Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Friday, February 13, 2015

Wyrdwood Tokens

Level 3 Magic Items

At the center of the Hall of Masters, there is a large, ornately carved stone table. The table is an ancient map of Fyndel Forest. Several carved wooden tokens have been placed on it. Upon further inspection, these tokens seem to be living, autonomous creatures. They are actually tied to the various creatures living in Fyndel Forest. The table is dotted with several piles of ash, as if some tokens have been burned.

Carved by the Druids of Fyndel, the Wyrdwood tokens have the likeness of a Spider, a Giant, a Giant Wasp, a Dragon, and a Goblin. All of the tokens share the following common abilities:

  • Their eyes glow when a creature of the token's type is near
  • While holding the token, characters may communicate with those creature as if they were fluent in its native language
Additionally, each token has a unique ability. After using it, the token turns to ash.
  • Spider: Create 100' of silken rope.
  • Giant: For a single turn, the bearer has giant's strength. Double the rating of Health or a Health-based skill for a single roll.
  • Wasp: During a single round of combat, an arrow or bolt fired from a crossbow splits into many and swarms the enemy. The character who uses this decides how to reduce the enemies disposition in the turn it was used.
  • Dragon: Engage in any type of conflict, regardless of Order of Might, counting the party as equal. 
  • Goblin: The token transforms into a key capable of opening a single lock.

Friday, July 4, 2014

More Magic Items for Torchbearer

Sunshard Ring

Once per adventure phase, a character may summon the mpower of this ring. It provides light as a torch that cannot be blown out or smothered in any way.

Level: 1
Type: Magical Clothing
Inventory: Hands/ Worn 1

Everflask

This flask refills itself at the beginning of each phase.

Level: 1
Type: Magical Equipment
Inventory: Pack 1 or Replaces Waterskin slot

Oracle Blade

Once per conflict, before revealing action, guess what your opponent scripted. If correct, you may re-script.

Level: 2
Type: Magical Weapon (Sword)
Inventory: Be;t/Weapon or Hand/Carried 1

Blood Drinker Axe

During a Kill, Capture, or Drive Off conflict, you may recover 1 point of disposition for every 2 successes over the Ob on an Attack action.

Level: 3
Type: Magical Weapon (Battleaxe)
Inventory: Hand/Carried 2

Mirror Shield

When being targeted by a spell, roll a number of dice equal to the caster. If the spell is successfully cast but you roll more successes than the caster, it is reflected and affects them instead.

Level: 4
Type: Magical Weapon (Shield)
Inventory: Hand/Carried 1 or Torso/Worn 1

Monday, March 3, 2014

Magic Item Monday: Torchbearer Edition

Heartseeker Bow

This ornate bow carved from the darkwood groves of the drow citadels always aims true.

As a normal bow, with the following effect. On a successful Attack test in a kill, capture, or drive-off conflict the loser must make a Health (or Nature, in the case of Monsters) test at the Ob equal to the margin of success or be knocked out of the conflict. This only affects living creatures. Each creature may only be affected by this ability once per conflict.

Hydra

Wielded by the Chaos Lord Molan, this three-headed flail is adorned with numerous spikes. 

Effect: Once per adventure phase during a kill, capture, or drive off conflict, a player may invoke the power of the flail to wreathe it in flames. Doing so allows the wielder to switch their script to Feint after both teams have revealed their actions. Afterwards, the weapon receives a +1D advantage to Attack, Defend, and Maneuver actions but a -1D to Feint for the duration of the conflict.

Band of Fire

This gold ring is set with three rubies that glow like the coals of a fire. 

Effect: Each of the three rubies stores a single spell, allow both Magician/Elf and the non-gifted to call on its powers. The bearer may cast each of the following spells once per adventure phase.
Those who attempt to harness the ring's power without the any formal Arcanist training are literally playing with fire. Use the Beginner's Luck rules for factoring the obstacles. For the purposes of these tests, Eldritch Darts is Ob 1 and Scorching Ray Ob 2.

Suggested Twist: One of the three rubies shatters, releasing the spell that was attempted to be cast. Alternatively, use the Magic Twists from the Wandering Monster Section (The room fills with sulfurous smoke, you start a fire that can't be put out). 

Monday, May 13, 2013

Magic Item Monday: The Balance Blades

Scholars of Empyrealia and Demonology may tell the tale of two brothers who could never quite see eye to eye. One day, when their disagreement snowballed, as they often did, the two brothers decided to duel to settle their differences. For every advantage gained, each brother exposed a weakness. As the final years of their age came to a close, neither would put aside the sword and fought to their last breath. How these swords found their way to the realm of men remains a mystery. 

Angelking Sword

The steel of this sword has a blue tint. For a neutral character, it functions as a +1 Longsword. For a Lawful character, it functions as +2 Weapon and has an increased threat range against chaotic opponents. Chaotic wielders still receive the +1 bonus as a neutral character, but should be treated as having the lowest luck score for the purposes of assigning hits.

Demonking Sword

The steel of this sword has a red tint. For a neutral character, it functions as a +1 Longsword. For a Chaotic characters who wield it still receive the +1 bonus, but it also heals the wielded 1d8 hit points each time a living creature is slain. Lawful wielders still receive the +1 bonus as a neutral character, but should be treated as having the lowest luck score for the purposes of assigning hits.

Those who dual-wield these weapons may get a glimpse of the true nature of these weapons. A natural roll of 1 or 20 applies to both weapons. Should both a 1 and 20 be rolled, count both swings as a miss. The luck penalty, regardless of alignment, is ignored.  Other Alignment-specific abilities still function as normal. There is rumor among bards that a way exists to forge these blades anew as a single hilted, dual-bladed weapon. 

Wednesday, August 1, 2012

Minor Magic Item: Asmodeus' Coin

Minted on one of the seven levels of Hell, this coin is both a boon and a curse to anyone who comes upon it. Anyone who looks at it can see it is different immediately. Slightly larger, it seems to emit its golden sheen like a torch casts light. A player who spends their time examining it will be surprised to see the faces change as they flip it back and forth. In total, there are three faces: a snake, a fox, and a lion.

A character may flip this coin once per day. If they do so, roll 1d3 in secret and apply the results as follows:

1) The Snake: The coins luck has run out for you! Treat the next action a character takes as if the player had rolled a natural 1.

2) The Lion: You feel uncharacteristically confident! Increase the dice rolled by +1d on the dice chain for the next action your character takes.

3) The Fox: You feel lucky! The next time a character burns luck, add +1 for each point burned.

The coin has a mind of its own and often betrays its owner, leaving them unusually irritable and unable to focus for a time. A DM should track how often a players relies on Asmodeus' Coin. Should the player ever lose this item, have their character make a Will save (DC = the number of times the player has used the coin, maximum 20).

If the player fails their save, reduce all actions on the dice chain by -1d for a number of days equal to the DC (20 days at the maximum DC). During this period, the coin is a constant presence on the character's mind. Should they ever recover it, they will be furious to see that the powers it once granted no longer work.

For these reasons, no one in possession of the coin ever willingly relinquishes ownership. Ownership is established by flipping it.