Dancing Weapon
Enchantment
A weapon enchanted with this spell fights on its own at the owner’s command, hanging in the air as though wielded by an invisible warrior. It has a skill of 15, a Basic Speed of 5, and a ST (for damage purposes) equal to its Power. It uses intelligent strategy and follows its owner’s spoken or mental commands about which enemy to attack. It continues fighting until it is dealt with (see below) or its owner dies or tells it to stop. This spell does not work on a missile weapon!
Any attack on a dancing weapon is at a penalty: from -4 (for a polearm) to -5 (a sword or axe) to -6 (a dagger or pistol). If the weapon gets a critical miss, or is struck by a critical hit, it is “stunned” and out of the fight (unless it breaks, in which case it is destroyed). If its owner is killed, it falls to the floor – but if he is merely knocked unconscious, it continues to attack the closest foe. A dancing weapon can also be trapped in a net or bag (same basic roll as to hit it, but the GM can give bonuses or penalties depending on the cleverness of the method used).
The weapon can also be left with orders to attack anyone who approaches within a certain distance; a Link can be used to activate it only if a certain event takes place. Once activated, if its owner is not around, it attacks anyone in range – closest first, unless the Link had other instructions. A dancing weapon cannot change owners while animated; grasping the handle of a dancing weapon is not enough to make it change sides.
Energy cost to cast: 1,000 per pound of the weapon’s weight (minimum 1 pound). Double the cost to get a weapon with a Basic Speed of 6, or with skill of 18. Multiply cost by 4 to get a weapon with both advantages.
Prerequisites: Enchant and Dancing Object.