A Few Magical Weapons and Items

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KaiserKris
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A Few Magical Weapons and Items

Post by KaiserKris »

A handful of magical weapons, and items. More will come!

Hammer of Leaping +2: Crafted by a most agile master warrior, the Hammer of Leaping allows the wielder to leap ten feet vertically and thirty feet horizontally while actively wielding it. However, it is impossible to use the Hammer without leaping at least five feet vertically and horizontally.

Daggerwand +2: This exceptionally crafted dagger also comes with two 1st-level and one 2nd level spell 'armed', which can be cast from the dagger once per day each. The daggerwand will recharge the spells.

Demon's Thorn +3: A more powerful version of the Daggerwand, the Demon's Thorn is armed with two 2nd level and one 3rd level spell that can be cast once per day. Additionally, once per day, the Wizard can use the Thorn to supercharge her own spellcasting, casting all spells at +2 caster level for one hour per level. However, this ability comes at a terrible price- the CK must roll a d10 to determine the consequences of this power. The roll is modified by the caster's Wisdom score.

1: The Thorn is destroyed and the Wizard is killed.
2-3: The Wizard loses all spellcasting power for 24 hours after the surge.
4-5: A glabrezu or similarly powerful demon is summoned and attacks the party.
6-7: Feedback from the surge inflicts 6d6 damage (no save) to the spellcaster and all within 30 feet.
8-9: 1d4+1 Constitution damage for 24 hours.
10: No negative effects.

Dragon Cane +2: The Dragon Cane acts much as a quarterstaff, but also possesses the ability, once per day, to emit a devastating blast of fire, which extends 20 feet long and five feet wide, inflicting 10d6 fire damage on all those caught in it. A sucessful Dexterity save results in half damage. The Cane also gives fire resistance of 5 to the wielder.

Sensate Spectacles (Cursed): The Sensate Spectacles, when worn, make the user blind, but grant them bonuses of +5 to all checks involving hearing, as well as the ability to track like a ranger of equal level by scent. They can the ability to detect the moods of others by scent, as well as determine whether one is lying. They receive similar boosted abilities to all their other senses. A remove curse spell is needed to remove the spectacles.

Scarf of Unassailable Cuteness: This scarf, when worn, grants the wielder a +2 bonus to all Charisma checks relating to diplomacy, and surrounds the user with an aura of harmlessness and adorability, which makes it impossible for any good or neutral-aligned creatures to attack them, unless they are attacked by the wearer first. Resisting the effects of the Scarf requires a Charisma check at a CL of 28, or 22, if a prime.

Destroyer's Dice: These magical items appear to be ordinary eight-sided dice, but are actually explosive weapons which inflict d8 damage to any enemies within a 10-foot radius. For purposes of overcoming immunity, they are considered +1 magical weapons. The dice can be thrown up to 20 feet, plus 5 feet for every bonus point to Strength the user possesses. Up to eight dice can be thrown simultaneously. A successful Dexterity save results in half damage.

Sword of Mediocrity (Cursed): The Sword of Mediocrity appears to be a +2 magical weapon, and indeed, it functions as one but it has the effect of reducing all of the wielder's attributes to 9 (non-prime) or 12 (prime), and can only be removed with a remove curse spell.

Edit- Downgraded Dragon Cane damage somewhat, extended length of enhanced spellcasting for Demon's Thorn.

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Breakdaddy
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Re: A Few Magical Weapons and Items

Post by Breakdaddy »

Some nice ideas here. More 1st edition-ish, which I like.
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Re: A Few Magical Weapons and Items

Post by Omote »

That Dragon Cane +2 is all sorts of badass. 10d10!?!?! Holy frak! I need to get me one of those...

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

Omote wrote:That Dragon Cane +2 is all sorts of badass. 10d10!?!?! Holy frak! I need to get me one of those...

~O
It would be a pretty awesome 'last resort' ability for a wizard if the spells run out.

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Re: A Few Magical Weapons and Items

Post by Omote »

In my estimation, these magic items are particularly potent in the C&C game. 10d10 damage is, is... BLAMO! Not sure if there is a better word to describe that. That's a spicy meat-aball. The Demon Thorn, wow, I'm not sure I'd ever want to use the 2nd power to increase my caster level. The penalties are just too steep (and deadly!).

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

I lowered the Dragon Cane damage dice to d6, to put it on par with a 10th level fireball spell. I also changed the Demon's Thorn spellcasting benefit to one hour per level. Most of the time, it's not worth it, but you never know when you might need to have really awesome spellcasting for a few epic combats. And here's a few more items!

Vampiric Sickle +1: This evil-aligned weapon inflicts 1d4+1 damage, and heals its wielder by one hit point every time they strike a living creature with it.

Sword of Subduing +3: This good-aligned longsword can be willed to inflict only subdual damage on enemies.

Marshal's Plate +1: This plate mail additionally grants a +1 bonus to Charisma, and grants the user and all allies within 20 feet a +1 bonus to Initiative rolls.

Phoenix Rod: This powerful artifact possesses the ability to cast a fireball equal in power to a 12th level wizard once per day, and the additional power to cast resurrection once per month. It also possesses the ability to fire a firebolt which does 6d6 damage a number of times per day equal to 1 + the wielder's Intelligence modifier.

Arrows of Arcane Vulnerability +1: These +1 enchanted arrows lower the spell resistance of their target by 1d4+1 per successful hit.

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zarathustra
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Re: A Few Magical Weapons and Items

Post by zarathustra »

My favourites are the dagger-wand and arrows of arcane vulnerability so far!

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

Potion of Sobriety: Instantly negates the effects of alcohol and other relatively mild intoxicants.

Spear of Length +1: This +1 magical shortspear can magically extend up to twenty feet to strike an enemy, before retracting to its normal six-foot length.

Ring of Temporal Freedom: This ring grants immunity to all spells that alter the flow of time, such as slow and time stop.

Ring of the Doppelganger: This powerful ring creates a shadow image of yourself, with 50% of your hit points, and possesses AC and saves equal to your own, using a shadow version of the weapon you yourself wield. This shadow image can be summoned once per day for 1d4+1 rounds, and can only move or attack.

Tome of Power: This item has different effects depending on what the user desires. If the user desires to enhance their spellcasting, the Tome of Power will allow them to cast spells at +2 caster level for one hour. Alternatively, it can double the base damage of any attacks with a weapon for an hour- making a longsword that normally does 1d8 damage inflict 2d8 damage instead. It also grants a +2 bonus to attack, and any weapon thus used counts as a +2 magical weapon for overcoming immunities. Once used, the item is expended and is useless.

Shield of Nimune +2: This powerful artifact confers a large bonus to armour class, and also allows the user to cast cure serious wounds and restoration 1+Wis modifier times per day, as well as heal once per day and resurrection once per month. Only good-aligned individuals can wield the weapon, all evil people who even touch the shield suffer 4d6 damage.

Sword of Misplaced Aptitude +2 (Cursed): The Sword of Misplaced Aptitude appears to be a +2 short sword, and functions like one, but it also randomizes the character's primes. Only a remove curse spell can remove it once wielded.

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Re: A Few Magical Weapons and Items

Post by Rikitiki »

Nice ones there. One I came up with many years ago:

Magic Hat - in appearance, just a somewhat battered black top-hat. Once per week, the wearer can reach in and pull out a white rabbit which, if thrown, will be persued by any and all monsters that are persuing the hat wearer until the rabbit is caught. This can be repeated two times in succession.

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

Haha, I love that item!

Manual of Arcane Power: A highly-sought after artifact, once read, this manual permanently grants a non-arcane spellcaster the ability to cast 2 0-level wizard spells twice per day, and 1 1st-level wizard spell once per day. The caster level for these spells is 1+the character's Intelligence modifier. If the character gains a level, their caster level also increases. Once read, the manual is useless. The spells contained in the Manual are determined either randomly or by the CK.

Manual of Divinity: This powerful artifact permanently grants a non-divine spellcaster the ability to cast 2 0-level cleric spells twice per day, and 1 1st level cleric spell once per day. The caster level for these spells is 1 + the user's Wisdom modifier. If the character gains a level, their caster level also increases. Once read, the manual is useless. The spells contained in the Manual are deterined either randomly or by the CK.

Hammer of Retribution +3: Whenever the user of this warhammer suffers a blow that brings him or her to below 50% of their full hit points, the Hammer begins to glow with a dull red light, and will inflict 3d8+9 base damage, rather than the normal 1d8+3 base dammage of a warhammer. Once the user is healed to above half of their full hit points, the damage of the weapon returns to normal.

Deceiver's Sword +2: This broadsword additionally grants the ability to cast mirror image on its user once per day.

Inquisitor's Rapier +2: Forged in the magical smithies of Illsmare, the Inquisitor's Rapier is a powerful tool to use against the rogue spellcasters that are the bane of the Dark Elven Inquisitors. Any spellcaster that is struck with this weapon must make an Intelligence or Wisdom save (depending on whether they are arcane or divine), or suffer a 50% spellcasting penalty for 1d6+1 rounds. If they make the save, the penalty is reduced to 25%, and the duration to 1d2+1 rounds. This ability can only be used against an individual once per day, but is not limited in total uses. Additionally, the weapon grants SR of 10 to its user.

Flare Arrows: These arrows do not inflict damage, but can be used as a means of signalling potential allies, remaining visible in the sky for 1d10+10 minutes.

Strider's Boots: These boots increase the base movement speed of the user by 10 feet per round.

Ring of Constriction (Cursed): This magical ring appears to be a Ring of Protection, but once placed on the hand, it will constrict around the finger, cutting off blood circulation. The only means of removing the magical ring are either through a remove curse spell or amputating the affected digit.

Equestrian Ring: This magical ring summons forth a heavy riding horse, which can be summoned or unsummoned at any time. This horse is to be treated, for any purposes other than its summoning or unsummoning as an ordinary riding horse. If the horse is killed, it takes one week for the ring to be able to summon forth another mount. Once three mounts have been slain, the ring becomes useless.

Everfull Purse: This magical item consists of a small bag, which appears to contain a small number of gold coins, equal to 10 gp. However, once this quantity of gold is spent, the next day, the user will discover that the purse magically fills again. The purse cannot be used to hoard gold- it will only regenerate gold that is actually spent within the day it is produced.

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Rikitiki
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Re: A Few Magical Weapons and Items

Post by Rikitiki »

Damn, Kris, you got some wowzers in here!
Thanks, these are quite cool!

Many years ago, one of my players (fighter) found a magic, intelligent sword. A few games later, the thief found a magic, intelligent dagger. They were a matched-set: male persona sword, female dagger. The fun was that the fighter wanted to intimidate and/or bump off the thief for the dagger, but the sword wouldn't let him due to concern for his lady (the dagger). And the dagger wouldn't let the thief backstab the fighter for the sword because she knew her guy needed a fighter to wield him to keep up his heroic pride.

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

Some more items!

Devil's Crescent +2: This weapon, once armed, grants the wearer a 50% resistance to fire damage and the possibility of detecting the presence of devils in an area. If devils are within half a mile of the user, the bearer of the weapon is entitled to a Wisdom check to determine the general prescence of devils, but do not receive any more specific information. The weapon is made of silver and can thus potentially harm even archdevils. Specially designed for warfare, this sickle does 1d6 base damage.

Harvester of Sorrow +4: Upon a successful strike, this weapon inflicts a -1 morale-related penalty to all rolls and furthermore negates any attribute bonuses to Charisma checks made by its target in the next 24 hours. Strikes are not cumulative, and the target is able to make a Charisma save to resist its effects. Specially designed for warfare, this sickle does 1d6 base damage.

Glitterdust, Bag Of: This small bag allows the user to throw a generous pinch of glitterdust at an enemy, briefly causing blindness (1d4+1 rounds) and outlining any invisible creatures for the same period of time. A successful Wisdom save negates the blindness effect. One pinch of the dust can cover a 10x10 area, a handful (3 pinches) can cover 20x20, accounting for some waste. A bag contains enough for ten pinches.

Image of Nimune: This small sacred artifact possesses the ability to instantly purify up to ten gallons of water, making it not only drinkable, but quite tasty and pleasantly cool. Additionally, drinking two liters of this pure water per day while resting for that same day doubles the natural healing rate from injury and disease. Pressing the Image of Nimune against a wound removes any possibility of the wound getting infected, and has a 50% chance of stabilizing a dying character.

Pendant of Eshara: This small sacred artifact, when worn by a lawful-good aligned fighter or knight, grants them immunity to fear and all allies within 30 feet a +1 bonus against fear.

Staff of Hellfire (Cursed): This powerful magical item allows the user to call down flame strikes composed of flame and unholy energy with the power of a 10th level cleric once per day, and also grants damage resistance of 10 against fire. Unfortunately, it is also cursed and will attract 2d20 HD of devils to the user instantly when discovered (round down when calculating HD of individual devils), with no single devil being more powerful than an ice devil (13 HD). Every week thereafter, it will draw 1d20 devils automatically, with no restrictions on their power level. Only a remove curse spell can break the staff's power.

Belt of Elvenkind (Cursed?): This magical item will transform you into an elf. Belts of Halflingkind, Dwarvenkind, Gnomishkind and others are known to exist as well.

Visor of Uncanny Vision (Cursed): This visor grants the vision flawless vision in any natural light conditions, as well as immunity to all blindness effects and, up to twice per day, the ability to focus the visor in such a manner that it can see through walls, as well as the ability to cast true seeing once per day. The visor can alter its perspective, giving the user the ability to zoom in or zoom out at will, with perfect clarity. Unfortunately, the Visor of Uncanny Vision was forged by the master wizard Paris Eidolon, and anyone who puts on the visor is immediately visible to the 22nd level wizard, who wants his valuable artifact back ...

Dark Servant: This clay statue, when thrown against the ground harshly, summons up a glabrezu demon, which will assist the caster in a currently raging battle. It will not directly harm the caster, but may not show much care towards the caster's companions. Alternatively, the Dark Servant may be parleyed with, but will decline unreasonable tasks, simply remaining still until it is summoned back.

Whistle of Canine Summoning: This magical artifact summons up a pack of 1d4+1 war dogs (use the statistics for wolves) once per day, which can be used to track or to attack enemies. The war dogs will not attack the user or the user's close companions, but are hostile towards virtually everyone else. The war dogs once summoned, remain for up to two hours before being unsummoned. If a dog is killed, its replacement will be able to be called 24 hours later. If ten dogs are killed, the ring becomes useless and dogs and wolves will be exceptionally hostile towards the spellcaster for six months thereafter. Even a beloved family pet may eventually attack its owner.

Ring of Perfect Self (Cursed): This ring makes the individual physically become their perfect self, mollifying the effects of old age (while a 50-year old using this ring will appear older than a 20-year old using the ring, they will look simultaneously rather young for their age and quite distinguished), fixing any minor physical imperfections and elevating them to an ideal state of physical fitness. Wearing the ring grants a +1 bonus to all physical attributes and a +2 bonus to Charisma. Unfortunately, it also warps and undermines the individual's personality and they become at first psycologically and eventually, physically, addicted to the ring. Furthermore, the ring undermines their morality and after a week of wearing it, the user's alignment is changed one step towards neutral evil. After another week, the individual becomes neutral evil and loses all benefits previously accrued by the ring. The ring is 'lost' and will find another host. It is worth noting that the ring is never worn by 'ordinary' individuals- it appears to have a will of its own and will not attach itself to an individual of less than 5 HD. A remove curse spell can weaken the ring's curse enough to remove it safely- it will not destroy the curse permanently, however.

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zarathustra
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Re: A Few Magical Weapons and Items

Post by zarathustra »

Very well done as usual.

One small suggestion, surely it should be a Whistle of Canine Summoning, or Bone of Canine Summoning (Bone Whistle Aha!)

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KaiserKris
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Re: A Few Magical Weapons and Items

Post by KaiserKris »

zarathustra wrote:Very well done as usual.

One small suggestion, surely it should be a Whistle of Canine Summoning, or Bone of Canine Summoning (Bone Whistle Aha!)
I like the idea of a whistle, yes!

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