Table 116:

Weapon Extraordinary Powers

D100

Roll
Power*
01-07
Charm person on contactù3 times/day
08-15
Clairaudience, 30 yards rangeù3 times/day, 1 round per use
16-22
Clairvoyance, 30 yards rangeù3 times/day, 1 round per use
23-28
Determine direction and depthù2 times/day
29-34
ESP, 30 yards rangeù3 times/day, 1 round per use
35-41
Flying, 120 feet/turnù1 hour/day
42-47
Healù1 time/day
48-54
Illusion, 120 yards rangeù2 times/day, as the wand
55-61
Levitation, 1-turn durationù3 times/day, at 6th level of magic use ability
62-67
Strengthù1 time/day (upon wielder only)
68-75
Telekinesis, 250 pounds maximumù2 times/day, 1 round each use
76-81
Telepathy, 60 yards rangeù2 times/day
82-88
Teleportationù1 time/day, 600 pounds maximum, casting time 2
89-94
X-ray vision, 40 yards rangeù2 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