The Master Sword

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    The Master Sword

    In the golden serenity of the magnificent temple, you see a solitary, magnificent blade,

    waiting for you. Finally, you feel as though this may not be a hopeless quest. You feel

    power rush past you, and suddenly, light shines upon the Master Sword, and you hear

    'I've waited for you long, Hero of Courage.'

    Perhaps the most powerful weapon in all of Hyrule - and certainly the most famous - the Master Sword,

    the Blade of Evil's Bane, is often the only thing that enables a Hero to save the land from powerfuldarkness.

    The Master Sword is a +4 Magic Longsword with the following properties and powers.

    Enhancement: Attack rolls and damage Rolls

    Critical: +4d6 damage, or +4d8 damage against lawful evil entities.

    Property: When using a power granted by the Master Sword, you can use your highest physical ability

    score (Strength, Constitution, or Dexterity) instead of the normal ability score noted for the power.

    Power (Daily): Immediate Reaction. Use this power when a single-target ranged non-weapon elementalattack against your AC or Reflex defense misses. The source of the attack makes a new attack roll

    against its own appropriate defense. If the attack roll succeeds, it hits the attacker (apply damage and

    effect where appropriate). (Think Ganondorf shooting balls of energy at you and you hitting it back.)Power (Daily): You can use Dispel Magic

    Dispel Magic

    Casting Time: 1 standard actionRange:Medium (100 ft. + 10 ft./level)

    Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burstDuration: InstantaneousSaving Throw: None

    Spell Resistance: No

    You can use dispel magic to end ongoing spells that have been cast on a creature or object, to

    temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least

    their effects) within an area, or to counter another spellcasters spell. A dispelled spell ends as ifits duration had expired. Dispel magic can dispel (but not counter) spell-like effects just as it

    does spells.

    You choose to use dispel magic as a targeted dispel or an area dispel.

    One object, creature, or spell is the target of the dispel magic spell. You make a dispel check

    (1d20 + your caster level, maximum +10) against the spell or against each ongoing spellcurrently in effect on the object or creature. The DC for this dispel check is 11 + the spells

    caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell

    remains in effect.

    If you target an object or creature that is the effect of an ongoing spell (such as a monster

    summoned by monster summoning), you make a dispel check to end the spell that conjured the

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    object or creature.

    If the object that you target is a magic item, you make a dispel check against the items caster

    level. If you succeed, all the items magical properties are suppressed for 1d4 rounds, afterwhich the item recovers on its own. A suppressed item becomes nonmagical for the duration of

    the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A

    magic items physical properties are unchanged: A suppressed magic sword is still a sword (amasterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

    You automatically succeed on your dispel check against any spell that you cast yourself.

    Area Dispel

    When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

    For each creature within the area that is the subject of one or more spells, you make a dispel

    check against the spell with the highest caster level. If that check fails, you make dispel checksagainst progressively weaker spells until you dispel one spell (which discharges the dispel

    magic spell so far as that target is concerned) or until you fail all your checks. The creatures

    magic items are not affected.

    For each object within the area that is the target of one or more spells, you make dispel checks

    as with creatures. Magic items are not affected by an area dispel.

    For each ongoing area or effect spell whose point of origin is within the area of the dispel magic

    spell, you can make a dispel check to dispel the spell.

    For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a

    dispel check to end the effect, but only within the overlapping area.

    If an object or creature that is the effect of an ongoing spell (such as a monster summoned by

    monster summoning) is in the area, you can make a dispel check to end the spell that conjured

    that object or creature (returning it whence it came) in addition to attempting to dispel spellstargeting the creature or object.

    You may choose to automatically succeed on dispel checks against any spell that you have cast.

    Goals of the Master Sword:

    Defeat lawful evil when it appears.

    Defend the defenseless, help the helpless, and do good deeds.Help Hyrule, and its royal family.

    Roleplaying the Master SwordThe Master Sword is a quiet sentience, working in silence to draw a hero to its hilt and its blade to evil

    that threatens the land the most. It does not speak, but does gently urge its wielder; it seeks no acclaim,

    and in fact seems to prefer that its wielder do its work with little public notice. It wants only to defendthe land and its people, and then to sleep once again.

    You must keep the Master Sword appeased. You do this by achieving it's goals, and if you fail to

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    accomplish it's goals, it is less pleased, and less willing to work with you.

    Pleased (16-20)

    "Only one worthy of the name 'Hero' can pull this weapon from its pedestal. I've earned thattitle, with my courage - let me show you how."

    The Master Sword and its wielder work together as a powerful team, felling evils left and right.

    The Master Sword's enhancement increases to +5.Critical: +5d6 damage, or +5d8 against lawful evil entities.

    Power (Once Daily): Free Action. Use this power when you hit a lawful evil entity with this

    weapon. The target takes the weapons enhancement bonus as a penalty to defenses and checksuntil the end of your next turn.

    Satisfied (12-15)

    "...The Master Sword did I then retrieve, keeping the knight's line true."The Master Sword is sure that it has chosen a worthy hero - but it is yet unwilling to reveal its

    true power to its wielder.

    Power (Daily): When wielding the Master Sword, any attack deals extra damage equal to yourDexterity modifier. You can shift 1 square and repeat the attack against any enemy you havent

    already hit with the attack, but only against one additional foe.

    Normal (5-11)

    "The Sword of Evil's Bane... Not just anyone can use this weapon. I wonder, why did it choose

    me?"The Master Sword is largely sure of its choice for a wielder, but has room for doubt.

    Unsatisfied (1-4)

    "When I drew this sword from the pedestal... Did I understand precisely what that meant?"The Master Sword is starting to doubt its decision to choose you as its wielder.

    Special: You take a -2 penalty to attack rolls and damage rolls against any creatures other than

    lawful evil ones. This applies whether or not you are using or even holding the Master Sword.

    Angered (0 or lower)

    "I have no courage..."The Master Sword is greatly displeased, and fears that it would do better to choose another

    wielder to fight evil - and quickly.

    The Master Sword's enhancement drops to +3.

    Critical: +3d6 damage, or +3d8 against lawful evil entities.Special: You take a -5 penalty to attack rolls and damage rolls against any creatures other than

    lawful evil ones. This applies whether or not you are using or even holding the Master Sword.

    The Master Sword decides to move on because of low Concordance, or if its Concordance drops below

    0 after its purpose has been completed, then the Master Sword disappears quietly during the night,

    leaving behind a mundane wooden sword and leather sheath.