[net.games.frp] New AD&D Magic Items Part II

israel@qantel.UUCP ( Renegade) (07/02/84)

<<Eat me, mailman!>>

   By popular demand, I produce even MORE brand new items. (By the way, the
codex of the gods described below is a relic, although one shouldn't add
any other powers/effects to it, as are descibed in the DMG. What it does
already such be enough to keep the characters busy.)

Mind Seeker Sword

   This special purpose weapon was designed to deal with psionic opponents
by non-psionic sword-wielders. It is normally +2, but vs. psionic creatures
it is +4 *. Against mind flayers it does triple damage, such as (1d8 + 4) X 3.
(Intellect Devourers still take only 1 point per hit.)
   In addition, it can project a Tower of Iron Will in a 3' radius once per
turn. (This does count as using psionics, as regards rolling encounters.)
If a psionic activates this power of the sword, it should be treated as
if the psionic were linked in series with the sword (the sword being the
castor), with the sword treated as having 100 defense points. (This can
only be done on one segment per turn, with the sword always being treated as
having 100 defense points each time.)
   The sword will glow brightly whenever it's within 1" of a psionic creature,
even if the creature is on the astral or ethereal plane (does NOT count as
using psionics). This glow will be bright enough to incapacitate an Intellect
Devourer.
   Mind Seekers have NO chance of being intelligent swords, otherwise
they would be subject to psionic attack themselves.
   Mind Seekers are worth 5000 exp. points and 15000 gp.

* Psionic creatures who are immune to psionic attack will still be subject
to the +4 bonus.

Tie of Tittering

   This object appears to be a shiny blue piece of velvet, suitable
for wearing as a tie, sash, or bandana, although it is unusually wide.
When fighting against an opponent of at least semi-intellience, it
will flash a picture or one-line joke on its surface in the creatures
own language which is so funny that the creature must save vs. spell,
or drop to the floor in hysterical laughter (dwarves save at +1).
While in this state, the victim is totally unable to defend itself,
take offensive action, cast spells, etc., for 1d4 rounds.
   The tie operates from a command word, requires 1 segment to activate,
with each use consuming one charge. It comes with a maximum of 100 charges.
It can be recharged by casting the clerical spell command into it (the command
being "laugh"), one charge per spell, unless completely discharged. Then it
loses its magical powers.
   Ties are worth 600 exp. points, and 900 gp, except to jesters, who
would be willing to pay up to 3 times normal price.

Codex of the Gods

   This mighty artifact contains some of the secrets to the powers of
the gods. Those who survive reading it develop a small measure of some of
these powers themselves. Others end up destroyed or eternally damned.
   The Codex appears as a large stone manuscript chiseled into the
side of a mountain from solid rock, some 30 feet tall by 20 feet wide.
It will be guarded by powerful monsters (such as ancient large dragons, etc. -
this is all up to the DM) which will fight to the death to prevent mere mortals
from reading it.
   Should a character manage to defeat the guardians (and the DM should
run them as ruthlessly as possible), and then study the codex for one hour,
the following will occur:

        If the character has been outstanding in terms of being true to
       his alignment and his diety, he will be granted the following benefits-
	- +1 point to all ability scores (even if it makes it over 18)
	- +5 % magic resistance (or just 5 %, if none currently)
	- +2 to all saving throws, in addition to any plusses existing already
	- lifespan of character is increased fourfold
	- Character can perform 1 teleport (no error) per week at will
	- Character can only be struck by +1 or better weapons
	- Character goes halfway up the next experience level in each of his
	classes (including multiclassed, two-classed, and bards, beyond racial
	limits)
	- Character will automatically receive the maximum amount on all hit die
	rolls, should any be left at his current level (ie, before adding in the
	new levels)

	If the character has behaved in a questionable manner as regards his
       alignment or deity, the codex will swing outward like a giant stone
       door, revealing a vision of the character's deity (Note - the god isn't
       really there, it's just an image being transmitted from the god. If the
       character tries to approach the image, he will seem to bounce off a
       wall of force, actually part of the stone wall over which the image is 
       displayed.). The god will demand that the character undertake a highly
       dangerous quest to prove himself worthy - successful completion
       resulting in the benefits listed above being bestowed upon the character.
       Failure means the character will no longer be considered worth the
       the deity's time, and so will never be granted grant divine intervention
       by this god under any circumstances, plus the character, upon his
       death, will not be ressurectable from the dead. He will instead
       return as a haunt until his quest is fulfilled (see MM II).

	If the character is in severe violation of his alignment or god,
       then he will be struck by a blue bolt from out of the sky which
       will bestow a terrible curse of some kind, which can only be removed
       by the character's deity. The codex will then swing open as before,
       and the god will again appear, this time demanding a quest merely to
       have the curse removed. Should the quest be successfully completed,
       the curse is lifted, but no godlike powers will ever be granted.
       If it fails, he ends up as a haunt, as described above, once
       he is killed.

   Characters who are granted godlike powers will then be of special
interest to their dieties. They will be called upon, from time to
time, to undertake some crucial mission on their god's behalf.
   If a character, as a result of gaining a level, ends up exceeding
the maximum possible level of the class (such as a 16th level assassin),
the codex will again swing out, and reveal a gate leading to the
home plane of his god (such as the Bifrost Bridge, for Odin followers).
The character will feel an irresistable urge to enter the gate, and
upon doing so, the gate will close, the character will be teleported
into his god's presence, and informed that he has just ascended into
the ranks of a minor demigod. The character is now an NPC.
   Reading the codex a second time will not have any effect whatsoever.


			Have fun, gang!
						Paul Israel
						Renegade of Berkeley
						ucbvax!dual!qantel!israel