Posts Tagged “Magic Items”

The Evil Queen gives Snow White the poison apple--a classic cursed item.

Image from Disney’s 1937 “Snow White”

Greed’s Guilt – Golden coins of slightly larger than normal diameter, with a small ruby inlaid into a cavity in the center. They appear to be particularly valuable, and are likely worth more than standard gold coins if you can find the right collector for them. These cursed coins were actually made by a church of a goodly and lawful deity, whose clergy wished to punish the sin of greed by crafting an item of obvious value, which harm the owner.

For as long as these coins are within a character’s possession, whether they are currently being held, or are in a bank in the character’s name, the owner is cursed. They must roll a will save each night, with a DC equal to the number of Greed’s Guilt Coins possessed. Upon failure, the character cannot fall asleep by any natural means. They incur all of the penalties which would normally be associated with not sleeping, such as slower traveling speed, fatigue penalties on rolls, and an inability to prepare spells if they are a caster.

If an unnatural means is used to put the character to bed (such as a Sleep spell) then they will succeed in making the character unconscious. However, the sleep will not be restful at all. When they awaken, the character will feel as though no time has passed, and they will still incur all the normal penalties from not sleeping.

The Golden Quill – A fine writing implement, the size of a standard scribe’s quill, with a plume of fine golden strands, and a cap of the finest silver craftsmanship. This is obviously a piece of only the very highest quality, and is doubtless quite valuable. The origin of these quills is unknown, but the most common educated guess is that they were painstakingly crafted in the depths of the Abyss to sow seeds of discord amongst the mortal kingdoms. It is a good guess.

Once every 1d4 days, the possessor of a Golden Quill will use it to pen a letter to some friend or ally. In this letter, they will do everything they can to harm their relationship with that person. They will bring up their friend’s every failing, reopen every old wound, and curse their fellow’s very existence. Once the letter is written, they will do whatever they need to do to have it delivered promptly. If they are in the wilderness, they will store the letter pending their return to civilization. The curse of the Golden Quill allows no saving throw, and the writer of the hurtful letters will have no memory of writing them. Even if the quill leaves their possession, they will continue to ignore the letters hidden in their pack, and will dutifully have them delivered once it is possible.

Boots of Great Movement – A pair of finely crafted boots constructed from red-dyed leather and silk, with an intricate stitching of a wing on each heel. They appear to be luxuriously comfortable, and still very durable footwear. Anyone who wears these boots has their maximum movement speed increased by 15, but finds that they cannot stop moving. Every round, the character must move at least 10ft. The Boots of Great Movement cannot be removed without the use of a Remove Curse spell.

Rod of Lightning – This rod of blue glass appears to be a simple enough magic item. When directed at a foe and waggled up and down, an arc of electricity jumps from its tip to the target, dealing 1d6 damage. Targets are allowed a reflex save, DC 17, to take half damage. The Rod of Lightning is not a fancy magic item, but it does perform its task adequately.

However, if a character carrying the Rod of Lightning on their person is ever outdoors during a storm, then at least once they will be struck by a bolt of lightning from the sky, dealing 10d6 damage. It is likely that this will need to occur twice or more before the character will realize they are not merely the victim of a random occurrence. Even then, it may be difficult to deduce that the rod is responsible.

These devious items were crafted by a group of fundamentalist shamans. They wished to teach a lesson to anyone arrogant enough to think that the elements could be controlled with magic.

The Finishing Blade – This +3 longsword appears black in color, with a green shimmer if held under the light. The weapon deals an additional 3d6 negative energy damage to any target who has less than 20 hp remaining. While this at first appears to be an effective weapon, particularly when fighting against weaker opponents, it–of course–has a drawback.

Any living creature which is slain by this weapon rises as an undead monster precisely one month later. They retain all of the knowledge and abilities which they possessed in life, but gain the “undead” and “incorporeal” subtypes. Beings reanimated by The Finishing Blade’s curse have only one goal: to seek out the one who killed them, and force that person to join them in death. These creatures have a sixth sense which allows them to always be aware of their target’s current position relative to themselves. And they are absolutely relentless in their search.

Scabbard of Protection On one side of this leather scabbard, the material is dyed a deep red, whilst on the other it is a deep blue. The two colors are highlighted with gold, which is intricately shaped around the edges to create a supporting frame. The size and shape of the scabbard will change to suite any blade inserted into it. This is no mere work of mystic artistry, however. It also grants fast healing 1 to any who wear it. Upon strapping the scabbard to their body, an adventurer will immediately feel life flowing into them, and energizing them.

They may not even notice that every damage roll made against them is subject to a +5 bonus while the scabbard is worn.

The Lantern Beneath the Nose No one really understands the design of this lantern when they first lay eyes upon it. At the top, there is a hollow nose shaped from iron. A horizontal handle inside of it allows it to be held not unlike a buckler. Two chains descend from the nostrils, with a small lantern suspended about 1ft down.

Strange as it appears, however, adventurers who discover it are quickly excited by its power. When the handle is gripped, the lantern immediately lights up, and magically fills the entire room the wielder is in with light. Regardless of its size, or the position of objects which would normally create shadows. The entire room is magically illuminated.

As the light fills the room, however, it also casts a spell of greater invisibility upon any creatures of evil alignment.

3 Comments »

Zalekios Gromar's Kukri - The Son's Service. Art by cbMorrieAt long last, a return to my ongoing series of weapons which appeared in my Ascendant Crusade campaign. When this series left off in February, I posted about The Glare of Vecna. Prior to that I posted Gravewhisper’s Claw, Wallcraft’s Offerings and Kofek’s Tongue. All of those weapons, and now this one as well, were illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

WARNING: This post covers material which is significantly darker than what normally appears on this blog. I’m not kidding, this gets very grim.

The Son’s Service
Artifact Kukri


PHYSICAL ATTACKS


(Kukri)(Attack) +5
(Kukri)(Damage) 1d4 + 5 (Slashing)(18-20/x3)


SPELLS GRANTED


4/Day – As a standard action, the wielder can ‘cut’ a door in the air with the blade, creating a Dimensional Door which allows the wielder to instantly travel up to 30ft.

1/Day – The caster can spend 1 minute scratching a door into a stone surface. When the door is completed, stepping through it will cause the effects of a Plane Shift spell for 1 minute. The plane the wielder wishes to travel to must be whispered to the blade before the creation of the door is begun. Anyone can step through the door, even enemies of the caster, so long as they do so within 1 minute of the door’s completion.

1/Week – If the hilt of the blade is held so the eyes of the skull meet the eyes of a helpless opponent, then the wielder may speak the trigger phrase “Love is weakness.” When this is done, a brief light will flash in the skull’s eyes. The victim’s dearest loved one must then succeed on a DC: 14 fortitude save against death. On a successful save, they still take 3d6 pain-based damage. When this happens, the victim will hear their loved one’s cries of pain, and suffers a -6 morale penalty to all rolls for the rest of the day. (This is based off of the Love’s Pain corrupt spell in the D&D 3.0 Book of Vile Darkness)

1/Week – If the hilt of the blade is held so that the skull is pressed against the heart of a victim, then the jaws of the skull will bite into the victim’s breast, tearing away a small bit of flesh. The victim will then immediately drop to -8 HP, and stabilize. No saving throw is allowed against this attack, however if the victim is wearing any kind of armor it is impossible. Making this attack in combat is extremely difficult, and works as a melee attack roll made with a -4 penalty. (No weapon bonuses are included in this attack roll, as the attack is not made with the weapon’s blade.) (This is based off of the Stop Heart spell in the D&D 3.0 Book of Vile Darkness)


SPECIAL ABILITIES


  • Anarchic Physical attacks against lawful creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Goodbane)
  • Goodbane Physical attacks against good creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Anarchic)
  • Ghost Touch Physical attacks deal normal damage against incorporeal creatures.
  • Stolen Youth The wielder’s aging is slowed to 1/3rd the normal rate. Any effects which would magically drain the user’s age are only 1/3rd as effective.
  • Gift of Agony The Intelligence of The Son’s Service suffers constant anguish over the tragedy of its creation. Once per day, it can transfer this pain to a victim through a touch attack, dealing 4d6 damage. If it has been lying dormant for awhile, it may choose to inflict this attack on the first person to pick it up.
  • Bodysnatcher If the blade is buried into the brain of a corpse, then The Son’s Service gains full control of that body, and any abilities it had in life. The blade’s first impulse will be to escape from its owner, and an ego check must be made to command the weapon to obey. Another ego check must be made if any attempt to remove the blade is made.

INTELLIGENT ITEM ABILITIES


EGO 32; INT 19 (+4) WIS 10 (+4) CHA 19 (+4)
Senses Darkvision 120ft, Blindsense, Hearing; Communication Speech, Telepathy
Languages Common, Abyssal, Vasharan
Alignment Chaotic Evil
Purpose The Son’s Service is a psychopath. It is constantly driven to perform vile, and harmful deeds. Most often directed towards lawful, or good characters. It loves nothing more than to be used as an implement of torture and slaughter.


APPEARANCE


The Son’s Service is a Kukri about 4 and 1/2 feet long from the end of the pommel to the tip of the blade. The entire thing appears to be made of bleached white bones. The hilt is made of a series of vertebrae, which end in a pointed pommel. The hilt of the weapon is a very small skull, and the blade protrudes from the crest of that skull. Upon close inspection, someone familiar with anatomy might recognize the blade as a warped rib-bone, which has been flattened and sharpened. Though normally dark, the eye sockets of the blade occasionally take on a faint glow when the weapon is focusing its attention.


HISTORY


The origins of the blade known as The Son’s Service are as dark and depraved as the master it was crafted to serve: Zalekios Gromar.

After the murder of his father, Zalekios was raised by the succubus, Setya. The demon knew how to feed young Zalekios’ psychopathy, and gleefully encouraged him in his childish pursuits of murder and mayhem. As he grew, Setya artfully crafted her Vasharan son into a weapon. A mortal man with all the rage and power of a demon. When he reached maturity, Setya bore for him twin children. One, a girl, she named Reizalla; destined to succeed Zalekios’ as Setya’s agent of chaos. The other, a boy, was sacrificed in a ritual so vile that it tainted the very air around it. Even centuries later, those who unwittingly stumble into the location where the ritual was performed find themselves choking and coughing as though breathing smoke.

The succubus then used powerful magics to twist and reshape the dead child’s fragile bones into a blade. One so strong it could crack steel. She dubbed the blade “The Son’s Service,” and gave it to Zalekios as a parting gift when he went forth into the world to spread chaos and death. Immediately upon accepting the blade, Zalekios could hear it cursing him in his mind. The weapon hated him with a pure malevolence, the like of which has never existed before or since. If it could, the weapon would destroy the father who cavalierly accepted the corpse of his own son as a gift. But it could not. In fact, the weapon could never take any action, or inaction, which would harm Zalekios. Nor could it even attempt to disobey him–such was the curse of the vile rituals Setya had performed.

Zalekios’ created a path of destruction throughout the world for decades. He murdered children or parents, he schemed to topple kingdoms, he did whatever would cause suffering. And always, The Son’s Service was by his side, opening the wounds which fed Zalekios’ blood soaked path. Were it not for the rancour the blade felt for its master, these would have been the happiest times of its psychopathic existence. Eventually, when Zalekios allied himself with The Whispered Queen, there was much less killing to do. She demanded a greater amount of subtlety from her companions than The Son’s Service would have liked.

Many years passed in the Whispered Queen’s service, and Zalekios grew restless. He chafed at taking orders from a woman he knew he could kill, and viewed her goals of bringing order to the world as perverse. But he could not stand against her. Powerful as he was, he knew how fiercely loyal the Queen’s other companions were. Even he would fall before their combined might. He brought to her a compromise: turn her forces on the Abyss. Let him lead her armies against the demon lord, Graz’zt. Zalekios would usurp the Demon Prince, and claim his throne for himself. Once he was a demon lord, Zalekios could spread chaos throughout the multiverse, and would have no desire to meddle in the affairs of the material plane. Besides–he argued–it couldn’t hurt to have a demon lord as a friend.

The Whispered Queen agreed, and began preparing her forces for a march into the abyss itself. The titanic army overran Graz’zt’s outer defenses, and penetrated deep into the demon lord’s Argent Palace. They reached the center of Graz’zt’s power, and with victory within his grasp, Zalekios charged the demon prince. But The Whispered Queen advanced no further. She and her forces stood in silence as Zalekios and those loyal to him were torn to pieces and devoured by demons.

The Queen had taken Zalekios’ advice to heart. It couldn’t hurt to have a demon lord as a friend.

After Zalekios’ demise, The Son’s Service was given to Reizalla for her part in the betrayal. But she found that the blade hated her for being the surviving twin almost as much as it hated Zalekios for being responsible for its existence. And the weapon was not magically compelled to obey her as it had been for their father. Reizalla traded the weapon to a balor, and ever since it has traded hands from one demon to another. Likely it now resides in the treasure vault of one mighty demon or another, yearning to draw blood once more.

Be the first to comment »

A Hero with a Jabbering Prophet (Actually "David with Goliath" by Caravaggio) It’s Friday again, which means it’s time for another undead-themed post as part of the May of the Dead Blog Carnival! This week’s entry is a new type of magic item which I call an “Undead Item.”

An Undead Item is not simply a magic item with an undead theme. Plenty of magic items have skull or death motifs, and many have effects which are related to undead. But though these items have an obvious connection to undeath, they are not themselves undead items. An undead item has an un-life all its own. While not necessarily intelligent, undead items are created by taking dead matter (such as a limb from a corpse) and empowering it with negative energy through an evil crafting ritual which creates–in essence–a very simple undead creature. A creature which usually cannot move or act on its own, but which instead serves to bestow its powers upon whoever wields it.

It is important to note that while many undead items are named for more well recognized types of undead creatures, the item itself is not necessarily made from that creature. In fact, as with other forms of undead, an undead cannot normally be created from a corpse which has ever been animated before.

Zombie Juice This swirling red concoction comes in vials of about 6 ounces each. If it is imbibed, then unintelligent undead will view the user as ‘one of them’ for one hour per ounce which is consumed. Zombies, skeletons, and other such creatures will not attack the user unless specifically direct to do so by their master. And, in such a case, commands such as “destroy the human!” will not work. The undead creature’s master must very specifically indicate which creature is to be attacked.

If anyone wishes to consume more than 6 ounces at a time, they must succeed on a constitution check (DC: 12 + the number of ounces over 6 which are being consumed). Failure causes the user to be incapacitated for 10 minutes while they violently vomit. After 5 minutes of vomiting, the any effects gained by the Zombie Juice disappear, and the incapacitated user is subject to attacks from unintelligent undead.

Crafting Materials: Blood from an intelligent creature which was alive when the blood was taken but has since died, Unholy Water

Deadman’s Gaze A Deadman’s Gaze appears as an eyeball wrapped in flesh, with eyelids intact. It sleeps much of the time when it is not in use, but occasionally looks around on its own, taking in its surroundings. From the back of the orb protrudes a 20ft long ocular nerve, thick and tough like a rope. Anyone whose skin comes in contact with this ocular nerve will see whatever the Deadman’s Gaze sees so long as their own eyes are closed. Whoever holds the end of the ocular nerve will also be able to control the eye, opening and closing it, and looking in whatever direction they desire.

The eye’s primary use is to scout dangerous areas without putting the user in jeopardy. It has also occasionally been used as a torture device, since it can be used to force someone to watch something they wish to look away from, even when their eyes are closed. One of its most useful applications is as an impromptu nighttime guardian. Someone holding the ocular nerve and closing their eyes will not find it difficult to sleep. They will see what the eye sees as though it is a noiseless dream. The eye will attempt to observe everything it can from wherever it is positioned, and will focus on anything which visually seems threatening, but it cannot sense audio indicators of danger.

Crafting Materials: The eye of a humanoid creature, a sliver of brain tissue from a humanoid creature, an ounce of freshly shorn humanoid skin, 20ft of finely crafted rope.

Dead Messenger This simple skull and jawbone can record any message which is whispered into its “ear.” Once the message has been spoken, a set of necromatic command words are used to determine when the message should be activated. The parameters of its activation must be relatively simple, such as:

  • A command word, or phrase is uttered within “earshot” of the Dead Messenger.
  • A creature of a certain type comes within 20ft of the Dead Messenger.
  • When the area the skull is in becomes illuminated.

When the parameters are met, the Dead Messenger will then repeat the message in its own, guttural, clattering voice. It will continue to do this, repeating the message any time the parameters are met, until it is given a new message set of necromatic commands.

Crafting Materials: One skull and jawbone from the same creature, one silver piece placed between the skull and jawbone.

Food Taster This un-decomposing humanoid tongue is wet with saliva. Though it is not necessary, many are mounted on a handle, since it is unpleasant to hold them in your hand. When a Food Taster is touched to a substance, it will turn green if that substance would have a negative chemical or biological reaction to the user’s body. It can be used to detect any kind of poison, whether it is an ingested, inhaled, intravenous, or contact poison. It can also be used to locate dangerous diseases by touching it to an infected individual. Note that this item cannot be used to determine any information about a dangerous substance, only that the substance is dangerous to the user. Note also that if the user is immune to a substance which might be dangerous to others, the Food Taster will will not turn green in the presence of that substance.

Crafting Materials: One humanoid tongue from a creature who was killed by a poison, venom, or disease.

Grip of Despair Two skeletal hands connected by a single radius and ulna (the bones of the forearm). When not in use, the hands clasp and unclasp, or waggle their fingers, looking for something to grab hold of. When placed on the arms or legs of a small or medium creature, the Grip of Despair functions as a pair of masterwork manacles. In addition to binding a creature, the Grip of Despair cause any creature they grab hold of to act as though Shaken for as long as the manacles are on. No saving throw against this effect is allowed, though creatures which are immune to fear effects are not affected. In addition, any creature bound by a Grip of Despair takes a -2 on all will saves, with an additional -2 for any will save against fear.

Crafting Materials: Two skeletal hands (one left, one right), one skeletal forearm.

Spinal Column Scimitar This +1 scimitar, composed entirely of vertebrae, pulsates with negative energy. When not in use, it can occasionally be seen flexing back and forth with its limited mobility. On a successful hit, the victim must succeed on a fortitude save (DC: 18) or be paralyzed for 6 rounds. Even on a successful saving throw, the victim will be paralyzed for 1 round.

Crafting Materials: The spinal column of a paralyzed humanoid.

Funeral Procession Carriage The body of this carriage has a largely normal construction–though many are ornamented with depictions of skulls or other deathly imagery. It differs from a normal carriage in that it has no wheels, nor any harness for horses. Instead, the carriage is supported and propelled by row after row of skeletal legs which move in unison. Each pair of legs is mounted to a pelvic bone, which is mounted directly into the bottom of the carriage’s coach compartment. The legs are speedy and agile, which allows the Funeral Procession Carriage to move faster, and across more difficult terrain than most carriages could manage.The legs are also capable of shifting to a kneeling position to facilitate easy entry and exit from the carriage.

In order to function properly, the skulls associated with each pair of legs must be included in the construction of the coach. This is sometimes accomplished by mounting the skulls on the carriage, but more often the skulls are broken into smaller pieces, and their shards embedded in the wood used to construct the coach. The shards are spread evenly throughout all the wood of the carriage, and so long as one skull fragment from a given skull remains as part of the coach, the associated legs will continue to function. This prevents minor damage from disabling any of the legs.

Most necromancers are able to control a Funeral Procession Carriage using necromatic command words. Most of these carriages are also designed to accept any commands spoken by someone within the the cabin, though some are intended for use as prisoner transports, and do not include this function.

Crafting Materials: One carriage, at least twenty skeletons (four rows, five columns. Torsos are not required), the brain of a carriage driver.

Jabbering Prophet An un-decomposed head with emeralds embedded in each eye socket. The stump where the neck would normally connect to the head is capped with a metal plate which has been bolted in place. The jabbering prophet speaks constantly about things which seem to be of little or no importance. In fact, these nonsensical utterances are a constant stream of information about the past, present, or future of random creatures which exist throughout the multiverse. Were anyone able to record and catalog all of this information, it would no doubt reveal a great many secrets, but the task would be an impossibly monumental undertaking.

Once every hour, the jabbering prophet pauses for 30 seconds, then its emerald ‘eyes’ look towards someone within its field of vision, and it speaks a prophecy relevant to that individual. This effect can be controlled by facing the jabbering prophet towards a specific individual, and ensuring that no one else stands within the head’s field of vision. The prophecy which is spoken will most often relate to events which can take place within an hour’s time, but occasionally an event of great importance which may not happen for many years will be prophesied. Examples of such prophecies include:

  • If you travel south, you will be ambushed by orcs.
  • If you visit the elves, a blade in hand will be more deadly to you than to your enemies.
  • The Duke of Elloron will deceive you thrice when you meet.

Aside from the pause it takes each hour, the jabbering prophet never stops speaking, though it does know to whisper if its wielder is attempting to be quiet. This causes a -6 penalty on all stealth checks. The sound of the prophet’s speaking can be muffled by cloth, or magically silenced. However, if the jabbering prophet is ever physically forced not to speak (such as with a muzzle) then it will strain to speak until it destroys itself.

Crafting Materials: The head of a diviner 12th level or higher, two emeralds with a spell of True Seeing cast upon them.

May of the Dead Banner

Related Posts Plugin for WordPress, Blogger...

Be the first to comment »