1d6+Atk magical sharp damage


"They are rage, brutal, without mercy. But you. You will be worse. Rip and tear, until it is done."

- Doom, 2016


A length of stone shaped into a sword, heavy grey basalt sculpted with care and skill. Along the blade, intricate runes are carved into the flesh of the stone. When in the presence of an Outsider, these runes flare a dazzling blue. A mortal who wields the blade will find it to be much less heavy than it appears, the blade flashing through the air like it was made of wood. Outsiders instinctively hate and fear this blade, as it is designed to destroy them. They treat it like an exposed fuel rod and flee from its' presence. The wielder of this blade will never be their ally, even Angels will regard them as a figure of dread.


Abilities:

- In the presence of Outsiders, the runes on Sabir's length will glow blue.

- 3/Day, the wielder can make himself immune to any specific Outsider's abilities for 1 minute. For the duration, any abilities that Outsider uses, whether directed against the wielder or in a nearby area, do not affect the wielder at all. Note that this only applies to the specific Outsider in question.

- 3/Day, upon wounding an Outsider or the Outsider's vessel (possessed creature), the Outsider must save. On a failed save, the Outsider is immediately removed from that vessel (if possessing a creature) or if uncontained, the Outsider must save. On a failed save, the Outsider is immediately banished back to the Spirit World and is hexed so it cannot return for at least one year and a day.

- If an Outsider is reduced to 0 HP by Sabir, it is permanently destroyed, not merely sent back to the Spirit World.


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