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Showing posts with the label Magic Items

[WFRP] Magic Sling: Thwacker

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Thwacker is a magic sling that gives a +10% bonus to its wielder's Ballistic Skill. Any stone slung by Thwacker gains +1 to damage, and any creature subject to Instability* must make an immediate check to see if they have become unstable (a 6 on a d6). Instability rules can be found in the WFRP book, page 215 *Undead include Carrion, Skeletons, and Zombies. For more creatures, see Ethereal Undead, Demons, and Elementals.

[D&D 2e] Magic Item: Zorr / Gorlandor

Background Forged by Regor Nikful, Dwarven Forgemaster, in dwarven centuries long gone, Gorlandor is a sentient blade which awaits a bloodthirsty follower of Tempus to awaken it. The axe’s metal haft has Regor’s personal rune engraved into it. This particular axe was found by Zorr Granitecleaver, a newly appointed Battleguard. When it came time for Zorr to head out into the world to propagate Tempus’s truth, the elders suggested that he take the axe with him.  Unknown to Zorr at the time was the sentience sleeping within the axe. Someday the sentience, Gorlandor, will awake and challenge a certain foe in deadly melee. This sentience, when awakened, also speaks Ancient Dwarf. Zorr was killed by a Flame Strike spell in the Caves of Chaos which melded his spirit into the axe. Unfortunately for Gorlandor, Zorr's willpower is higher than its own and Zorr is the sentience now in control. Now the axe goes by either the name Gorlandor or Zorr. Powers When handled by a non-specia...

Magic Item: Sweat of Grungni

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The sweat of Grungni is a very rare magical liquid collected in small vials. One drop of the potent sweat collected from the dwarven ancestor is enough to completely heal a dwarf of any and all wounds, fatigue, and insanity.

Magic Item: Extension Ladder

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This magical ladder is normally found 2-3 rungs tall and used as a makeshift backpack frame. Upon command, the ladder extends to 10 feet.

[D&D 2e] Magic Item: Friendship Pipe

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"Sit down; let's talk," the man in robes gestured to seat near the fire. "If you have a pipe, let's smoke them. We'll see what we have in common, you and I." He took a pipe out of his cloak, packed it, and lit it leisurely. The Friendship Pipe has a number of calming, cooperation-inducing spells available to a magic user.  These spells are available over and above the magic user's normal daily allotment. They need not be memorized, nor must they be in the magic user's spell book. All the magic is contained in the pipe. The power of the magic user determines what spells he has access to. Magic User Level/Spell 1/Friends 3/Forget 4/Suggestion 7/Emotion 9/Mind Fog 12/Mass Suggestion

Magic Item: Power Cord

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This item presents as a finely woven decorative cord, as may be seen around the neck of a priest or academic character. These cords come in various colors and patterns. When 'empty' the cord radiates a faint magical aura for those detecting magic. The cord can be charged with magical power, however, either by the Meditate skill (Warhammer) or Spellcraft nonweapon proficiency (D&D) or the like (for whatever system you use). The cord is charged as per the Meditate skill (Warhammer) or 1 spell level per hour (D&D). Charging the cord means that the spellcaster's own personal magic stores are not regenerated, so the caster must wisely decide if he needs the power or if it can be stored. Stored magical energy can be used for casting spells, like a Jewel of Power (Warhammer) or Rod of Spellcasting (D&D). When desired by the caster, the spell energy is utilized from the cord instead and the caster retains all their own spell energies.

WFRP Book vs Novel Magic Items

I have been reading the Warhammer fantasy novels for quite a few years now and playing the WFRP game even longer.  It came to me just recently that I don't ever remember seeing a magic item from the rulebook make it into a novel. The Gotrek and Felix novels probably come the closest. Gotrek has a rune axe and Felix has a magical sword. These weapons, however, don't match the ability options in the first edition book. So, were the magic items in the rule book too lame, or were the authors of the novels too interested in coming up with their own items? Besides wondering about that disconnect, it can be an encouragement for us to get out there and make our own magic items for our own games.

Magic Item: Invisibility Bow

The user holding the bow in their hand is made invisible by the magic of the item. When the string is pulled, the user appears.  When the string is released, the user disappears again. There are also some runes on the bow that add extra powers to the arrows (explosive, lightning, etc.). The user will have to find out how to use them, and the GM will have to decide what the exact powers are. The rune fades after use, and doesn't light again for a period of time determined by the GM and usually based on the power of the rune. The player who received this in my game never figured out the runes, however the bow itself was a major game changer. You really need to be prepared for a character who can be invisible at will.

Magic Item: Bracers of Daemon Strength

PC:  These bracers are found, far from the rest of the armor they belonged with. They are dark red and in good condition. Alternately, there may be a small spike in the center of the bracers, if the GM desires. Relatively weak-looking black straps hold them on. When donning the bracers, the character immediately feels stronger, almost indomitable.   Their clothing/armor may fits tighter and is definitely lighter. It is a good feeling, leaving the wearer with no desire to take the bracers off...possibly ever. GM:  These are Bracers of Daemon Strength. They increase the strength of the character wearing them by +2, up to a max of 9 S. Immediately after the character is used to the bracers and has fallen in love with them (so to speak), the chaos effect will kick in. Roll on the Warrior of Chaos Mutation table (WFRP pg 230). This mutation will slowly begin. The character will also begin to act in a way which represents one of the chaos gods. Choose one that fi...

Magic Item: Bracers of Warrior Strength

PC: These bracers are found, far from the rest of the armor they belonged with. They are of steel, with blackened ridges along the edges. Alternately, there may be a small spike in the center of the bracers, if the GM desires. Relatively weak-looking leather straps hold them on. When donning the bracers, the character immediately feels stronger.  Their clothing/armor may fit a bit tighter. It is a good feeling, leaving the wearer with no desire to take the bracers off. GM: These are Bracers of Chaos Warrior Strength. They increase the strength of the character wearing them by +1, up to a max of 5 S. Ever so slowly, Chaos will start working on the character's mind. It will be subtle, and not necessarily noticeable by others in the party. The GM can lead the character during ethically grey areas, "You are sure it wouldn't be that bad to do--." The bracers send chaos "feelers" out into the wearer's forearm. Soon they are magically linked to the cha...

Magic Item: Tzeentch’s Blasphemous Blessing

Servants of the chaotic ones seek their lords’ favors, their varied chaotic gifts, their mutations. There exists, hidden in few forgotten recesses in the Old World, amulets which hasten the blessings of chaos. Few know of these amulets, and even fewer seek them. But for those who seek and find, the blessing comes rapidly…almost too rapid for the human body to survive. These amulets mutate a human body into a Beak Horror. The process happens over a 24 hour period. Not every body can handle the rapid change. Sometime during the process, have the character make a Toughness check.  If the check is failed, the body is consumed and the brain goes mad, and the character dies before the transformation is complete.

Magic Item: Alyssa’s Extra Eyes

This item is a small necklace with a mirror pendant. The mirror is round and approximately 1 inch in diameter. The mirror is kept magically scuff and dust free. The wearer can use the mirror normally. The real magic is used by the actual owner of the necklace. These necklaces are owned and distributed by the weredragon Alyssa as means for her to see whatever is in front of her agents, the wearers of the necklaces.  She gives these necklaces to anyone whose progress she wishes to follow. She can use the view in the pendant to teleport items to the wearer of the necklace. She often does this while the wearer is asleep or otherwise not paying attention so that the wearer does not know of the specific power of the necklace. If necessary (or desired), Alyssa can also use the view from the pendant to teleport herself to the viewed area.

Magic Item: Bag of Demonologist Beans

I created this many, many years ago (I think I created it…). I don’t see any reason why a PC would want this, or, if they knew what was inside, would use it. Oh well. These beans were specifically assembled and bagged with the party’s Demonologist in mind.  The GM should have the player describe exactly where they are planting the bean. The rest of the party should describe where they will be watching from, and the entire party should explain what their immediate intentions are afterward (remaining on that spot, backing up, walking away, running away, etc.) and how far they intend to go if they leave. They may or may not get to do what they intent, but the GM needs to be aware of this information before the roll is made. For the effect, the bean must be planted in the ground. All results are centered directly above where the bean was planted. Let the owner of the bag roll a d20:   A batch (10d10) of red ferns grow.   For each fern   pulled out of the ground...

Magic Item: The Exquisite Necklace of Jemma Bink

This stunning necklace was found by Gnome adventurer Jemma Bink while delving deep in the Haunted Halls of Eveningstar.  It was so enchanting that she put it on then and there in the middle of a dingy room.  Everyone in the party remarked at how beautiful the necklace was and how it made her face shine.  Even today, people that she meets comment on the necklace and the gorgeous little gnome wearing it. This necklace magically grants a +3 bonus to the wearer’s Charisma score (or a Looks or Appearance score/subscore if your system uses them). (Thank you to Debi of Lewellyn's Adventures  for the idea for today's magic item.)

Magic Item: Cowl of Voice Disguise

This nondescript grey cowl is popular among the shadowy underbelly of society.  When pulled up over the mouth and nose, the cowl changes the voice of the wearer. The voice is usually made deep and gravelly.  The most famous use of one of these cowls was when the crowned princess of Manujah donned the cowl, along with dark clothing, to break in and steal jewelry and gems from other noble houses in the city. In a few of these houses, a deep-voiced male was heard taunting guards on the way out after filling "his" pouch with jewels. When the thief was finally apprehended, and the cowl removed, the princess was unmasked.

Magic Item: Ring of Odor Disguise

This magical ring does not just negate the personal aroma of the wearer (odoriferous as it may be), but it also  makes the wearer smell like his/her surroundings. A thief wearing the ring and hiding from a bear against a cave wall would not give off a lack of smell but would instead give off a smell like the cave wall mixed with a bit of the cave floor and the ambient smell of the cave. For gaming purposes, the wearer of the ring is invisible to creatures whose only sense is smell.

Magical Item: Ram Strike Maul

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Amorti is a maul, sized like a mace or a hand axe, with an iron head. Both sides of the head have a hammer, neither are spiked. The heads show little signs of use. There is some discoloration (not rust), but no scratches or dents. It will show up as a high powered magical item on a Detect Magic/Sense Magic check. WarHammer Stats: +10 WS, +2 Damage, +10 Parry, Ram Strike S times per day. This hit will break any body armor and render the part of the body hit as useless for d6 minutes. Any creature may attempt a T check to remain standing.  If the maul hits a shield on a parry, the shield will be destroyed.  The shield arm will be numb and useless for d6 minutes. The PC must declare use of the power before rolling to hit. A miss does not use up a use of the power, but the power will automatically be activated for the next hit. D&D Stats: +2 magical weapon (+2 to hit, +2 damage). Small bonus to parry, if parrying rules are used. Ram Strike STR/3 times per d...

Magic Item: Spear of Repelling

Respinge is a magical spear made for use against charging opponents. There are no plusses to the weapon, but the magic is sufficient to hit any creature requiring a magical weapon to hit. It is made up of a steel head mounted to a strong wooden shaft. If an opponent charges the wielder of the spear, and the spear hits the opponent in the same round, then the charging opponent is knocked back the same number of feet/yards/squares and in the same direction from which they charged. If the spear wielder charges an opponent and hits, then the opponent is knocked back the distance that the wielder charged. The direction of the knock-back is on a continuous line from the charge of the attacker. Damage is rolled as normal for the weapon type. The knock-back magic kicks in after damage is done. It is up to the GM if the opponent has a chance to stumble and/or fall.  For simplicity’s sake, stumbles and falls were not assumed in the creation of the item.

Magic Item: Stone Dagger

Stone Dagger This item is a well-made stone dagger lashed to a solid wood hilt. There is nothing obviously magical about it, but it will show up as a moderately powered magical item on a Detect Magic/Sense Magic check. There are no plusses to the dagger, but it will allow you to hit all creatures which require a magical weapon to damage. The magic of the dagger is activated when used in combat. When this dagger is thrust into an opponent’s body, the creature stabbed is turned to stone.  There are some caveats: PCs and high level NPCs (exact definition left up to the game master) get a saving throw vs petrification. (WarHammer characters make a T check) Since the dagger must be thrust into an opponent, the hit must do 3-4 damage on a d4 (5-6 damage if your system allows daggers to use d6). Any less damage can be considered a slash. This means that a successful backstab will always activate the magical power. If the dagger is removed ...

Magic Item: Staff of the Stinging Sphere

(Created for WarHammer Fantasy Roleplay, first edition. D&D 2e equivalents are in parentheses.) Once per day this staff can summon a swarm of wasps, which will surround the wielder in an enclosed sphere for 10 turns (10 minutes). No creature can see into or out of the sphere. Sharp missile weapons such as arrows and spears attack at a -20 BS penalty (D&D: -4 to hit). Blunt missile weapons will be absorbed by the living wall of wasps. Any creature within melee distance will be attacked by a contingent of wasps which break off from the sphere. Treat this contingent as a Swarm, although it is not subject to stupidity. Treat the wasp swarm as if they were flying ants on page 246 of the WFRP book (D&D: Use an equivalent swarm of flying insects).