Parent Pages: Rules : Magic Items
White Flame
The White Flame is a glass longsword (Thrusting Bastard Sword, in GURPS terms), with a hilt-guard fashioned to look like a pair of wings sprouting from the base of the blade. The interior seems to writhe with a soft white light.
History
Within it resides the soul of an ancient paladin (holy warrior) whose name is lost in the mists of time, even to her; the intervening centuries have robbed her of most of her memories.
She was a specialist in fighting undead, able to sense their presence through their connection to the Negative Material Plane. She was the leader of a group of adventurers who fought a valiant crusade to right wrongs and destroy evil. They called themselves the Crusaders of Light.
Campaign Use
This sword, along with the other artifacts that belonged to the Crusaders of Light, is intended for the final conflict between the PCs and the Black Crown. This sword in particular is intended as a countermeasure to the Black Flame.
Powers
The sword has Intelligence 14, Will 16 and is able to give the user strangely compelling feelings. These can function as a form of advice giving. It may be contacted telepathically by any of the usual means with a -2 penalty to any required roll.
Despite the fact that it's made of glass, the sword is indestructible.
+3 bonus to hit and damage for any strike with the sword.
The soul in the sword is a
witch and can be a member of a coven. If the wielder is also a witch (not warlock), it can assist them in using their coven-granted powers, just like any member of the coven could. It will only join a coven that is thoroughly committed to destroying undead.
It can sense witches, but it won't volunteer this information.
It bursts into bright white flames whenever undead enter within a 20 yard radius. These flames deal an extra five damage to undead.
The carrier gains a +2 bonus to resist the effects of any attack by an undead being.
The carrier is immune to energy draining of all kinds, including any form of Vampiric Bite or the Leech Advantage. This doesn't prevent a vampire from biting, but it does prevent them from draining HP.
When unsheathed and held by someone with any two of Blessed, Higher Purpose (Slaying Undead) or True Faith, the sword produces an effect identical to Static (Magic) on p. P98. It is modified with Discriminatory and two levels of Area Effect. This blocks all hostile magic in a two yard radius around the wielder.
The sword can heal as the Healing Advantage with the Faith Healing, Cure Affliction and Cosmic (No Die Roll Required) Enhancements. It does this using a 10 FP Energy Reserve. It cannot use the wielder's FP and the wielder cannot tap this Energy Reserve. This ability is used by lightly touching others with the sword. It is also activated when the wielder is in mortal danger from injuries sustained in battle.
Curses
The blade will only accept a saintly individual as a wielder, actually slipping out of the hand of anyone else that tries. The Advantages Blessed and True Faith qualify a character to wield it. The Disadvantages Charitable, Compulsive Generosity, Honesty and Truthfulness qualify as well. Fanaticism for some purposes and many kinds of Vow also qualify. Note: Higher Purpose (Destroying Undead) by itself isn't good enough, as a thoroughly evil person can still have a desire to destroy undead.
If the wielder ever attempts to avoid a fight with undead without good reason, the sword will give them the feeling that continuing down this path is a bad idea. If they persist, roll a quick contest of the wielder's Will and the sword's Will. If the sword wins, it takes control until the undead are destroyed or the wielder has to make a consciousness or death roll.
One week of owning this sword causes the owner to acquire the Obsession (Destroying Undead) Disadvantage. This fades after the sword is out of their hands for a week.
While the owner of this sword is asleep, it occasionally takes control, to patrol for undead. This happens on a roll of 9 or less on 3d. This normally involves getting equipment ready and then patrolling the edge of camp, the local street, etc. If the character encounters undead or is attacked, they'll defend themselves as they normally would. The character wakes after 5d minutes of this. Make a perception roll at the beginning of each turn of sleep-combat. If they succeed, they wake and are surprised. This is total surprise unless they succeed by 5 or more. Critical success or the Combat Reflexes Advantage indicates no surprise.
The sword is connected to the Positive Material Plane and radiates life energy in all directions. When unsheathed, it can be detected with a +5 bonus by any attempt to sense life. This can attract creatures that feed on life energy, as well as certain kinds of undead.
Suggest Means of Destruction
Take it to the heart of the Negative Material Plane and strike it with the
Black Flame.
Wield it in an extended battle with the
Black Flame. Both weapons would be destroyed.
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