Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Wednesday, January 13, 2010

The Lord's Blade

The Lord's Blade - for its original name and wielder have been lost to time - appears to be a bastard sword of good quality, inscribed with runes the length of the blade along either side of a deep blood groove. The cross guard and pommel seem to be plain, unadorned brass, the hilt wrapped in plain leather the last time this sword surfaced. Closer examination by a competent smith, however, reveals that the blood groove is, in fact, no such thing. While most weapons of this type are constructed of a single bar of steel stock formed into a blade and sharpened, this blade is constructed by 6 thin strands of unalloyed iron welded together and overall clad in a hardened steel jacketing. The result is a bastard sword weighing a full 20% more than a typical blade (12 pounds instead of the typical 10 pounds), but which is of exceptional balance and craft. The runes are deeply incised and no scholar has yet been able to translate them without the aid of magic. If a suitable spell is utilized, they can be translated thus: By this symbol I swear this oath, and by this blade I maintain my oath, that leadership is service.

If subjected to a detect magic spell or effect, the weapon radiates a strong aura of magic of indeterminate type. All efforts to elucidate the abilities of the weapon - whether by Identify or Legend Lore spells, or by some other method - fail unless the oath is taken. If someone capable of wielding the blade holds it in both hands and, under the blessing of a Priest of either Light or Dark, speaks the oath, that person will become bound by the oath and all powers of the Lord's Blade will be apparent to him.

*First, due to its exceptional balance and craft, the speed factor is reduced by three whether wielded one handed or two. Further, the sword has a saving throw of 5 against all types of normal physical damage whether due to extreme stress, fire, lightning, and etc. Extremely powerful magics can overwhelm this. Both of these bonuses are inherent to the blade itself and are not magical.

*During combat, it functions as a +2 weapon in all regards.

*In the hands of an acknowledged leader (whether a king, emperor, baron, or merely a mercenary captain), the sword confers a +4 bonus to Charisma. This bonus does not affect the physical appearance of the wielder (i.e., it does not make them handsomer), but improves their ability to command and influence those around them.

The Lord's Blade, while certainly a very powerful magic item, is a tremendous curiosity throughout Thylia, for though its oath would appear to be at odds with an evil world view, it will serve an evil warrior as faithfully as it would the staunchest Paladin. It is believed in some circles that the weapon possesses some level of intelligence or ego, though this has never been proven or even evidenced. Currently, its whereabouts are unknown.

Tuesday, December 8, 2009

Magic Item: Imperator's Regalia

This is the accoutrement of the Imperators, high officers in the Thylian region that govern the colonial holdings and acquisitions of the Imperium, that ruled 400 years ago. To all of Thelerite descent, or those who at least pretend, any of these items is immediately recognizable as a symbol of authority and power within the Thelerite Imperium. Any who bear them will certainly attract attention from those who know and care about such symbols.

Scholars of the period report that in the early centuries of the Thelerite Presence, sets of these regalia were relatively common, possessed by many or even most of the regional lords administering holdings outside of the imperial heartland. It is believed that in that time, each regalia befit its owner's personality both in appearance and power, but today, there are but a few pieces remaining, and each is coveted by those who would see the Imperium returned and re-empowered.

Imperator's Armor

This is a suit of studded leather armor. The leather is died a dark blue, almost navy, color, or perhaps taken from the hide of some strange and unknown creaturefrom faraway lands. The studs are bronze and arranged in intricate patterning resembling intertwined vinces, except for the front where they frame a cunningly wrought figure of a figure appearing to be a cross between a human or humanoid and some sort of draconic creature posession sinewy tale, ellongated neck, and clawed hands: the symbols of the Imperium's ruling family from time immemorial. It is sized for a human, or any humanoid/demi-human being of approximately six feet, though it is known that it can be adjusted for persons anywhere from five-and-a-half feet through nearly six foot four. It carries a simple +2 enchantment affecting both AC and saving throws appropriately. Once per day, the wearer is able to invoke the ability to Detect Lie per the spell according to their own level. If they are not of sufficient to cast the spell as if they were a cleric, then this ability does not function. This armor will not function at all for any being of elf extraction and, in fact, those who attempt to wear it will find it binding and restricting, affording no defensive bonus at all.

Guard of the Imperator

A tall, rectangular medium shield designed to protect a roughly human sized figure from knee to nose. Blazoned across the front is the draconic sillouette of the imperial ruling family, crossed by the bar sinister in blue and black. The shiled appears to be constructed of wood, though of what type it is unclear for it is an unearthly white and it weighs only half of what a similar shield of oak should. At any time, the bearer can sacrifice 1d4 hit points in order to cast a light spell at 5th level of ability. This damage heals normally. The light itself is unbearably painful, though non-damaging, to most types of undead and will drive them back as per a 5th level priest's turning ability. Any who are drained to 0 hit points or less by this power will be drawn wholly into the shield and vanish from this world, their souls beyond the reach of all but the most powerful magics.

Hand of the Imperator

This is, perhaps, the most infamous of the currently known regalia, for it has a truly sinister reputation. A short sword with a broad, leaf shaped blade and a jagged edge in the form of fine barbs running back along most of the length of the blade. The steel is is forged from is stained a dark color, almost black. The sword carries a +1 enchantment, but is also a sword of wounding, inflicting terrible wounds that are difficult, oft impossible to heal. Worst of all, on any critical hit (or natural 20 if no critical hit rules are used), the sword will effect a vampiric regeneration on behlaf of the wielder, healing him for a like amount of damage inflicted upon a foe. For every point of damage inflicted in this manner (but not for normal blows struck with it), there is a cumulative 1% chance that the wielder will become addicted to the sensation and will do anything to experience it as often as possible, even to the point of attacking innocent victims and comrades.

The last owner of this blade is well remembered, though his name is never spoken or recorded if possible. Nazdith the Wild cut a bloody swath across the realm, killing dozens of innocents before he was finally slain by a group of heroes. Unfortunately, the Hand itself was lost and its current wearabouts are unknown.

Imperator's Orb

A six inch diameter orb of copper stamped with the intertwining vines and draconic symbols of the Thelerites: it weighs approximately 5 pounds. It's powers are wholly unknown, though rumored to be anything from functioning as a crystal ball to controlling the Great Wyrms that gnaw at the root of the world.

Friday, August 28, 2009

Magic Item: The Way Stone

I have a feeling that this is far less original than I think it is, but I can't find it anywhere in my books that I have access to at the moment. I'm sure if I'm just copying from a sourcebook that I only remember fuzzily, they'll tell me.

The Way Stone

These devices are simple in both form and function. A flat bit of knapped flint pointed on one end, these devices are easily mistaken for arrow or spearheads from a technologically primitive tribe, though a detect magic spell will reveal a minor enchantment of divination. To use, one must simply hold them in the palm of one's hand and name a desired and known location. The stone will spin to point in the direction of that location.

Successful use of the stone is based upon how well known the desired destination is:

*Location known intimately to user (having physically visited for a period no less than 4 hours) - 95%

*Location known in passing (physically passed through on at least one occasion, but did not stay) - 85%

*Location described in detail (as from one who knows it intimately or from a text) - 75%

*Location known only vaguely or by reputation (have heard of location, but do not know any details about it) - 50%

*Location known only by legend or heresay (true existance unsure) - 10%

A failure indicates 50% of the time that the stone simply does not function and 50% of the time the stone will point to a random, incorrect location.

Note that the stone does not indicate passable routes, only the direction in which a point in space is situated. Thus, if asked to point in the direction of the center of the planet, it will point straight down and not at the location of a tunnel that will eventually lead to the center of the planet.

A very few (5%) of these devices will, in fact, point not to a location, but a passable route to reach that location. In the case of common towns, cities, castles, etc., the stone will likely point to a nearby road that will take the user towards their destination. If no road exists, or the "best" route is a direct, overland route, the stone will point in that direction. Asking the location of mythological locations, or locations that are not entirely within the confines of the Prime Material plane will likely generate a prosaic response similar to a Divination spell: helpful, but likely not direct or straightforward.

Wednesday, May 27, 2009

Lost Technology in Thylia


Just recently, I managed to get my greedy claws on a first edition, first printing of GRRM's Tuff Voyaging for cheap from the local book depository. I think that the fact that it's a first printing, first edition, and that I bought it for a steal (less than I'd pay for a "Value Meal" at the local fast food joint) excites me more than the actual content of the book at this point, but I'm a bibliophile, it's to be expected. Which is not to say the book isn't good so far as of page 17.

I will say, though, that based on my admitted complete guess as to what this "Plague Star" is, I'm very happy. Based on what is said in the text thus far, and what is not said, I'm guessing that the thing is actually some lost bit of ancient phlebotinum from "the old times" and it has some biological effect on organisms exposed to it. Likely some form of experiment by less than scrupulous precursers or some such.

Just a quick aside and fair warning: anybody who feels the need to explain to me outright what the thing is and spoil the rest of the book for me can just bugger the hell right off. I'm looking forward to being surprised as GRRM usually does not let me down that way.

Ok, back on topic.

What I find more interesting, though, is that the locals of the planet around which this Plague Star orbit have worked its existance into their mythology over the, presumable, millenia that it has affected them. It's far less a matter of "Hey, what's that medieval peasant doing with a ray gun?!?!" and rather a reaction that seemed popular back in the day this book was written, that myth, legend, and religion grew out of sentient need to explain the perceived, but the incomprehensible. Thus, the natives perceive the Plague Star, and the fact that it wipes out large segments of the population every three generations, but have no way at all of determining objectively what it is (i.e., no telescopes or anything like that) and so it gets labeled and added to the mythology rather than dealt with in a "scientific" manner.

This is, I suppose, Martin's employment of one of Clarke's laws, that any technology sufficiently advanced is indistinguishable from magic. This, I think, is how ancient technology should be introduced into a fantasy campaign that eschews the gonzo aspect. In the end, I have no problem with high technology making its way into the Thylia campaign, but my desire is for the players to brush up against it and, afterward, to never be quite sure what it was that they came across: a mystery that they either walk away with shaking their heads, or which drives them to continue on, seeking the root of it.

The Dotheric Obelisk

Discovered in the deep taiga, only a few hours' march from the tiny halfling settlement of Dotheris, the obelisk stands nearly 7 meters tall in the center of an inconspicuously verdent glade. The monument has runes in a strange language round the base, runes that defy both mundane and magical means of translation. Many believe that these runes contain secrets from the ancient past when a race with power far beyond the comprehension of current scholars walked the world. This group calls themselves the Dotheric Brotherhood and they have devoted themselves to the study of the obelisk, sure that other examples of the writing or instructions on how to harness its powers must exist. They pursue any scrap of information that might lead to great understanding of the monument, funding quests to unearth other treasures of the age, and even going so far as to employing an entire clan of dwarves to excavate around the base of the monument, looking to catalog its whole dimensions.

The Brotherhood, to some degree, is correct. The obelisk is, in fact, an artifact left behind by a race that came to this world millenia ago, and left mysteriously sometime before recorded history began according to modern scholars. The thing is a device designed to transfer heat energy and water from deep within the planet and bring them to the surface, terraforming the world to more closely resemble the one from which the ancient beings originated. The runes scribed in its side defy translation attempts simply because they are not actually language, but mathematical equations and data that provides activation protocols to the obelisk. The obelisk radiates no magic and is slightly warm to the touch. If activated, it may prove powerful enough to remake this part of the world, or after many thousands of years, it may have malfunctioned or broken down.

Death Jewel

A small blood red gem in an ornate mithril like setting appearing almost as a fine lace netting surrounding envoloping the crystal, all together about the size of a song bird's egg. Legend states that it was originally discovered by Geforic, a trickster hero figure in legend, in the skeletal remains of a humanoid, but not human in the depths of a ruin. In order to keep it safe from the scurrilous thieves of the city (which city is hotly debated, many maintain that it was one of various legendary lost metropolises), he swallowed it, intending to retrieve the precious item "afterward." Unfortunately for him, upon arriving within the city gates, the citizenry began to fall victim to an horrific plague by the hundreds, never manifesting in quite the same way twice. Geforic fled the city while he could, but ill fortune caught up with him as a representative of the local thieves' guild, having witnessed Geforic swallow the Death Jewel, slew the man and claimed his prize. Since, the stone has appeared throughout history in stories, usually accompanied by the utter destruction of a city, or the death of an empire. It is considered a vastly unlucky artifact and no reputable man will willingly let it near him.

In actuality, the item is a bit of high technology from an unknown source. When swallowed, it affixes itself to the person's digestive tract and remains there until death. While so implanted, it provides complete immunity to disease, poisoning, parasite, or similar effect (including rot grubs and violet fungus). It provides this benefit by changing the person's immune system from a reactive, internal process to an active, external, and predatory thing. White blood cells and other immunological organisms travel outside of the body to a radius of 50ft where they actively seek out any potential threat to the host body and eliminate it. Air born plagues, aforementioned rot grubs and violet fungus, green slimes, etc., will be destroyed at the rate of 1hp per round. Unfortunately, the effect also attacks any living organism that is currently infected by or is a carrier for any harmful pathogen and all such entities must succeed in a saving throw vs. disease or be found to have such an infection and become subject to the attack of the host body's external immune system, dying slowly at the rate of 1hp per day and unable to heal naturally. A cure disease spell placed upon such a victim will remove all traces of the disease and thus halt the attack of the immune system and spare the person's life.

Once swallowed and implanted, the device cannot be removed except by the death of the host, or by advanced surgicle techniques not present in Thylia today.

Monday, April 20, 2009

The Book of Common Prayer

No, not that one, but inspired by it certainly.

One of the greatest advantages of the cleric class (if not the single greatest advantage) is their ability to gain any spell in the cleric spell list without having to resort to spell books, scrolls, or other "memorization media." This means that every cleric - assuming he has access to the appropriate sphere and level - can cast a healing spell, and the prayer spell, and all the rest, which is a startling advantage over magic users who must build their inventory of spells over time as they adventure. Their only limiters on spells are the requirements for rest every day and daily devotions in order to regain spells. It's also presumed that the cleric is required to further the cause of his ethos/god or otherwise stay true to his supposed religion, but this is ignored frequently enough that it might as well be optional.

Whether or not this disparity is "fair" is not my concern here. What's more interesting to me is the number of minor problems this issue can introduce.

First, it leads to a major issue if the DM wants to introduce new spells for the cleric from other sources, especially midway through a campaign. This can get especially dangerous if the ref isn't careful and doesn't make sure that the floodgates stay closed, thereby letting in a flood of spells into the game that he didn't want to begin with. In all fairness, while it might be great fun for me as the DM to throw a cleric with the "Spittle" spell at the group, it's not wonderful to then turn arond and tell the party clerics that not only can't they have such a spell (for it is evil in its own way) but that they can't go outside the bounds of the PHB to begin with.

Another major issue as I see it is that it leads to a disconnect between the cleric character and any possible organization of the religion he serves - i.e., the tribal teachings of the shaman, or "the church" as it were for geographically broader faiths. Just what attachment does an adventuring cleric of Pelor have with the church of Pelor anyway? What are his duties to the hierarchy if any? What penalties will he suffer for failing to oblige by them?

There's also the issue of holidays, fasting days, feasting days, and the religious calendar at large, though that is entirely the province of the DM and unique to each campaign.

My solution is the introduction of a holy cannon for each sort of priest in the campaign. Each individual religion will have its own holy texts (i.e., its own bible) which all of their clergy will be required to be familiar with. In it are the teachings and stories of the god, the history of the church if appropriate, and tellings of the miracles performed by the faithful. For the spellcasting members of the clergy (i.e., those with PC classes in Cleric, Druid, or any other class that features spell casting) these texts serve as essential tools without which they find the performance of miracles increasingly difficult: for every 24 hours period without their cannon, a cleric/druid character faces a cumulative 5% chance increased spell failure chance. These texts contain all of the spells available to cleric characters out of the PHB for the first three levels. At such time as a cleric character would be able to cast 4th level spells, he must make a pilgrimage to a suitable stronghold of his faith and present himself to the authorities there to make a reckoning of his career thus far and plead his case for access to the greater mysteries of the faith. Only if the authorities (an abbot or high priest or whatnot) are satisfied by the accounting will the priest be granted access to more complete sacred texts and permitted to copy from them. The whole process requires a week per spell level gained (i.e., gaining access to 4th level spells requires 4 full weeks of prayer and copying. Thus, replacing a lost or stolen cannon will require a significant investment in time and effort.

A priest may, of course, add spells gained upon his travels to his cannon, but such may cause difficulties when returning to the church for reckoning as spells outside of the cannon may be considered blasphemous. Unscrupulous priests may even pay for completed texts rather than subject themselves to the scrutiny of their superiors.

Monday, April 6, 2009

The Heartwood Staff

The origin of this item is completely unknown. It is speculated by the more poetic of sages that it may have come into existence concurrently with Thylia (the world) itself, or may have even been used to create the world through some unknown power. Such speculation, however, is mere flight of fancy as those who know more about it than mere heresay, the druids, guard its secrets assiduously.

The staff is approximately the size of a standard quarterstaff and appears unadorned and unremarkable. It has been rumored that some of the greatest events of history have been precipitated by the staff being carried by an individual who simply did not know what he held in his hand. A detect magic spell will not reveal any magical dweomer, nor will an identify spell yield any usefull information. Legend Lore, on the other hand, may provide some leads for further investigation.

The primary powers of the staff are as follows:

1) The current custodian of the staff functions as if he were a 5th level druid. However, during such time, he must abide by the restrictions of the druidic faith or all such power is lost. One who is already a druid functions as if he were two levels higher.

2)At any time, the staff can provide the function of a Combine spell functioning for any druid or sympathetic creature touching the staff. The duration of this effect is limited only to however long each creature in the effect remains in contact with the staff and can be initiated with one round's concentration.

3) Thrice per day, the staff can be called upon to create the effects of the Weather Control and Plant Growth spells at 20th level effect with area of effect centered upon the staff and its custodian.

4) Once per week, the staff can summon a Nature Elemental (see Monstrous Manual Annual Compendium volume IV for details). The elemental will set about returning the surrounding 1 mile of terrain to a completely natural state, removing all traces of civilization for 24 hours. This power involves the completion of a 1 hour ceremony on the part of the custodian.

5) Once per century, the staff may be used to initiate a major climatological or ecological shift of staggering proportion upon Thylia. For example, a vast desert can be made to bloom and be verdant as a jungle - permanently or until the staff is used to restore the original state. Such use, though, causes an equal and opposite reaction elsewhere in the world (GM determination). The change is not instantaneous, but may take the entire thousand years to complete. Use of this power subjects the custodian immediately to artifact transformation per below. Use of this power requires an 8 hours ceremony and must involve the entirety of a druidic circle of no less than 10 individuals.

Minor powers (see Book of Artifacts or AD&D 1e DMG):
4 x I
2 x II
3 x IV

Curse/Artifact Transformation: There are two modes of transformation. First, upon using any of the primary powers, the custodian must make a save vs. paralyzation or immediately renounce his current occupation, change alignment to True Neutral, and seek out training as a Druid (any PC becomes an NPC for this purpose as the character is no longer under his player's control, but that of the staff itself).

The use of the 5th primary power invokes a 2nd transformation, this one automatic. Upon successful completion of the ceremony and the inauguration of the desired change, the custodian is immediately subsumed by the staff and absorbed entirely to reside within it forever.

If the staff should come into the hands of a non-druid and this becomes known to ANY druid, representatives of the order will arrive almost immediately and demand that it be turned over to them. Quick and polite compliance will earn the respect of the order, perhaps even a reward. Failure to comply will gain the party a very powerful enemy. Currently, the Shadow Circle (a covert sub-group of the Druidic Order who believe that civilization itself is a crime against the Balance) seek the staff for their own agenda. They will stop at nothing to acquire it and, in their eyes, use it to restore the Balance.