Couple of Homebrew Magic Items
Posted: Tue Sep 06, 2011 11:31 am
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.
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.