Monday, April 7, 2014

three magic items

I entered the OSR Superstar Competition. None of my stuff got picked, but that's okay. When I use magic items I prefer to design them to fit my own game and within the context of whatever the story is. This was an interesting exercise as I tried to write concise entries that could easily be dropped into any GM's world. Here they are:

the Loyal Blade of Death
This is a simple dagger made of iron. It appears to be slightly dull and the handle is made of wrapped leather that appears torn at the ends, as if it may unravel if used too much. The dagger itself is impervious to harm, though the leather wrapping is just the most recently fashioned handle.
If wielded against an opponent it will inflict 1d4 damage. If a sapient (Int 2+) creature is killed with the dagger, the wielder will feel a surge of energy from the blade and the damage will increase to 1d6. Killing a sapient creature continues to increase the die type of damage every time one is slain with the blade itself. Thus 1d6 becomes 1d8, 1d8 becomes 1d10 etc. until it maxes out at 1d100 (if the GM has access to other die types such as d16s and d24s she is encouraged to include those as well). If the dagger is lent to another person, or even touched by a sapient creature other than the current wielder, the damage die type resets back to 1d4.
The dagger will radiate as powerfully magical and resists all forms of divination to reveal its powers, but a Commune or Legend Lore spell might reveal that the blade was not crafted on the mortal plane of reality. Sleeping while having the dagger on one's person, or under their pillow, will cause the owner to dream the deaths of all of the people and creatures the blade has killed, from the dead's perspective. In truth, the blade has recorded all of these experiences, and being so close to the blade causes a mortal mind to share those recorded sensations. Some demon will some day come looking for the blade to drain all of the experiences from the dagger. They may already be looking for it...

Ring of Returning Home
This simple unmarked band of gold was once around the ring finger of a prominent magic-user who was married to another magic-user of some talent. The ring was created so that their spouse would never get lost in their work and always come back to their mutually shared home to rest. The names of these magic-users have been lost to time, but the legend of the ring remains and for many wielders of magic who construct their own towers it would be a valuable prize.
The ring only works for magic-users, and nobody else is capable of getting it to work. It allows the wearer to visualize a place they have been to before and instantly teleport there, but it must be a very familiar place to the wearer. The ring can be used as many times in a day as the wearer wishes, however the second time the ring is used it will always teleport the wearer back to the exact location they teleported from before. In fact, if they haven't returned by midnight of the same day (from where they teleported from) then they are instantly and against their will teleported back.
The ring will not function according to command, or for anybody else who attempts to use it, until the "return trip" has been made by the original wearer. Removing the ring will not prevent the "return" teleport, as both the wearer who used the ring and the ring itself will teleport back to their original location at midnight of that day. If the ring is used and the wearer dies, then at midnight their body and the ring teleport back to where the ring was first used.

Gravity Boots
Across the sea there is a city of towers and buildings that stretch unbelievably high, and to reach these places there are alleys and streets that stretch above and below ground and traverse every corner of the city's impossible heights and fathomed depths. In this city is a thief who can walk on walls and ceilings and jump from any building and land on her feet, and the gravity boots are how she does it.
The boots don't actually break gravity, but they create a localized gravity field around anybody who wears them. Down is always relative to the boots being worn and outside of this localized gravity field momentum and weight mean nothing. The wearer can walk up walls and onto ceilings as if they were solid ground. If the wearer is fighting while using the boots then both they and their attackers suffer -2 penalties to hit each other, due to the weirdness of interacting with localized gravity. This also applies to missile fire directed at the wearer when the boots are allowing them to walk up walls or jump off rooftops, but doesn't apply to missile fire from the wearer.
The boots do not enhance the wearer's ability to jump and if they make a concerted effort to separate from a ceiling or wall they will jump off of it but as long as the wearer can land on their feet they won't take damage from falling any distance of height (resolve a jump as a saving throw with a +4 bonus, a particularly difficult jump would have no bonus). Reverse Gravity spells have no effect on the boots while they are being worn, the localized gravity field trumps external effects.

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