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Posts Tagged ‘magic item’

Magic Items

30 Sep

Inspired by this post from Game Knight Reviews, thought I’d have a go at designing some simple rules, suitable for any game, that will allow characters to create their own magical items during the course of a game.

Whenever a character uses an item in the course of some action, be it a sword in combat, a lantern whilst searching a tomb, or playing the lute to entertain the patrons of a tavern, and if the action has meaningful consequences– such as life or death in combat, finding a secret door leading to a way out or treasure, or persuading the barkeep to divulge information– then at the end of the gaming session, the player may declare that they wish to roll to see if an item has gained some sort of magical power as a result: a sword, for example, might become known as the Orc-Hacker due to its recent use in slaying orcs, and the player might want to see if the sword begins to exhibit magical powers. The player can suggest what the magic is, but the GM has the final say, and the guidelines below can be used as a guide.

The base chance of an item gaining some sort of magical effect is equal to the character’s level, as a percentage; this base chance can be modified, see table below. If successful, the item in question becomes magical.

Guidelines

  • Weapons, armour and shields should have no higher bonus (to-hit and damage pluses) than half the character’s level, rounded up;
  • Items should have a number of powers no more than the character’s level divided by three, rounded up (1-3 is one power, 4-6 is two etc);
  • Powers should either emulate existing items, spells, or feats/proficiencies/skills, depending on the system. with a rough power level equal to half the character’s (rounded up);
  • Ideally, powers should make sense within context of the situation from which the magical power was awakened.

Modifiers to Base Chance

  • +1% for each Hit Dice/Level of a defeated opponent, if in single and glorious battle;
  • +5% for a dramatic, heroic or life-changing event.

Examples

Cedric, a paladin with a nice sword, fights a dramatic battle against twenty orcs: he single-handedly defeats them, saving the lives of his allies, and earning a reputation amongst the orcs that manage to flee. The player, at the end of the session, decides she wants to roll for the sword to become magic; gives it a name, Orc-Bane, and wants +1 to-hit/damage and the ability to cause fear in orcs. The paladin is 6th-level, allowing a maximum of two powers, +3 bonus, so the GM agrees too the roll. The base chance is 6%, modified by +5% for the heroic stand; the player rolls 1d100 and gets a 02! Success! Orc-Bane is born.

Porthus, halfling chef and wizard, is trapped in a tomb, looking for a way out and with his failing lantern he manages to find the secret door that leads outside. Afterwards, his player wants to make a roll, for the lantern to be ever-full and lit: as Porthus is level 2, and the power is similar to continual light, the GM agrees but at a compromise, saying that the lantern will act as a light spell, three times a day. The player has a base chance of 2%, makes a roll, but fails. He may try again in the future, especially if the lantern proves useful.


It’s a rough idea. What do you think, could it work in a game?

 
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Magical Swords: A Variant Table for ACKS

09 Aug

Inspired by Tenkar’s Tavern’s recent posts, I’ve gone and copied the magic sword table from ACKS (page 211) and replaced the entries with swords of a more unique or magical nature, as opposed to the standard +1 and +x versus x type of swords (not that there’s anything wrong with generic items, but this is a nice alternative I’ll be using). I’ve followed that with some random tables for creating a basic background to the item, just to add some more flavour to the items.

Use the table in replace of the book’s table; use the other tables as desired, and allow those characters with suitable proficiencies (Loremastery, Magical Engineering and the like) to know the item’s history and thus learn about the item’s powers.

Variant Swords

1d100 Roll Sword Effects
01 – 39 Sword of Cleaving Allows wielder to Cleave like a Fighter of equal Level, or +1 to a Fighter’s normal number of cleaves.
40 – 44 Sword of Chiming Tolls like a bell when hostile enemies are within 30′; +2 attack/damage when used to fight said enemy.
45 – 49 Sting +1 attack/damage; when maximum damage is rolled, target must save vs poison or die.
50 – 53 The Tooth Fairy +1 attack/damage; every time the target is struck they lose a number of teeth equal to the damage dealt.
54 – 57 Haymaker +1 attack, +2 damage
58 – 62 Determination +1 attack/damage for every consecutive miss, restarts at 0 after attack hits.
63 – 67 The Finisher +1 attack/damage for every consecutive hit, restarts at 0 after attack misses.
68 – 75 Nightbane Glows 30′ when darkness falls; double-damage versus Shadows.
76 – 80 Swift-Death Double # of Attacks, and doubles wielder’s Movement rate when drawn.
81 Eye-Gouger +1 attack/damage; on a successful hit, target must save vs paralysation or be blinded.
82 – 84 Goblin Hewer Double Damage versus Goblins.
85 Cos’ Stabbing Stick Re-Roll Attack Throw 3/day
86 – 89 Jack’s Stalk-Cutter Double Damage versus Giants and Plants
90 – 91 The Ethereal Blade +1 attack/damage; allows wielder too ignore encumbrance when drawn.
92 – 94 Minion’s Barb +2 attack/damage; maximum damage is a natural 20 is rolled.
95 Pulveriser +3 attack/damage; on a natural 20, target is knocked prone.
96 Hack’n'Slash +3 attack/damage; on a successful hit, target must save vs death or be dismembered as per the spell (ACKS Player’s Companion; essentially, roll for a permanent wound on the Mortal Wounds table).
97 – 98 Old Man Iron Cursed; each successful attack ages the user by 1 year.
99 – 00 Relentless Cursed; when drawn must spill blood within a turn or else wielder is driven by uncontrollable rage and will attack anyone in range, determined to kill them. In addition, with every successful hit, user must make a save vs spells or commit to killing the target and anyone who tries to stop them.

History

Roll 1d12 for each column, or roll once and read across to create a basic backstory or to inspire your own ideas.

1d12 Previous Owner Created By Famous For
1 Cedric the Brave, a former paladin who met his death in a trap-filled catacomb. The Mage Revidius the Undying, in exchange for a tower overlooking an ancient ruin. Used against the undead horde of the Western Hills.
2 Porthus the Wizard-Chef, who retired to run a restaurant in the legendary City of Bones. An explosion of chaos magic that imbued the sword with mystical powers. Used to slay the dragon of the Glimmering Mountains.
3 Idni the Reckless, who never suffered a serious wound in his long adventuring life. The Divine Cleric Omar of the Blinding Light, who took part of his soul to bind his God’s magic to the blade. Dealt the killing blow to the infamous lich, the Wicked Carrion King.
4 Halmary the Devout, who abandoned his clerical ways to become a crusading knight. The Goblin Artificer Globnik, in his dank cave below the friendly village of Appleby. Created by binding a demon into the blood-doused blade. Slew the angelic Clockwork Savant atop Mount Dorthion.
5 Ungrid the Rager, a battleworn dwarf from the Stark Mounds. The goddess Aadila, forged and gifted to her divine knights to fight chaos on the mortal realm. Leading its former user to his death, against the dragon Glomund.
6 Zarkov the Pacifist, known for his inability to hit anything. Forged by the demon Thu, and wielded against the angels of the Valar. Being lost before a great battle, wherein it would have turned the tide.
7 Corvin the Light-Footed, a thief who fell to a pit trap full of poisoned spikes. Magical osmosis, after being left in a pool of spilt potions in a ruined laboratory. Breaking the magical blade of the Holy Knight, Celeborn of Doriath.
8 Scar, cowardly yet cunning warrior who sold his companions into slavery to escape a death sentence. Eraendel the sailor who sailed around the world, and learnt the secret arts of forging steel imbued with the essence of the living world. Removed the magical gemstone from the Demon King‘s Iron Crown.
9 Lorien the Fey, an elf lady from the Court of Summer. The Elf-Lord Fingolfin of Hithlum, mightiest of Spell-Swords. Slew a hundred goblins to allow prisoners to flee to safety.
10 Emile Autumn, the mentally-scarred and esteemed Bard, who was imprisoned in an asylum against her will. Forged from the gathered nightmares in the Forest of Broken Dreams. Severing the Silver Chord of the Silver Knight.
11 None. Since being forged it has remained ownerless. An absent-minded Mage known only as the Rainbow Wizard, who dwelt in the hills that border the Bitterleaf Forest. Becoming lost in the Howling Canyons, after being dropped from an air-ship.
12 The goddess Yevanna, who cast it aside after slaying her brethren to protect the world from their dark designs. The Holy Priests of the Church of All-Consumption, in anticipation of the End of Days. The weapon that forged a Kingdom out of bandit lands.

I might end up doing more tables like this for other weapons and armour too.

 
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Magic Monday: Ash of the Bitter Fields

21 Nov
Ashes to Ashes

Dust to Dust

And all around the mighty wizard, Arak-Sin, great flames the colour of the suns burst forth and swept across the fields of battle; and both friend and foe alike where slain, turned to ash, which drifted across the land for days after. And it is said, that wherever the ash touches, fire and death come forth until all is consumed.

The Ash of the Bitter Fields looks like any other pile of ash, but radiates a strong magic; so strong, that if a magic-user simply handles it, they know that is is magical and powerful, and certainly dangerous.

If a pinch of the ash is placed on a fresh field, wooded glade, or other natural land, then the magic takes effect 1d10 rounds afterwards: the ash billows with fire and smoke, spreading out at a rate of 10′ per round, for 1d100 rounds; the fire burns away all vegetations and leaves the soil barren and scorched. Anyone caught in the fires suffers 3d6 damage (save versus breath for half-damage) initially, and 1d6 per round they remain in the area. On any roll of a 6, they are also set alight.

 
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Magic Monday: Dented Helm of St Cassius

14 Nov

Helm of St CassiusAnd Cassius went forth into the battle, his mighty spear leading the way; he felled the enemies of the Prophet as he fought his way to her side. Seeing a heretic raise his sword behind the Fallen Star, Cassius leapt to take the blow in her stead; the sword rebounded off Cassius’ helmet, denting the silvered metal, saving his life. He thrust his spear into the flesh of the would-be assassin, ending his life.

The helmet of Saint Cassius is a silvered steel helm, ornate but tarnished. The side of the helm is dented, but does not prevent anyone from wearing it and getting the benefit of its protection.

When worn, it’s magic protects the wearer from life-threatening hits. Whenever the wearer is struck by an attack that would reduce them to zero or lower hit points, the helm will protect them and negate the damage. This can happen only once per combat encounter.

 
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Magic Monday: the Necklace of Saint Barry

07 Nov

The cleric held the figurine of the warrior tightly in his hand, and let the sharp point of its spear prick his finger: the blood flowed into the figure, kept safe and to be called upon when need arose.

The Necklace of Saint Barry is a seemingly ordinary necklace, with a leather cord threaded through a lead figure of a warrior holding a spear. Anyone knowledgeable in the ways of the church recognise this as Saint Barry, patron of warriors (for his name means ‘spear carrier’ in the old tongue). For any cleric following the saint, the necklace acts as a holy symbol.

It is also magical, and if blood is let upon the spear tip, the life-force is absorbed by the figure, stored until it is called upon to refresh and heal its wearer.

In game-terms: a cleric or fighter class can store hit points in the figurine, effectively injuring themselves to fill the figurine with life. Then, at any point and at a moment’s notice, the giver of the hit points, so long as they are wearing the necklace, can call back the hit points, healing themselves of wounds.

The necklace can only store one batch of hit points at any time, and only the person who placed the hit points inside can retrieve them. In addition, it will only function for those of the cleric or fighter class.

 
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