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(Mythras) magical and legendary items

Started by Llew ap Hywel, March 24, 2017, 01:23:42 PM

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Llew ap Hywel

**So I'm not derailing the other thread**

How do you Mythras (Runequest) GM's do magic items?

I don't mean D&D style +1 or wand of magic missile but stuff like
Glamdring
Narsil
Isleth

Ykraith the dragon wand
Spellstone of Echainion(sp?)

I've tried to google this but can't find any really satisfying answers.
Talk gaming or talk to someone else.

Simulacrum

Quote from: HorusArisen;953489**So I'm not derailing the other thread**

How do you Mythras (Runequest) GM's do magic items?

I don't mean D&D style +1 or wand of magic missile but stuff like
Glamdring
Narsil
Isleth

Ykraith the dragon wand
Spellstone of Echainion(sp?)

I've tried to google this but can't find any really satisfying answers.

I'm not familiar with all your examples. If you want legendary stuff, I suggest you just write it for what it is and describe its attributes. Lots of good examples in old Gloranthan supplements, which has a lot of those kind of things knocking around. For more mundane magical treasure, still make them all unique, with a reason they exist or were made. Having a mind for how they would be created in the game system (whether that is RAW, houseruled or campaign world specific) gives you parameters within which to design, define and quantify the attributes. Overall, simply look at what spirits, sorcery, theist miracles etc can do and model magic items to provide benefits modelled in similar ways. Of course watch out for durations and number of uses if it's something that needs limiting to not break things, and where need be ensure there are conditions on the enchantment placed on it by the original creator. Something that mimics a folk magic spell can be permanent - eg a hatchet with permanent Bladesharp, a breastplate that is always Polish-ed. An actor's tragic mask that mimics the Voice spell. Here's a few examples from my Thennla campaigns:

The Pain Cushion.
A small plush embroidered cushion that fits in the palm of the hand.
Virtues: Spellcharged. The cushion has 4 slots for stored spells, which are all castings of Abjure Pain at 57% with a one season Duration and Magnitude 4. The benefactor who provides this enchantment has the spells replaced during the Emperor Days

Otek's Dead Hand (Enchanted Golem)
Skills: Hemite Sign Language 50%, Lore (Mathematics) 90%, Mechanisms 60% Perception (Sound and Touch) 45%

Created by the Hemites, a sect of accountant-calligraphers active in the pre-imperial period, this powerful but rather limited device is exactly what is sounds like – a mummified hand set into silver fittings, including a base at the wrist that allows it to be set on a desk, fingers in the air, ready to do its work. When posed a problem to solve, Otek's Dead Hand swiftly calculates an answer and relays it in a sequence of complex finger movements and gestures. To the uninitiated this bygone sign language is completely unintelligable – it requires an extended Literacy task, with a task round unit of seven days spent with the Dead Hand, to learn it. The Hand has its uses outside the realms of simple calculation – its problem solving skills and manual dexterity can also be applied to gambling and picking locks.

Sword of the Tarasids (Enchanted Sword)
Virtues  
Blur: Target's attempt to parry or evade this sword are one grade more difficult; Mighty: adds +8 to the user's STR for purpose of calculating Damage Bonus; Unbreakable: +8AP

Conditions
This is a family heirloom that only provides its benefits to a member of the Tarasid family, however the additional AP always apply.

Cult items can be a bit more hand-waved because they may well be divine gifts, but must be in keeping with cult magic, goals etc. e.g.:

Talok's Spears
The spears in which these spirits are bound are all capable of being removed from the statue's grasp and used in anger.

Virtues and Conditions: each spear is an Intensity 8 enchantment that bears a permanent Damage Enhancement spell that means it always strikes for maximum (8) damage, as well as a Fetish enchantment that allows it to hold a single bound spirit that can be commanded by the spear's wielder.

The spears only provide their virtues to Talok's devotees.

Then there are things that don't conform to normal rules because they are naturally created or come from somewhere else. An example in Thennla is a Wyrmstone (prized from the skull of a dead wyrm) that stores Magic Points.

Llew ap Hywel

Isleth would be a longsword with a permanent blade sharp then.

I'm mostly curious on people's takes, yours seems in the ballpark of what I was thinking.
Talk gaming or talk to someone else.

Llew ap Hywel

As an aside if anyone is familiar with Decipher games lord of the rings their take on legendary/magic items is kind of thedea
Talk gaming or talk to someone else.

crkrueger

Can give more ideas later, but MRQII Vikings has examples of famous Norse Weapons and how to express those in game terms.
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Llew ap Hywel

Quote from: CRKrueger;953513Can give more ideas later, but MRQII Vikings has examples of famous Norse Weapons and how to express those in game terms.

I have the Legend copy. Thanks for pointing that out as it has some great ideas.
Talk gaming or talk to someone else.