tony@ames-lm.UUCP (Anthony Murabito) (06/15/84)
In every adventuring party there is always someone who has memorized the magic items list in the Dungeon Masters Guide. I, as the DM, found it irritating when some snooty 1st level character quotes me letter and verse from the DMG on what a magic item does. I am quite sure that most other Dm's have also experienced the same incident and share my sentiment. To guarantee enjoyment and surprise for the party during their adventure, I have to create increasing large numbers of magic items that are unknown to the group. Unfortunately, I do not have the time to produce the vast quantities of items that I need. Therefore, I urge all others out in net.land to post their own original magic items in the net. Thank you. Gary the Mad Jew {dual|hao|menlo70}!ames-lm!tony
dalka@ihuxe.UUCP (Ken Dalka) (06/15/84)
A new magic item that I find particularly interesting is the ring of spell holding(from the dragon magazine). Essentially, you cast a spell on yourself and put the ring on. It causes the spell to last until the ring is removed. Thus you can have "permanent" true seeing or globes of invulnerability. This seems too awesome at first but when you consider that you have to be able to cast the spell yourself and that it only works for one spell at a time it seems very reasonable. Also, its almost always used for informative or defensive spells which means it adds to the game by making it move along faster. Also it uses up one of the two rings a player can use. Ken Dalka ihuxe!dalka
danny@convex.UUCP (06/16/84)
#R:ames-lm:-33600:convex:35400002:000:3155 convex!danny Jun 16 14:01:00 1984 In the campaign I play in our DM has come up with some interesting magic. Here a few of my favorites. Morden's Shield These were created long ago by a powerful Mage named Morden. Any class can weild it. This beaten gold gauntlet goes on the right hand of the owner. The hand can be from Halfling size to Titan size. No ring or shield may be on the hand. It lowers armor class to 0 as Bracers of Defense (you may wish to roll on the table for the Bracers to determine this armor class rating). When parrying as the only movement of the round, armor class goes down 6 more points. And most important, any dammage that would normally lower the person's hit points below 1 would invoke the shield. The shield covers the entire body and glows golden. While in it, hit points stay at 1 but the person is unconcoius and nothing short of the next item or divine power could in any way contact, heal, fight, move, etc. the person or remove the shield. Morden's Staff This can heal anyone in the Morden's shield and remove the shield. Only clerics can weild this staff. It can heal 2d6 and remove the protection of the shield which covers the body unlimited times per day. However the cleric can DOUBLE the healing power of his or her own spells through the staff 5 times per day. And for protection, 5 times a day a cleric can unleash from the staff a blue bolt. This bolt is very powerfull. It can tear down a Wall of Force, bring the roof of a building down on its occupant's heads, remove one layer of a Globe of Invulnerability (although you may wish to limit this power) and other such things. Treat as a lightning bolt cast by a 15th level mage with respect to dammage and range (you may wish to make this a 7th level mage spell or a 6th level cleric spell). Ring of [deity] Any deity can forge one of these rings as a gift or whatever. To a character who does not worship the deity of the ring it is a worthless piece of junk. But, for a character who worships the deity this ring will seem priceless and the gem will be in the respective colors of the deity and visible in the gem would be the deity's symbol. The power contained could vary. For a God of War it may grant double attacks or +10 to hit. For a God of Healing/Health it may function as a double strength Ring of Regeneration. Use ingenuity (sp?) to devise these rings. Example: Ring of Zeus-100d6 of lightning bolts per day. Gem of Light When held aloft this gem can give light as dim as a fire beetle to light as bright as a Continual Light spell and can blind 1 creature per level of the weilder per round. It also grants immunity to (or at least a bonus to the saving throw against) attacks/traps involving darkness. The gem is one inch in diameter at the top and is one inch from bottom to top. One must first find how to invoke the power. Most sages should know. When found it will appear to be a flawless diamond of 50,000 gold pieces or more which will radiate magic. Have fun with these items and you may want to encorporate some of the powers listed for relics in the DMG near the back into rings and other things. covex!danny
mlg@ipms.UUCP (Mike Greenberg) (06/16/84)
Here are several that I have created: - A pair of dice...one four sided, and one six sided. The character rolls the two dice. On of the characters stats, randomly generated by the D6, gets the D4-2 added to it. ie. if the D6=1 and the D4=1, subtrace one from strength. D6=1 and D4=4, add 2 to strength. Once the dice are used, they vanish (otherwise they could be used forever, giving the player and advantage in the long run) Of course, when the party found it they had no idea what they were so they randomly picked a party member to try them. The NPC magic user was chosen and rolled D6=2 and D4=4...+2 to intelligence!! Instead of the D4-2 you might try D4-3, D6-3, D6-4 etc... - A magic 'prism of locking'. The character does a stoneshape on a section of wall while at the same time having a ray of sunlight (or moon light) striking the prism, causing the light refracted from the prism to illuminate the the area of the wall where the stone shape is being done. This creates a door that can ONLY be opened with the prism. To open the door, the player places the prism at the same spot where the prism was when the door was created, when the sun/moon was in the same place as when the door was created. Thus, a player can create a time-locked door. Of, course, if the player wants to open the door at another time, or when it is cloudy, tough luck! The door will be totally undectable by ANY means! (It's a great thing to make a bank vault, but lousy for a quick getaway). (The prism can only be 'programmed' for one door at a time). - A 'sword of revenge'. This sword has several interesting properties: - Teleport to the owners hand on command (1 segment) - It is magical and can hit things that need to be hit by a +1 weapon (The sword normally has no plusses) - If the owner is ever damaged by a living being while the sword is being wielded, the sword's owner cannot remove the sword from his hand until the thing that caused the damage is dead. (Needless to say this could be a small problem if the attacker gets away). - One day after an attacker gets away, that attacker become the object of the sword's 'revenge.' The sword is then +3 vs that creature, and can tell the wielder the direction and distance to that creature. The sword gets warm when the creature is near. - If and when there are more then 10 creatures at which the sword wants revenge, the wielder is compelled to seek out and kill 5 of those creatures. - The only way to get rid of the sword (while the sword wants revenge) is with a remove curse and then immediatley having a MU teleport the sword at least 100mi away. If the sword is found, the new owner will be compelled to seek out and kill the former owner...Instant revenge at +3! What do you all think of these? -- Mike Greenberg USENET: ..decvax!sultan!ipms!mlg ARPA: ipms!mlg@cmu-ri-isl ENET: cdr::greenberg
johnc@dartvax.UUCP (John Cabell) (06/17/84)
You can often find new magic items in 'Dragon' and I suppose other D+D magazines. Below is just one of five in issue #82. (asterisks around a word denotes italics) Necklace of Alteration ---------------------- [copied without permission from Dragon magazine] by Jerome Mayard and Bill Birdsall This mystical item appears to be a cheap necklace, like any other sort of magical necklace, until it is put on. It then turns into a chain of silver with twelve small globes of unidentifiable material suspended from it. Each globe appears identical to the others, but if a globe is pulled free of the *necklace* (wich may be done in one round), the globe turns into a particular type of material and the wearer's body takes on the appearance and armor class of that sub- stance. Though an *identify* spell, *wish*, or similar magical effect will reveal something of the nature of the *necklace*, no magic will be able to divine which globe of the *neck- lace* will have which effect. Each of the twelve globes has a different effect. Once removed, a globe cannot be replaced on the *necklace*; its effects last for 2-8 turns and cannot be dispelled. Only after one globe's effect is ended can another globe be removed from the *necklace*. The *necklace* cannot be removed while its wearer is under the effect of one of the globes, except by the casting of *remove curse* or *wish*, in which case the entire *necklace* will vanish -- but the effect currently taking place will still run its course. The *necklace*can be taken off, exchanged, and put on at will as long as one of the globes is not activated at the time. Anything being worn or carried by the user of the necklace that normally affects his armor class will be overridden by the effects of a globe for as long as that effect lasts. When a globe is pulled from the *necklace*, the DM should roll d12 and consult the following table to determine the composi- tion of the globe and the armor class be- stowed on the wearer of the *necklace*, as well as the wearer's temporary skin and hair color. Re-roll to prevent duplicate results, perhaps using a smaller die (d8, d6, etc.) when several of the globes become used up. die Material & color A.C. roll ---- ---------------- ---- 1 Sandstone; light brown 8 2 Mithral; blue-silver 0 3 Gold; gold 6 4 Iron; dull grey 1 5 Platnum; silver 4 6 Granite; dull grey and red 3 7 Coal; dull black 9 8 Salt; dull white 10 9 Bronze; bronze 2 10 Adamantite; green-silver -1 11 Lead; dark grey 5 12 Wood; brown 7 The *necklace of alteration* can be worn and used by a member of any character class or any humanoid of S or M size. Once used, the globes are generally worthless except as curios. The globes of gold, plati- num, mithral, and adamantite have values of 1, 5, 20, and 50 gp respectively. Exp. pt value: 1,000 Gold sale value: 5,000
johnc@dartvax.UUCP (John Cabell) (06/18/84)
Fantastic! Keep posting magic items. --johnc
dalka@ihuxe.UUCP (Ken Dalka) (06/20/84)
Obviously Carl, you can distort any D&D rule if you try hard enough. Many of the items described in the DMG are not fully coherent. I'm sure we are all aware of the ambiguities of the D&D books. Thats what DM discretion is for.................. And yes you are right, why would you ever want to use a wish with the ring of spell holding when you could easily use the same wish to function for the same purpose as the ring. for example: "I wish that the next spell I cast upon myself would be permanent". (Yes, I'm aware that any DM worth his salt could distort what I just said you don't have to point that out too.) Ken Dalka ihuxe!dalka
lmaher@uokvax.UUCP (07/02/84)
#R:ihuxe:-67800:uokvax:2400047:000:702 uokvax!lmaher Jun 18 23:00:00 1984 Gee, Ken, does the ring of spell holding work on Wish? While safe at home, wish "I wish I were in the dungeon (or wherever)," and put on the ring. To get back home, remove the ring. If you're killed, looters will take the ring, and you'll be back home where you can be buried properly (or raised if it's that kind of campaign). Of course, if you have a wish spell, why waste it on this? Other possibilities - I wish I had a gold piece. I wish I was dead (tricky, you have to hold the ring so it'll fall around your finger.) Any other nifty uses out there? (If these two aren't obvious, write and I'll explain.) Carl (formerly uok!crigney) ..!ctvax!uokvax!lmaher ..!duke!uok!uokvax!lmaher