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Pen and Paper Roleplaying Games (RPGs) Discussion / Magic Items Thread
« on: July 30, 2020, 08:44:22 AM »
All the discussion about magic items for sale in said thread got my brain a-whirlin', thinking about new magic items or customized ones.
Now, obviously, mechanics for such vary from game to game but converting should NOT be too hard for a pack of grognards like ourselves.
So I'll start:
Dwarven cursebreaker (miscellaneous, expendable)
A dwarven cursebreaker is a baton about three feet in length, no thicker than a dwarf's thumb, and made of either wood or bound fungus-stalk fibers and dipped in resin. Painted or incised along its length are dozens of the angular Dwarf runes, and anyone who reads Dwarven can at least perceive these as prayers of restoration and abjuration. Identify or read magic will allow the caster to determine the item's true nature.
As its name implies, a cursebreaker is used to break curses or enchantments. Its use is deceptively simple: a wielder strikes a victim with the rod. At this point, several things occur:
a) the victim takes 1d6+Strength modifier in nonlethal/subdual damage. This damage does not overflow if it reduces the target to 0 HP.
b) all malign magical effects are targeted by a dispel magic or break enchantment (depending on your system). Regardless, if a check is called for, it is modified by the amount of subdual damage dealt to the victim as a bonus. Each effect is checked once, starting with the highest DC and working its way downward.
c) the cursebreaker shatters and is no longer magical.
A cursebreaker only breaks if the target is actually under the effect of a malignant spell. Otherwise, it has hardness and durability equivalent to a three foot steel rod (use steel longsword stats if someone is trying to sunder it)
Thoughts?
Now, obviously, mechanics for such vary from game to game but converting should NOT be too hard for a pack of grognards like ourselves.
So I'll start:
Dwarven cursebreaker (miscellaneous, expendable)
A dwarven cursebreaker is a baton about three feet in length, no thicker than a dwarf's thumb, and made of either wood or bound fungus-stalk fibers and dipped in resin. Painted or incised along its length are dozens of the angular Dwarf runes, and anyone who reads Dwarven can at least perceive these as prayers of restoration and abjuration. Identify or read magic will allow the caster to determine the item's true nature.
As its name implies, a cursebreaker is used to break curses or enchantments. Its use is deceptively simple: a wielder strikes a victim with the rod. At this point, several things occur:
a) the victim takes 1d6+Strength modifier in nonlethal/subdual damage. This damage does not overflow if it reduces the target to 0 HP.
b) all malign magical effects are targeted by a dispel magic or break enchantment (depending on your system). Regardless, if a check is called for, it is modified by the amount of subdual damage dealt to the victim as a bonus. Each effect is checked once, starting with the highest DC and working its way downward.
c) the cursebreaker shatters and is no longer magical.
A cursebreaker only breaks if the target is actually under the effect of a malignant spell. Otherwise, it has hardness and durability equivalent to a three foot steel rod (use steel longsword stats if someone is trying to sunder it)
Thoughts?