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Magic Items Thread

Started by Ghostmaker, July 30, 2020, 08:44:22 AM

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Ghostmaker

Quote from: GeekyBugle;1143551Tonah's Temazcal

When conjured a small round mud hut (about 4 1/2 feet tall with a radius of 4 feet) with a small door (you have to crawl on your knees to get inside)and a smaller window on top (no wider than 2 inches) appears, whoever goes inside has 1d4 + caster level spiritual taint/poison cleansed if the "patient" is healthy it might just soothe it's muscles or induce visions 2/6 which might include a spirit journey 1/6, said visions have to be interpreted by the Shaman.

Edited to add:

It's the Aztec version of a sweat house, inside there's a coal fire heating a pot with water and herbs.
Clever. Especially if it's a collapsible item, like the Instant Fortress.

Quote from: Steven Mitchell;1143552One of my favorites from a long time ago:

Gravity Control Boots.  These stylish, royal purple, boots come up to your calf.  By making a magic check (put whatever works for your system here), the wearer can define the direction of gravity for himself and his equipment.  Gravity does not change for any other living thing carried by the wearer.

Ideally, you set the check such that the character can make it more often than not.  The first time I used it, the wearer had about a 80% chance.  For most players, this will cause cautious use at first, then more repeated use, until they stumble across some of the problems.  For the first guy, he realized that he could define gravity at a 90 degree angle and thus walk on walls, up near the ceiling in the dungeon, which would make it easier for him to sneak and harder for monsters to reach him (it was an ancient hall with 12 to 15 foot ceilings). Then he missed seeing a side tunnel which for him was a very deep pit.  Fortunately, he made his check to reorient before falling very far, but you should have seen the look on the player's face when he was rolling.  One of the few times I've seen a player go pale. :D
Oh, the possibilities, especially in the hands of a ranged combatant...

GeekyBugle

Quote from: Ghostmaker;1143645Clever. Especially if it's a collapsible item, like the Instant Fortress.

Think of Leomund's tiny hut, but  it's a sweat house.
Quote from: Rhedyn

Here is why this forum tends to be so stupid. Many people here think Joe Biden is "The Left", when he is actually Far Right and every US republican is just an idiot.

"During times of universal deceit, telling the truth becomes a revolutionary act."

― George Orwell

Ghostmaker

Quote from: bat;1143622Signature link, category: Magic Items.
Coming hopefully Q4 as an illustrated book.

Reminds me of Daily Bestiary, and in a good way.

bat

Quote from: Ghostmaker;1144076Reminds me of Daily Bestiary, and in a good way.

Thank you! I made it daily for the first three years. Then cracked. Took a break. Every other day now, rain or storm.
Ancient Vaults & Eldritch Secrets

Sans la colère. Sans la haine. Et sans la pitié.

Jag är inte en människa. Det här är bara en dröm, och snart vaknar jag.


Running: Barbarians of Lemuria, Black Sword Hack
Playing: AD&D 1st Edition.

Ghostmaker

Quote from: bat;1144310Thank you! I made it daily for the first three years. Then cracked. Took a break. Every other day now, rain or storm.

To misquote Dirty Harry, people gotta know their limitations. :)

Bottled Time (miscellaneous)

"If I could save time in a bottle..."

This vial appears to be made of some form of bone or ivory, and is opaque with a thick cork in the neck. The bottle is almost invariably empty when found, though it radiates transmutation and conjuration magics.

When it is left out and opened, it draws in the 'time' around it in a 10' radius. Anything within that radius is subject to a temporal stasis effect. This effect activates 1d4 rounds after the bottle is uncapped and set on a flat surface. The bottle draws up to twelve hours of time, and when it is 'full', the stasis effect ends. Nothing outside the effect can enter the radius when it is siphoning time.

Thereafter, the holder may 'spill' some time, creating a time stop effect. Since playing with bottled time is something of an inexact science, for every use of this ability the number of hours expended is 1d4+3. It is impossible to tell how much time is left in the bottle, only if it is empty or has some time left. Regardless, the user may always create a time stop effect if there's at least one hour left in the bottle.

Alternately, the bottle may be upended over a person entirely. This immediately dispels and reverses any unnatural aging effect upon the target, though it grants no additional lifespan. This empties the bottle, however.

Using bottled time is risky. Every time the bottle is charged, there is a 5% chance it will attract the attention of a bythos aeon. Such aeons take a dim view of this device, and sometimes the safest course of action is to simply surrender the bottle. Slaying the bythos only buys a temporary respite, and a bythos that is only driven off will most certainly return with reinforcements.

Ghostmaker

How appropriate, I'm necro'ing my own thread with a necromantic item.

Bone Chair (miscellaneous)

The bone chair appears to be an elaborately constructed chair made entirely from various bones (mostly humanoid) and minimal padding (most living creatures using one add a pillow or cushion). It radiates strong necromancy and transmutation magics.

Upon the use of a command word, the chair unfolds four to six legs which lift the seated person up approximately a foot and a half, while two skeletal hands clasp around their waist to prevent them from falling out easily.

Hereafter, the chair will carry the seated person (requires a move action) at a speed of 20' per round. It is not terribly quiet (-2 to any Stealth check, due to the clacking of bones), but it does act as a steady platform (+4 CMD versus combat maneuvers to trip, bull rush, or otherwise knock it over, and a +2 to any saving throw involving unstable footing). The chair is not a living creature and thus does not suffer fatigue, however it can only move as fast as its maximum 20' speed and cannot forced-march.

The chair is not a particularly durable item, and if it suffers more than 20 points of damage (use standard hardness for magical items, bone material) it stops functioning. Bone chairs can be repaired with spells like make whole but will require a supply of bones to replace damaged components (as a rule of thumb, one complete skeleton is sufficient for 2-3 repairs).