Couple of Homebrew Magic Items

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ragboy
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Couple of Homebrew Magic Items

Post by ragboy »

In the vein of "no more +1 swords and potions of healing," I think all my magic items will be based on the idea of a boon for a sacrifice. And any one-shot items are highly unstable.

The Bleeding Axe
Forged by the great hero-priest of Cherek, Vulsheim, the Bleeding Axe was carried into numerous wars and raids by first the priest, and then his successor, Able Wolffire. It was Able that was tasked with protecting the Bear God's Shrine and the secret that hid beneath it. And it was Able that died at the hands of Urgu Fail. Fail and his minions could not use the axe; in fact, several of his creatures died in the trying, so it was locked away under the guard of Ganelith's Slave.

The Bleeding Axe serves only those that serve Law, though it bucks at serving one that does not worship Cherek. In the hands of those with the Lawful alignment, it has the following features:
- Bearer is proficient when axes when the Bleeding Axe is carried.
- Wounds dealt to those of Chaotic alignment continue to bleed for 1d4+2 points of damage per round, until magically healed.
- Each time the Bleeding Axe drawn for battle, the bearer must make a Will save DC 14 or suffer 1 point of Personality loss. The loss is only healed by making a sacrifice of at least 100 gp to the Bear God, Cherek.

In the hands of a worshiper or servant of Cherek (those that take Cherek as a patron), the axe has these additional powers:
- For every day that the wielder prays to Cherek and offers a sacrifice of naturally gathered food (game, berries, mushrooms, and the like) the Bleeding Axe gains a +1 to attack rolls until midnight of that same day.
- For every day that the wielder prays to Cherek and offers a sacrifice of 50 gps worth of silver, the Bleeding Axe gains a +1 to damage rolls until midnight of that same day.
- If both sacrifices are made, the Bleeding Axe deals an additional +3 damage to demons and those creatures of the hellish dimensions.
- The wielder need not make Will saves (as above) for any day that one of the two sacrifices are made.

The Boots of Al'Fakir
In the dusty trading cities of far off Destravia, the sneak thief Fakir Al'Fakir made a hefty profit fleecing merchant princes, grifting their lovely daughters, and winning gold from their besotted sons. One night when Al'Fakir was deep in his cups, he gambled with a strange young man of dusky hue. Though Al'Fakir usually cheated, and cheated well, something told him to play the stranger straight. Hand after hand of ivory tiles, roll after roll of ebony dice, Al'Fakir raked in winnings of silver coins from the stranger. The black eyes of the dark young man, strangely, became more and more amused, until finally, he announced that he was out of coin. His last bet was a pair of boots he claimed were made of dragonskin leather. All Al'Fakir could determine was that the buckles were pure silver and the tassels that hung from their tops were finely spun and woven thread-of-gold. Before the last turn of the tiles, the stranger also claimed that the boots were magical. Al'Fakir never remembered his final play, but woke up late the next day in a fine room, surrounded by beautiful serving wenches and, predictably, quite broke. He left the palace that he'd somehow rented with only the silken tunic on his back and the strange boots on his feet. He disappeared from the records of the great cities of Destravia, though some said that he'd set out on a great quest for a being from beyond the Universe.

The Boots of Al'Fakir are a strange relic of the entity known as the Shade Wight. This entity is said to approach men and women of promise and give them what they most desire. What it takes, however, is something more subtle.

Those that place the Boots of Al'Fakir on their feet are bound until death to wear them. No known method or magic can remove them (other than the below). From that time forth, the wearer is affected by the following magicks:
- Luck Attribute +2
- The wearer receives mental promptings from the Shade Wight. These promptings must be followed. If they are, the wearer's burned Luck regenerates at a rate of 1 point per week. If the wearer refuses to following the promptings, he or she suffers the following effects:
○ Prime Attribute -2 -- The attribute most associated with the character's class is permanently reduced. All spells and magic items that permanently or temporarily increase this statistic automatically fail.
AKA Paul Wolfe
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sgtqueso
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Re: Couple of Homebrew Magic Items

Post by sgtqueso »

Cool! I like the history and it'd be great to create a database of stuff like this for DMs to cherry pick from. Very cool!
ragboy
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Re: Couple of Homebrew Magic Items

Post by ragboy »

Here's another one I'm working on... For this adventure: http://www.goodman-games.com/forums/vie ... 68&t=17636
-=-=-=-=-=-=-

Stone Mercenaries
During the War of the False Kings, the foul necromancer H'Vratis was tasked with providing Durevis the Pretender with an indefatigable and indomitable army. After many failed experiments with living dead, the Dread H'Vratis discovered a process by which he could imbue stone with living properties. Though he could not create full soldiers out of stone, by using living stone and animated dead the necromancer created several prototypes for his king. Unfortunately, the necromancer found that his new creations had appetites that made them unusable by the gold-poor Pretender. Some scholars believe that H'Vratis made a deal with the Sometimes Prince (the Pretender's rival), while others insist that the Stone Mercenaries were all destroyed.

Stone Mercenaries appear to be small, poorly formed statuettes of spear-and-shield warriors. When the command word is spoken (individual command word for each Mercenary) the statuette grows to a humanoid form approximately 9' tall. The creatures are composites of flesh with armor-like stone plates. Though their faces are formless, each has a gaping, toothless mouth and crude eyeholes. The Stone Mercenary bears a long spear and a stone and bone composite shield. Once activated, the Stone Mercenary must be "fed" 200 gold piece value worth of silver by inserting the metal into their gaping mouths. It takes the Stone Mercenary a full turn to consume the metal, and then serves the one that fed it for 24 hours.

Stone Mercenary Init: +3; Atk Spear +4 melee (dmg 1d8+3) or Shield Bash +4 (dmg 1d6+3); AC 16; HD 4d8; MV 20'; Act 1d20/1d16; SV Fort +4, Ref +3, Will +0; AL N

Stone Mercenaries are not destroyed when reduced to 0 hit points, though they revert to their statuette form for a week per hit point. It is said that they can be destroyed by powerful magicks that affect earth and stone. The Stone Mercenary will not move more than 10' from the person it serves and will break off combat and move to protect its master. Stone Mercenaries are unaffected by illusions or other mind-affecting spells. They do not need to eat or rest, nor do they regain hit points (except as described above).
AKA Paul Wolfe
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
ragboy
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Posts: 546
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Re: Couple of Homebrew Magic Items

Post by ragboy »

Oh...and this might be a little bit over the top...

Potions of Health

These potions were created by a lesser minion of Urgu Fel. Though each heals 8+1d3 hit points, the imbiber must make a Fortitude save (DC 10+hp healed) or temporarily lose 1d3 STR.
AKA Paul Wolfe
The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
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