[net.games.frp] wanted: magic items

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