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Unusual Magic Items


Shadowsoul

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Unusual magic items are fun!

 

Here's one to start you off.

 

Safety Kitten.

 

If it's dangerous to go alone, take one of these.

 

1. Combat Luck (6 PD/6 ED) (12 Active Points); OAF (Kitten; -1). 6 Real Points

 

2. Danger Sense (self only, in combat) (15 Active Points); OAF (Kitten; -1) 11- 7 Real points.

 

13 points total.

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Re: Unusual Magic Items

 

Not Hero, but I do recall a D&D game which included a Vorpal Razor Blade. It was enchanted to be unable to cut flesh, but you got a REALLY close shave.

 

One character was quite enamored of it - he would describe the character whipping the straight razor out in the morning, slashing it violently across his face and neck, then putting it away.

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Re: Unusual Magic Items

 

Unusual magic items are fun!

 

Here's one to start you off.

 

Safety Kitten.

 

If it's dangerous to go alone, take one of these.

 

1. Combat Luck (6 PD/6 ED) (12 Active Points); OAF (Kitten; -1). 6 Real Points

 

2. Danger Sense (self only, in combat) (15 Active Points); OAF (Kitten; -1) 11- 7 Real points.

 

13 points total.

...Y'know, you might have just won the thread.

 

I had a Halfling Swashbuckler (D&D, with some stuff stolen from Duelist) that had a suit of power armour. Not magic, but quite unusual for a fantasy game.

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Re: Unusual Magic Items

 

Spool of Distance

Employing metaphoric alchemy, this silver spool converts distance into thread. If you wind it while traveling, you will cover distance faster (and thread will appear from nowhere to be wound onto the spool), until it fills up.

If tossed into the air, the spool will violently release the thread it holds, displacing anyone nearby by quite a distance.

The removed/added distance "prefers" to be in places that fewer people are watching and that disturb objects less, so it will add extra room to an empty field before a city, and only split a building if no other spot is available.

 

Xeno's Coat

Woven from thread made by the above spool, this coat has a unique property - the wearer is considered to be an additional distance away from anything that touches the coat. How far exactly varies by the quality of the coat.

So for example, someone wearing a 10 yard coat would be immune to any melee weapons hitting the covered area, and any projectiles or spells would have to travel an extra 10 yards.

The space only partially exists, so objects cannot remain there very long. If someone attempts to hold an object inside it (sticking a spear in, for instance), then a repulsive force will build up until either the invading object or the wearer is thrown back.

 

Blazing Hilt

A failed attempt at a better flaming sword. If refitted with a blade, and activated with a command word, it will burn much hotter than a normal flaming sword - hot enough to melt the blade to slag in under a minute. The hilt itself does not heat up, but the wielder is not protected from the molten metal.

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Re: Unusual Magic Items

 

Spool of Distance

Employing metaphoric alchemy, this silver spool converts distance into thread. If you wind it while traveling, you will cover distance faster (and thread will appear from nowhere to be wound onto the spool), until it fills up.

If tossed into the air, the spool will violently release the thread it holds, displacing anyone nearby by quite a distance.

The removed/added distance "prefers" to be in places that fewer people are watching and that disturb objects less, so it will add extra room to an empty field before a city, and only split a building if no other spot is available.

 

Xeno's Coat

Woven from thread made by the above spool, this coat has a unique property - the wearer is considered to be an additional distance away from anything that touches the coat. How far exactly varies by the quality of the coat.

So for example, someone wearing a 10 yard coat would be immune to any melee weapons hitting the covered area, and any projectiles or spells would have to travel an extra 10 yards.

The space only partially exists, so objects cannot remain there very long. If someone attempts to hold an object inside it (sticking a spear in, for instance), then a repulsive force will build up until either the invading object or the wearer is thrown back.

That first one sounds like a Weapon of Mass Distortion. Pun only partially intended.

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Re: Unusual Magic Items

 

In one of my Fantasy hero campaigns, one item of treasure was a brown paper bag labeled: Better than Complete Happiness. Inside the bag was a freshly-made ham sandwich. If kept in the bag it would not spoil. If eaten, another identical ham sandwich would appear within an hour.

 

One of the lakes in my fantasy world was created when someone forgot their flask of everlasting water in an open field. Eventually, it tipped over and the lake was the result.

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Re: Unusual Magic Items

 

There was an item in a dnd adventure, the Orb of Flame.

If you held it in your hand, and said the word "light" it provided light as a 'continual light' spell until the word "dark" was said.

If held in the hand, and the word "warmth" said, it provided heat equal to a campfire until the word "cool" was said. (put down fast!)

If held in the hand, and the word "sun" was said, it exploded as a 6th level fireball. Note that you just set off a fireball in your outstretched hand. You could not throw it and say "sun", it had to be in your hand. Add in a set of directions that didn't mention exactly what each command word did, and this was a great gift to give pesky relatives.

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Re: Unusual Magic Items

 

Armor of Pacifism. Appearing to be an otherwise nice set of moderately magical armor, this suit was created by a very ideological mage. When the wearer attempts to engage in hostilities (regardless of who initiated them), the armor will completely lock up, preventing any kind of movement on the part of the wearer. It will argue passionately for all sides to put down their weapons and just talk things over until a peaceful solution can be reached. Alternatively, it will speak only to the wearer, and make them argue for a peaceful solution, refusing to allow them to move until this has been accomplished. It may or may not require special means to remove.

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Re: Unusual Magic Items

 

Bug-Out Bottle - A tiny ceramic jug sealed by a small cork on a leather thong. You wear it around your neck. In an emergency, you grab the bottle and yank it free of the cork--and Pop! You're teleported to a predesignated safe spot. It's a one-shot enchantment that all the members of a magical order wore in a game I played once. Trying to raid their lair resulted in the sound of popping corks all over the place...and then you found yourself in an empty building.

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Re: Unusual Magic Items

 

Phantom Steed

This looks just like a bridle, but when the command word is spoken, a phantom horse appears under the holder. The horse can run at high speed tirelessly over any surface, even while weighed down. A second command and the horse disappears, allowing the rider to roll up the bridle for later use.

 

In game terms this is: 40m Flight, x8 NCM, 0 END, Only over surfaces and for jumping (-¼). Linked with 20 STR Telekinesis, 0 END, only to offset encumbrance (-2). OIF - Bridle.

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Re: Unusual Magic Items

 

Ring of Truth: whenever you wear this ring' date=' and tell the truth, anyone who hears WILL believe you - no matter how strange that truth is![/quote']

 

That one begs for a Ring of "Truth" (complete with quotation marks). It's just like the above ring except no truth you tell will be believed, but any lie will be.

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Re: Unusual Magic Items

 

The Ring of the True King. Anyone within 100 yards of the wearer* will believe that the wearer is the One True King and obey his royal commands. Unfortunately, if anyone moves beyond 100 yards, they will realize that they were under a spell... until they move within 100 yards again.

 

*Including the wearer!

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Re: Unusual Magic Items

 

Grab Bag:

When opened, a hand reaches out and pulls the character into the bag. The bag has a hole in it though and dumps the character in some distant and remote place. Sometimes even another plane of existence.

 

A one shot item that I used to transport a character from Waterdeep to Cormyr in the Forgotten Realms. The cool thing is that the player decided from then onward to have his character NEVER trust a bag. He demanded that all payments, awards, rewards, gratuities, etc be given to him in boxes, crates or chests.

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Re: Unusual Magic Items

 

Grab Bag:

When opened, a hand reaches out and pulls the character into the bag. The bag has a hole in it though and dumps the character in some distant and remote place. Sometimes even another plane of existence.

 

A one shot item that I used to transport a character from Waterdeep to Cormyr in the Forgotten Realms. The cool thing is that the player decided from then onward to have his character NEVER trust a bag. He demanded that all payments, awards, rewards, gratuities, etc be given to him in boxes, crates or chests.

...Did the character ever learn about Mimics?

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  • 3 weeks later...

Re: Unusual Magic Items

 

Here are two magical weapons, 'inspired' by Alice: Madness Returns and Castlevania: Lords of Shadow, respectively.

 

The Vorpal Blade.

 

While this bloodspattered blade is no sword it cuts through flesh and steel with equal ease and gifts its wielder with vicious speed. The blade channels the power of madness and so if its owner gives in to its bloodthirsty demands and abandons defence they will find that they can land blow after blow in a frenzy of destruction.

 

The blade itself moves so fast that it can barely be seen unless it is at rest, but as it strikes it leaves behind a trail of dark runes which burn the air for a moment before vanishing. The blade can also be recognised by the distinctive swish of air parting before its razor sharp edge.

 

Vorpal Blade, all slots Independent (-2), OAF (-1). 16 points total.

 

1. Blade: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (40 Active Points); Independent (-2), OAF (-1), No STR Bonus (-1/2), STR Minimum 5 (-1/4). 8 points.

 

2. Swift Strikes: +2 SPD (20 Active Points); Independent (-2), OAF (-1), Conditional Power Only To Attack With Vorpal Blade (-1/2). 4 points.

 

3. Frenzied Cuts: Penalty Skill Levels: +6 vs. Sweep Attack Modifiers with All Attacks (18 Active Points); Independent (-2), Limited Power Vorpal Blade Only (-1), OAF (-1). 4 points.

 

Combat Cross.

 

A unique weapon, forged by a mysterious inventor to destroy the creatures of darkness. While it appears to be an ornate iron cross the weapon is actually equipped with a length of retractable chain that allows it to be used as a flail or long whip.

 

Various additions have been grafted on to this magic weapon, including a grappling hook and stake which can be used to finish off Vampires for good.

Combat Cross: Multipower, 67-point reserve, (67 Active Points); all slots Independent (-2), OAF (-1). 17 points +3 points for powers. 20 points total.

 

Iron Chain Whip: Killing Attack - Hand-To-Hand 2d6, Ranged 8" (+1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2).

Hook Tip: Swinging 8" (8 Active Points); Independent (-2), OAF (-1).

Stake Attachment: Killing Attack - Hand-To-Hand 3d6, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), Conditional Power Only Against Vampires (-1 1/2), OAF (-1), STR Minimum 10 (-1/2).

 

The Combat Cross is made of cast iron and has been infused with holy water. If such things have any relevance in a particular game then treat the Combat Cross as being a Holy weapon, a Magical weapon and a Cold Iron weapon.

 

Similarly, treat the Stake Attachment as being made of wood for purposes of permanently killing Vampires. You may wish to give the Stake Attachment the Disadvantage 'Conditional Power - Must strike target's chest' to simulate the fact that it is intended to impale a Vampire through the heart.

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Re: Unusual Magic Items

 

I don't remember if i came up with this one on my own are was inspired by the internet, but I was going to use this in a D&D game once, years ago:

 

Fate's Fickle Blade

The characters would find this sword just out of reach of a skelatal hand sticking out from under a cave-in or large boulder or maybe sticking out of a pool with the skelton trapped under water. The first character that picks up the sword becomes bonded with it. He can never get rid of it now. If he sells it or tosses it into a river it always reappears in his scabbard.

While he wields it in his hand he will be extremely lucky in deathly situations. example: If he is on a collapsing rope bridge, his foot will get caught on the good rope and he doesn't plunge to his death.

The downside? Someday the sword, like fate itself, will betray him and he will die a horrible, horrible death. The characters umm...fate, as it were, was sealed once he picked up the sword.

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Re: Unusual Magic Items

 

Um. While a somewhat interesting item' date=' the fact that there's no way to get rid of it and no way to avoid it would make any DM who used it a jerk. Unless it's the kind of campaign where the players expect that sort of thing, I guess...[/quote']

 

Funny, I was thinking the opposite. Any player who becomes aware of this (at least the guys I play with), would use this as an excuse to hurl themselves into stupidly dangerous situations, confident that I had a specific encounter set up where they would be betrayed, and that, up until that encounter, they were immortal.

 

Now, what might work is an artifact that carried a large Luck pool, with a Side Effect on an Activation roll. Fail the Activation (or succeed, or whatever) and the same amount of Unluck (or more) is immediately rolled. That removes the destiny aspect of it, but still gives a good flavor factor. In fact, it would work perfectly for a campaign a buddy and I are currently working on...

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Re: Unusual Magic Items

 

The Saddle of Comfort - This incredible item has two main benefit. 1st no matter how far you ride in a day, you will not get saddle sore nor be discomforted in anyway. The second and the favorite of the horse is that it is comfortable for the horse and negates the weight of the rider. Of course this saddle is illegal in races.

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Re: Unusual Magic Items

 

Well I never got a chance to use it, but

it would have been in a room or chamber

in the dungeon off the beaten path. The

characters would have to discover it by

chance, wich is appropiate.

And there would be no normal way to get

rid of it.

They would have to go on a quest to

the jungles on the other side of the world and throw

it in a volcano, are something.

See, instant

plot hook.

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