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Making Magic

Started by Cranewings, January 10, 2012, 11:52:52 PM

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Cranewings

I'd love to add more magic items to my game that reflect the will of the gods more than the demands of the dice.

So, I'm hoping to start a new list, first brain storming here and then adding it to my E6 file, magic items that players will find cool, characters will use, and don't throw off the game either by adding too much combat power or allowing them to bypass whole adventures by gaining movement or psychic abilities.

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Amulet of Peitho

This simple amulet is a silver feather with a gemstone the color of its bearer's eyes. Whoever wears this lucky amulet gains a +5 competence bonus on Diplomacy checks made with a possible mate, regardless of the nature of the conversation.

Scarf of Febris


This magical silk scarf protects the wearer from disease. Mundane diseases are negated and magical ones can't take effect while it is worn.

The Watcher's Coin

This cursed coin is a toy of the fates. Anyone that steals this coin, no matter how baited, suffers their wrath. A flock of crows follow the thief everywhere he goes. If he attempts to sleep, the crows will go through any length to keep him awake. After 6 days, if he hasn't made up for all recent past wrongs, a shade will appear and offer the thief a swift death, which will be accepted if they fail a DC 15 Will save.

The Rider's Lute


By spending a move action playing this magical lute, the hero summons a war horse. This lute provides a +5 competence bonus on Performance.

Rincewind1

#1
Chance

A sword called such in a joking fashion, due to the fickle nature of Lady Luck, the sword was imbued with magic representing Her smile.

Normally, Chance acts just as a masterwork longsword. However - during every encounter that includes a creature that'd normally be immune to blows from Chance, flip a coin. Heads - nothing happens. Tails - the creature is harmed by blows from Chance normally. Only one flip is made in case of multiple such creatures - they are either all harmed, or none are.


Inspired of course, by a sword of certain Ganoes Paran.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Cranewings

Glory Seeker

This magical cloak provides a +2 bonus on saving throws against fear. The cloak of a famous hero, it eventually became magical as his desires were imprinted upon it.

Anyone who wears this cloak will suffer a random encounter 1 in 4 days instead of 1 in 6 while traveling. The glory seeker can suffer these encounters while on the road in normally safe lands. It is as if the gods point the way of evil to him.

Opaopajr

#3
I'm assuming AD&D 3e placed vaguely in Forgotten Realms in fantasy Europe Middle Ages, though you haven't specified a system or setting. Going with that assumption, I'll make you some new toys, however I'm toning down the mechanical power level.

Scent of a Woman: Attracts the attention of a valiant willing to defend the wearer in their time of need. Specifics of the assistance are negotiated through role play. Range is perfume strength and application quantity.

Scent of a Man: Attracts the attention of a confidant willing to support the wearer in their time of exhaustion. Specifics of the assistance are negotiated through role play. Range is cologne strength and application quantity.

Discretion's Valor: An enchanted letter opener used to sever most magical enchantments upon opening a written message: this includes tracery, illusions, damage, divination, etc. Functions as a specialized Dispel Magic with a much higher success rate, usable 1d6+4 times per day (determined upon item creation). Quite famous artifacts from a fallen empire, a la Byzantium.

Philtre de Bonne Ambiance et Camaraderie: a magical powder of various pleasing cantrips (good smells, pleasing noise level, light breeze, dappled sunlight, etc.) and the Friends spell cast upon a location. The amount of cantrips is equal to 1d4+2 effects, chosen by the user upon use, and the spell coverage area is around 400 sq. ft. (i.e. a 20'x20' area). Duration is 4d3 hours. People (humanoids), including the user, and natural animals are affected while within the location. One must first perceive the spell to trigger a save, as this is an otherwise not aggressive spell and usually ignored.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman