This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Ghostmaker

Pages: [1]
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)


Pages: [1]