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101 Magical Items


TechnoViking

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Magic Sword +1

 

This is your basic magic long/bastard sword, common in many RPGs. In Hero System it does has a hit bonus, damage bonus, and it has the special effect: Magic.

 

The magic damage is +1/2d6 HKA to the basic sword damage. Also the Real Weapon limitation is not purchased, since magic sword tend not to break easy, do noy require regular maintence.

 

 

Magic Sword +1

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Weapon (Sword)

Effect: Sword attack the does extra magical damage

Target/Area Affected: Same as sword type

Duration: instant

Range: Same as sword type

END Cost: Same as sword type

Description: A sword craft with magic. It has been enchanted to hit easier, and do more damage.

 

Game Information:

Cost Power END
15 Magic Long Sword: (Total: 62 Active Cost, 15 Real Cost) +1 with any single attack (Real Cost: 2) plus Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (60 Active Points); Independent (-2), OAF (Sword; -1), STR Minimum 12 (-1/2) (Real Cost: 13)

Item Cost: 15

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Amulet of Balndale

 

Amulet of Balndale

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Misc item

Effect: Same as Turn Undead Talent (Fantasy Hero pg. 107-108)

Target/Area Affected: Same as Turn Undead Talent (Fantasy Hero pg. 107-108)

Duration: Same as Turn Undead Talent (Fantasy Hero pg. 107-108)

Range: Same as Turn Undead Talent (Fantasy Hero pg. 107-108)

END Cost: Same as Turn Undead Talent (Fantasy Hero pg. 107-108)

Description: This amulet gives the power to Turn Undead (same as the talnet). It will not work for those who use or study necromancy.

 

Game Information:

Cost Power END
3 Blood of the Amulet: Turn Undead (12 Active Points); Independent (-2), OIF Fragile (-3/4), Limited Power Will not work for those who have use/study nercomacy (-1/4)

Item Cost: 3

 

Origins: Balndale and his god were dedicated to the destruction of all undead. He fought long and long for this purpose, and was a favorite of his god. His last crusade, Balndale died destroying a Vampire-Mage plaguing the western realms.

 

At his death, Balndale’s acolytes collected his blood in vials and placed them in 20 amulets. These amulets would grant the power to turn undead, if the person had not associated with necromancy in the past.

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Monocle of True Sight

 

Monocle of True Sight

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Misc Item

Effect: Allows user to see though mental and optical illusions

Target/Area Affected: LOS

Duration:

Range:

END Cost:

Description:

 

Game Information:

Cost Power END
4 Protetion from Mental illusion: Mental Defense (22 points total) (20 Active Points); Independent (-2), IAF Fragile (Monocle; -3/4), Limited Power Only vs Mental Illusions (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must look at illusion though monocle; -1/4)
3 Protection vs Optical Illsuions: +6 PER with Sight Group (12 Active Points); Independent (-2), IAF Fragile (Monocle; -3/4), Limited Power Only vs optical illusion ans shape shifted items (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must look at illusion though monocle; -1/4)
1 Ultraviolet Perception (Sight Group) (5 Active Points); Independent (-2), IAF Fragile (Monocle; -3/4), Limited Power Only vs illusions that cause darkness (-1/2), Limited Power Power loses about a fourth of its effectiveness (Must look at illusion though monocle; -1/4)

Item Cost: 8

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Rod of Serpent's Coil

 

Rod of Serpent's Coil

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Power Category: Rod

Effect:

Target/Area Affected:

Duration:

Range:

END Cost:

Description: This item has three main powers.

[*]Conjurers a writhing mass of snakes that entagles the victim. The spell is so disturbing that is drains the PRE of its victim.

[*]The rod controls the minds of snakes and serpents.

[*]The rod can summon a group of 32 snakes, if that are in the area.

[/list=1]

 

 

Cost Power END
20 Serpent's Grip: (Total: 90 Active Cost, 20 Real Cost) Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), OAF (Rod; -1), Requires A Magic Skill Roll (-1/2) (Real Cost: 13) plus Drain PRE 2d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (Rod; -1), Requires A Magic Skill Roll (-1/2) (Real Cost: 7)
6 Serpent Control: Mind Control 4d6 ( Animal class of minds), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (Rod; -1), Limited Class Of Minds Only control snakes and serpents (-1/2), Requires A Magic Skill Roll (-1/2)
15 Summon 32 100-point Snakes, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), OAF (Rod; -1), Requires A Magic Skill Roll (-1/2)

Item Cost: 41

 

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Armor Belt

 

Armor Belt

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Armor

Effect: changes belt to armor

Target/Area Affected: Personal

Duration: Permenant

Range: Personal

END Cost: 0

Description: This magical belt can transform the wearers clothes to armor and back as a zero phase action.

 

Game Information:

Cost Power END
5 Chainmail Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), OIF (Armor; -1/2), Mass (Half Mass; -1/2), STR Mininmum (10; -1/2)
5 Cloth to Chain: Cosmetic Transform 2d6 (Transform clothes to chainmail armor and back), Reduced Endurance (0 END; +1/2) (15 Active Points); Independent (-2), IIF (Belt; -1/4)

Item Cost: 10

 

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Bolt of Reaving

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Weapon

Effect: Crossbow bolt that penetrates and armor or hide

Target/Area Affected: 1 target

Duration: Instant

Range:

END Cost: 0

Description: A crossbow bolt that penetrates and armor or hide. One of my favorite weapons from Knights of the Dinner Table/Hackmaster.

 

Game Information:

Cost Power END
17 RKA 2d6, Armor Piercing (+1/2), Penetrating (+1/2) (60 Active Points); Independent (-2), Beam (-1/4), 12 Charges (-1/4)

Item Cost: 17

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Handy Necklace

Submitted By: Blue Jogger

Suggested Item Category: Necklace

Effect: Necklace gives a 10 Str Telekinetic "Arm" with Fine Manipulation

 

When someone loses an arm, the aura of the arm still exists as a phamtom. This necklace strengthens the aura until it can more than replace the missing arm. People who have practiced with this enough can perform many other things that a normal arm cannot.

 

10 Strength Telekinesis with Fine Manipulation at 0 END (37 Active Points); OIF Necklace (-1/2); Strength Reduced by Range (-1/4); Incantation (-1/4)

19 Real Points

 

5" Swinging (5 Active Points); OIF Necklace (-1/2)

3 Real Points

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Guest Keneton

A few items

 

Cost Power END
7 Ghost Grip Glove: Affects Ghostly Desolidification on Up to 50 Active Points, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (30 Active Points); Independent (-2), Hand to Hand Attacks Only (-1), OIF (-1/2)
14 Foebreaker: (Total: 67 Active Cost, 14 Real Cost) Sight Group Images 1" radius, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Independent (-2), Only To Create Light (-1), OAF (-1), No Range (-1/2) (Real Cost: 4) plus Killing Attack - Hand-To-Hand 1d6, Required Hands One-Handed (+0), Armor Piercing x1 (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2) (Real Cost: 8) plus +2 OCV (10 Active Points); Independent (-2), OAF (-1) (Real Cost: 2)
12 The Vanguard Ring: (Total: 40 Active Cost, 12 Real Cost) +3 PER with Normal Hearing (3 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 1) plus Danger Sense (General Area, Any Danger, Function as a Sense) (37 Active Points); Independent (-2), IIF (-1/4) 11- (Real Cost: 11)
4 Stoneskin Ring: Armor (6 PD/6 ED) (18 Active Points); Independent (-2), Ablative BODY Only (-1/2), IIF (Ring; -1/4), Visible (-1/4) [Notes: A plain band of steel formed with a brick patten. Once activated the weilder's skin turns stone grey and little by little this stone gets knocked off. The power renews the next day.]
15 Geldon's Seeking Orb: EB 6d6, Indirect ( Any origin, any direction; +3/4), Continuous (+1) (82 Active Points); Independent (-2), OAF (-1), 3 Continuing Charges lasting 1 Turn each (-3/4), Gestures, throughout (-1/2), Extra Time (Delayed Phase, -1/4)
5 Amulet of Fortitude: (Total: 31 Active Cost, 5 Real Cost) +3 CON (6 Active Points); Independent (-2), No Figured Characteristics (-1/2), IAF (Amulet; -1/2) (Real Cost: 1) plus PowD (5 points) (5 Active Points); Independent (-2), IAF (-1/2) (Real Cost: 1) plus Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Day (-2 3/4), Independent (-2), IAF (-1/2), Self Only (-1/2) (Real Cost: 3)
10 The Bone Crusher: (Total: 57 Active Cost, 10 Real Cost) HKA 1d6+1, Required Hands One-Handed (+0), +1 STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Independent (-2), OAF (Stone Mace; -1), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus HKA 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), Only for total to impair or disable limbs only. (-2), OAF (-1), No STR Bonus (-1/2), Real Weapon (-1/4) (Real Cost: 3)
5 Gloves of Impact: HA +3d6, 2 clips of 8 Boostable Charges (Each Glove is one clip.; +0), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), HA (-1/2), Limited Power Power loses about a third of its effectiveness (Hand strikes only.; -1/2), IIF (-1/4)
4 Unreal Elven Chain Armor: Armor (7 PD/7 ED) (21 Active Points); Independent (-2), Locations 9-13 (-1), Armor Weight (8.1 kg) (-1/2), OIF (-1/2)
Powers Cost: 76
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Sting

 

Sting

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Weapon (Sword)

Effect: Sword attack the does extra magical damage

Target/Area Affected: Same as sword type

Duration: instant

Range: Same as sword type

END Cost: Same as sword type

Description: Bilbo and Frodo famous sword from the Hobbit and Lord of the Ring.

 

Cost Power END
13 Magic Short Sword: (Total: 60 Active Cost, 13 Real Cost) +2 with OCV (10 Active Points); Independent (-2), OAF (Sword; -1), STR Minimum 8 (-1/2) (Real Cost: 2) plus Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (50 Active Points); Independent (-2), OAF (Sword; -1), STR Minimum 8 (-1/2) (Real Cost: 11)
5 Blue Glow: Detect Orcs and Goblinkind 18- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (22 Active Points); Independent (-2), OAF (Sword; -1)

Item Cost: 18

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The One Ring

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Misc Item

Description: The One Ring from Lord of the Rings, and the Hobbit.

 

Game Information:

Cost Power END
250 Sauron's Power: Variable Power Pool, 200 base + 50 control cost, Limited Power Power loses less than a fourth of its effectiveness (Does not work for Hobbits; +0), Cosmic (+2) (500 Active Points); Independent (-2), OIF (The Ring; -1/2); all slots Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; Addicition to The Ring; -2 1/2)
5 Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; Addicition to The Ring; -2 1/2), Independent (-2), OIF (The Ring; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only on Hobbits; -1/4)
1 Life Support (Longevity Immortal) (5 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect affects both character and recipient of Power's benefits; Addicition to The Ring; -2 1/2), Independent (-2), OIF (The Ring; -1/2)

Item Cost: 256

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The Djinn's Lamp

 

The Djinn's Lamp

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Misc Item

Effect: Summons djinn that may grants three wishes.

Description:

 

Game Information:

Cost Power END
98 The Djinn: Summon 1334-point Djinn (MMM pg. 27), Weak-Willed -4 on EGO Rolls (Only to grant three wishes; +1/4), Reduced Endurance (0 END; +1/2) (467 Active Points); Independent (-2), OAF (The Lamp; -1), Limited Power Power loses about a third of its effectiveness (Wishes must stated in real life term (not game terms), under interpretation of Djinn/GM; -1/2), Gestures (Rub Lamp; -1/4)

Item Cost: 98

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Shield of the Ram

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Armor (Shield)

Effect: A shield that once per day can release a magical force, shaped like a ram, that batters down door, gates, etc...

Description:

 

Game Information:

Cost Power END
9 Ram's Head Shield: Multipower, 50-point reserve, (50 Active Points); Independent (-2), OAF: Shield (-1), STR Minimum 15-17 (-3/4), Mass (Half Mass; -1/2)
1u 1) Defense: +3 with DCV (15 Active Points)
1u 2) Shield Bash: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (OCV penalty equal to DCV bonus; -1/2) 1
1u 3) Spirit of the Ram: Telekinesis (33 STR) (50 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Telekinsis Punch Only; -1), Beam (-1/4)

Item Cost: 12

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Guest Keneton

Mike, you need to make you weapons persistant. For example sting must be 0 end and persistant. As for comments, even if they are magic they should have some strength min. A dancing sword might have a zero strength min or a magic sword in champions, but it is unlikely that they wont have str min in heroic fantasy hero.

 

The real wepon limitation as you have noted is not necessary, but I frequently use it per steves note in FH.

 

I do like the items, thanks for sharing.

:)

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Originally posted by Keneton

Mike, you need to make you weapons persistant. For example sting must be 0 end and persistant. As for comments, even if they are magic they should have some strength min. A dancing sword might have a zero strength min or a magic sword in champions, but it is unlikely that they wont have str min in heroic fantasy hero.

Thanks for the info. I don't think persistant is not needed on weapons, it not added to any of magical weapons in Fantasy Hero. Could you point out the page for me. I have re-edited the weapons for STR mins (thanks).

 

Mike

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Arrow of Dragon Slaying

 

Arrow of Dragon Slaying

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Weapon (Arrow)

Effect: A magical arrow that does great damage vs Dragon

Description: It kills dragons dead:). The arrow may be recovered till it is used on a dragon. You may want to decease the Limited Power limitation to -1/2 for more common creatures.

 

Game Information:

Cost Power END
24 Arrow of Slaying: (Total: 177 Active Cost, 24 Real Cost) Killing Attack - Ranged 1 1/2d6, Armor Piercing (+1/2) (37 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (Arrow; -1), Beam (-1/4) (Real Cost: 7) plus +4 with OCV (20 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (Arrow; -1) (Real Cost: 4) plus Killing Attack - Ranged 4d6, Armor Piercing (x2; +1) (120 Active Points); 1 Charge which Never Recover (-4), Independent (-2), OAF (Arrow; -1), Limited Power Power loses about half of its effectiveness (Only verus Dragon; -1), Beam (-1/4) (Real Cost: 13)

Item Cost: 24

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Here is a strange item I built in 4E. A four armed Morbain (DEMON) used one of these in each hand. The Naked AF was specifically for his arms. This was a little overpowered, in hindsight I would have made it 1d6 HKA.

 

Demon Kris:

1d6+1 HKA, +1 Stun Mod (+1/2), OAF (-1), Independant, Reduced END (0 END +1/2) (40 Active; 13 Real)

 

Linked - 1d6 CON Drain, Recover 5pt/Min. (+1/4), linked to HKA (-1/4), HKA must do body (-1/4), OAF (-1), Independant (-2), (15 Active, 5 Real)

 

 

Naked Advantage - Auto Fire, 4 Shots (Morbain has 4 arms).

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I made a switch...I was the Muldegian and now have taken back my long standing name....Eosin the Red.

 

Yes, I am in the process of posting some stuff up on my world right now. The site is http://www.mabinogin.com

 

The Forum topic is here: Echoes of Glory

 

Most of the writing is going on in the forums but there are some maps (wheel of time, Birthright, an inn, and some of my homebrew), tons of d20 stuff for the wheel of time and Birthright and the start of my Hero World (which is really my long standing homebrew that has gone through Hero, Age of Heroes, 2nd E D&D, and 3E.)

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Guest Keneton
Originally posted by Mike Basinger

Thanks for the info. I don't think persistant is not needed on weapons, it not added to any of magical weapons in Fantasy Hero. Could you point out the page for me. I have re-edited the weapons for STR mins (thanks).

 

Mike

 

Mike:

 

You are actually correct about persistant. This is a steady error on my part. I really think it SHOULD be there, but do not see it on any example. I will re-edit mine to remove persistant on certain HKA's. I am also going to post a question to steve about this as it seems strange that weapons are not persistant.

 

 

 

:)

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Amulet of the Watchful Eye (AKA Amulet of the Beholder) :

 

This amulet was made by a court wizard who lusted after the daughter of his king, who, quite obviously, had no interest in him. His secret lust warped his soul, and eventually, in his bitter lonliness, he vowed that if she would not love him, he would see to it that nobody ever loved her. Knowing that any simple curse he laid on her would be detected and removed in short order, due to her position of prestige and wealth, he chose a more subtle approach to vengance.

 

To that end, he dissembled his lust and hatred, and created for her a jeweled amulet bearing an eye motif, and enchanted it with powerful protective magics to "watch over" her. In order, he said, to keep the amulet from being stolen, lost, or snatched away (which would leave her vulnerable) he added to it a binding spell, such that the amulet could not be so easily removed*.

 

Unbeknownst to her or her father, though, there was an additional magic : The amulet would seem comely to all who observed it, but its wearer would seem less so. Her beauty would seem hollow, her laugh annoying, her conversation trite, and so on. If the amulet were subjected to a curse detection, the binding spell, being similar to those used in many less subtle curses, would mask the presence of the true curse.

 

Game effects :

 

The Benefit :

9 (27) Danger Sense (Personal, in or out of combat) 17 or less.

______(-1) Only to trigger Force Field. (Wearer can still be suprised, but FField cannot be!)

______(-1) Side Effect : The Curse

 

19 (48) Force Field (8/8)

______(+1/4) Trigger, when danger sense is activated.

______(+3/4) Invisible Power Effect (only visible to detect/sense Magic)

______(+1/2) Reduced Endurance 0 End

______(+1/2) Persistent

______(-1/2) Protection is NOT cumulative with Armor.

______(-1) Side Effect : The Curse

 

4 (8) Power Defence (8)

_____(-1) Side Effect : The Curse

 

The Curse :

-4 to all PRE based Skill rolls

2d6 Unluck in all social and romantic situations

 

Total real point cost : 32

 

 

Additional notes :

1) The curse is only detectable by a discriminatory detect magic that makes its sense roll by 10 or more. The wearer will be unaware of his/her new character Disads otherwise (though they might, if they are clever, infer that something is wrong by the deterioration of all their relationships)

 

2) The powers (and the curse) of the Amulet are effective ONLY if the Amulet is worn around the neck.

 

3) The Forcefield may not be turned off voluntarily within a turn of the danger sense being tripped.

 

4) The amulet, once put on, is unremovable unless the wearer is killed, or the forcefield portion is dispelled, supressed, or drained in its entirety. Once removed, the Amulet becomes an Independent Focus until someone puts it on again.

 

5) I dont think they could anyway, but just to clarify, the wearer may not opt to forgo the use of the Power Defence against any drain, suppression or transfer that will affect the amulet.

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