Table 116:

Weapon Extraordinary Powers

D100

Roll
Power*
01-07
Charm person on contact—3 times/day
08-15
Clairaudience, 30 yards range—3 times/day, 1 round per use
16-22
Clairvoyance, 30 yards range—3 times/day, 1 round per use
23-28
Determine direction and depth—2 times/day
29-34
ESP, 30 yards range—3 times/day, 1 round per use
35-41
Flying, 120 feet/turn—1 hour/day
42-47
Heal—1 time/day
48-54
Illusion, 120 yards range—2 times/day, as the wand
55-61
Levitation, 1-turn duration—3 times/day, at 6th level of magic use ability
62-67
Strength—1 time/day (upon wielder only)
68-75
Telekinesis, 250 pounds maximum—2 times/day, 1 round each use
76-81
Telepathy, 60 yards range—2 times/day
82-88
Teleportation—1 time/day, 600 pounds maximum, casting time 2
89-94
X-ray vision, 40 yards range—2 times/day, 1 turn per use
95-97
Roll twice on this table ignoring scores of 95-97
98-99
Character may choose 1 power from this table
00
Character may choose 1 power from this table, and then roll for a Special Purpose on Table 117

If the same power is rolled twice, the uses/day are doubled, etc.

Powers function only when the weapon is drawn and held and the possessor is concentrating upon the desired effect. Most powers require that the character stop and concentrate for a full round.

Table of Contents