Sensory Powers of Sentient Swords

From OSE SRD

Sensory Powers Table

Each sensory power should be rolled on the table below, with duplicates re-rolled.

Usage frequency: Unless a power’s description notes otherwise, it may be used without limit.


Sentient Sword Sensory Powers

d100
Power
01–10
Detect evil or good
11–15
Detect gems
16–25
Detect magic
26–35
Detect metals
36–50
Detect shifting architecture
51–65
Detect slopes
66–75
Detect traps
76–85
Locate secret doors
86–95
See invisible objects
96–99
Roll an extraordinary power
00
Roll twice again on this table

Detect Evil or Good

The wielder can sense the intention to do evil or good within 20’. (Note: some potentially harmful things—e.g. animals, traps—are not evil.)

Detect Gems

The sword will point in the direction of any gems within 60’.

  • Count: The wielder is also informed of the number of gems present.
  • Obstruction: Lead blocks this power.

Detect Magic

Up to three times a day, the sword can detect magic within 20’. On command, the magic may be caused to glow.

Detect Metals

The sword will point in the direction of metal of a named type within 60’.

  • Obstruction: Lead blocks this power.

Detect Shifting Architecture

The wielder can locate shifting walls or rooms up to 10’ distant.

Detect Slopes

The wielder can sense sloped floors within 10’.

Detect Traps

Up to three times a day, the wielder can sense traps within 10’.

Locate Secret Doors

Up to three times a day, the wielder can find all secret doors within 10’.

See Invisible Objects

The wielder can see invisible or concealed objects up to 20’ distant. (This power does not reveal secret doors.)