(c) Jerry Harris, 2012
Published here asOpen Game Content.
(This link will take you to the Fantasy Core Index.)
I feel that magical items should never just be found lying around in a dungeon. A magical item should be rare enough that it would actually be the object of the trip to the dungeon. Magical items should either be in use by those with any intelligence, venerated as holy objects by those without intelligence, buried with important persons (and guarded), or lost, but rumored to be in a certain location. Magical objects should be named and never anonymous.
This is a short list of a few items that might be worthy of
a quest, an item held by a powerful individual, a costly commissioned work of
magical human artificing, or an even more costly purchase from a furtive source
(dwarves, the magic black market).
Weapons
Magic weapons are created by elves, dwarves, and human
enchanters. Dwarven items will typically
always work and be long lasting, and they might sell them to humans. Stolen Elven items will certainly disappear
within a day or are cursed, though gifted or lost and found items will work
normally. They will not sell them to
humans. Human made ones will inevitably
break after a few uses. Demonic tainted
or Angelically blessed weapons are bonded to their wielders. Any famous weapon may also be intelligent and
potentially cursed. They may attempt to
control their wielder, or simply not work when they disagree with the wielder’s
actions.
Slayer Bow: +2 Elvish Longbow, 1d8+2 damage, with no
Str requirement. With the proper command
phrase, it will be +20 to hit. This
enchantment works once per encounter/turn.
Slayer Arrow: +20 to hit magic arrow, 8 damage. Normally enchanted against a specific person
or against a certain race, either requiring a personal effect of the intended
target in the ceremony. Can only be used
once. Racial Slayer Arrows, for example
Orc Slayers, are usually made by the quiver by Elves or Dwarves. Assassin arrows are usually human-made.
Dread Axe: Dwarven made weapon. A dread weapon excels at attacking one
specific type of humanoid. +2
enchantment, 1d10+2 damage, but max damage to the specified creature type. Requires a piece of humanoid skin for the
enchanting.
Bane Blade: Human enchanter made sword. +1 enchantment, 1d8+1 damage. The sword automatically slays a type of enemy
(like Orcs) with a failed DC 18 Fort Sv.
The weapon shatters on a natural 1.
Requires a piece of skin of the target race for the enchanting.
Retaliator Blade: Human enchanter created sword. +1 enchantment, 1d8+1 damage. The weapon will kill a single named opponent
on any hit. Weapon immediately
shatters. (It will also otherwise
shatter on a Natural 1.) Requires a
personal effect of the intended victim for the enchanting.
Lightning Blades (Stormbrand, Electra): +3 Dwarvish
swords, 1d8+3 normal damage, plus 1d6
shock damage and DC 18 Fort Sv or stunned 1 rd.
Fire Blades (Inferno, Scorch): +3 Dwarvish swords,
1d8+3 normal damage, plus 1d6 fire damage.
Causes extra fire damage after hit, 1d6/rd until extinguished.
Holy Avenger: In the hands of a worthy paladin (at
least 5th level) in a just cause, +4 Divine enchanted sword. It causes max damage (12 + Str bonus) on
every hit. With any other wielder, or if
the paladin is dishonored or not using it in an honorable task, it is only a
normal sword (1d8).
Metamorph: Elvish made assassination weapon. A +3 sword, 1d8+3 damage, that can disguise
itself as any sort of common object. It
transforms with a command phrase. Its
enchantment can be revealed with a Detect Magic spell.
Luck Blade: Elvish blade. +4 to hit, 1d8+4 damage. Wielder also gains a +4 bonus to all saves.
Vorpal Blades (Ripper, Cleaver, Eversharp): Elvish
swords with distinctive red blades. +4
enchantment, 1d8+4. Decapitates with a
failed DC 18 Fort Sv, but still takes damage even with a successful save. Creatures without a head take max damage
instead.
Ghost Blades (Souldrinker, Dark Avenger, Soul-Stealer):
Elvish swords with a demonic taint and glowing red blades. +4 enchantment, 1d8+4. With a command phrase, the sword causes no
physical damage, but the victim must make a DC 18 Will Sv or take 1d10 negative
hp damage. It was used to create intact
bodies to necromancy ceremonies. (Most
low-level creatures will be killed after one hit; characters, important NPCs,
and high-level monsters can survive up to –11 negative hp.)
If found, a Ghost Blade will appear to be a normal sword
with a red blade. Its first taste of
blood will activate its enchantment. It
will try to control the wielder when in combat.
DC 18 Will Sv to resist. If
successful, it won’t try again, but will end its enchantment the next time the
character fights a more impressive opponent (trying to get the character killed
to acquire a better host). If the Will
Sv is failed, it will give the character its command phrase and direct them to
energy drain an opponent (or even a helpless victim or ally) once a day. The character will lose their ability bonuses
the next day, if it is not fed. The
sword can’t be gotten rid of without a Break Enchantment or similar spell.
Black Hole Sword (Singularity): Elvish black-bladed sword with a demonic taint. +4 enchantment. Any hit utterly annihilates anything it hits without a magical nature, magical armor, or magical shielding (1d8+4 damage in that case) with a failed DC 18 Will Sv. Victim still takes damage on success. It requires a daily energy draining feeding, working the same as a Ghost Blade wanting to control its wielder.
Armor
Mirror Shield: +2 human enchanted shield. Reflects all successful magic attacks back at
the caster. Roll for shattering after
each reflection, 1 in 10.
Dragonscale Armor: +8 Heavy magical armor (+4 Str and
Con to wear). Adds +4 to all Saves
versus magic attacks. Being of human
enchantment, the armor will lose +1 on any Natural 18 and up hit. It will lose its Save bonuses last, before
crumbling to dust.
Magic Items
Dynamisto-Mirror: A mirror-like device to communicate
with otherworldly beings without a medium.
Can be used once per day for up to a turn. Powered by a smear of blood and a command
phrase.
Magic 8-Ball: The caster can foretell the immediate
future (up to an hour), or gain information about specific questions. The answers return in one-word replies:
“yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word
answer. May be used once per day with a
command phrase.
Crystal Skull: Holds a demon, which will truthfully
answer a question (if it can). May be
used once per day with a command phrase.
Breaking the skull, releases the demon.
Magic Mirror: Holds a demon, which will truthfully
show the answer a question (if it can).
May be used once per day with a command phrase. Breaking the mirror, releases the demon.
Voodoo Doll: Sympathetic magic item for cursing. Requires a personal affect of the victim, a
specially crafted symbolic object (the doll), and a blood sacrifice in a
ceremony (DC 18 Spellcheck). It can’t
kill the victim, but can inflict any sort of disabling effect (blinded,
deafened, mute, hobbled, etc). It will
only work for an hour, once a day. The
cursor can be tracked during the effect by a Detect Magic spell along with a
Clairvoyance spell.
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