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Showing posts with the label Artifacts and Magic Items

Magic Items: Wings of Thistledown & Wand of Whimsy

 The following items are condensed from dreams, impressions, and tales drifting through the Feywild, or in similar fairy or dream realms. While items with similar effects may be created by mortal magicians, there is no known way to create these specific items. They must be found among fey and dreams, or obtained from another owner. Within a fey realm, the Wings of Thistledown and Wand of Whimsy are often found as part of a stereotypical fairy costume for dolls.  But, since they are normally found in the toy chests of fey giants, the magical items in question will be scaled to work well for most small and medium creatures. Wings of Thistledown These are small, costume wings which go on a character's back. The wings may be made of nearly any lightweight material including starched fabric, stiff paper, feathers, wire and gauze, or tufts of cotton. They may attach via separate straps, or be sewn into an outfit of particolored leotard and crinoline tutu.  When the wings are ...

Magic Armor/Weapon: Stompy Boots

Stompy boots are always large (seemingly oversized), metal, armored boots.  Each pair was once worn by a Knight of Chaos and is now infused with their essence.  Stompy Boots have the following advantages and disadvantages: Grants +1 protection (cumulative with other armor worn). Kicking attacks are now treated as 1d6 weapons with a +2 magic bonus to attack or damage. This bonus also applies to attempts to break things via kicking. Attacks which involve stomping on an opponent from above, do 1d12 base damage instead of 1d6. Any time the character is moving, they automatically fail at attempts to sneak or hide. Even characters without a sense of hearing can feel the vibrations in the ground and air from these boots. (These boots inspired by an item from the Trouble Juice video game .)

Magical Weapon: Flambeaux

Flambeaux are a category of magical weapons, typically taking the form of a shortsword whose blade blazes and illuminates like a torch when drawn. Flambeaux are treated as +1 magical weapons and can set flammable things on fire with a touch. However, once a Flamdeaux is drawn, it negates invisibility and all normal attempts at stealth used by the person bearing it. Sheathing the sword must be done in daylight. If the sword is sheathed under other conditions, then the flames transfer to the carrier. The bearer's head seems to dance with bright tongues of harmless flame. These intangible flames can only be extinguished by soaking the bearer's head while lit with daylight, or if another individual takes and attunes with the sword. Because of these inconveniences, some consider Flambeaux to be cursed weapons, or at least of mixed usefulness.  However, they are also somewhat easier to construct than many other traditional flaming swords.

Magic Material: Memori Foam

How much memory foam do I have to eat to remember why I put up with most of this shit? - Jon Baker No information is truly lost to entropy. It sublimes into the seething sea of virtual particles and quantum interactions. But sometimes this potential information can accumulate as Memori Foam, a semi-tangible substance:  In areas with unusual energy qualities, in the tissues of some strange creatures, or through specific scientific or magical processes. Memori Foam comes in accumulations of one or more doses, which can have many functions.  The more common uses include: Recovery:   If a dose is smeared across the surface of a broken item or damaged text, then it forms a powerful psychic impression, allowing all people who touch it in the future to gain an insight into the complete text or shape of the item. Those with the right skills may use this ability to recreate a copy of the item. Spellcasting:   Ingesting the foam allows one to cast or write down any spell, even...

Low Magic Rules for 5th Edition Dungeons & Dragons

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The following are a set of rules (limitations mostly) I came up with which would allow 5th Edition D&D to be used for lower magic settings and types of games.  Maybe something closer to historic-fantasy, though this might work for other kinds of settings as well. Note that each of the elements below is essentially a separate toggle, you can use some and not others, as the setting dictates. Races Players are generally only allowed to play human characters.  However, DMs might allow one of the following options: Option 1:  Quirky Humans  - Certain other races may be allowed, but are reskinned to simply represent slightly unusual humans. Option 2:  Shunned  - Certain other races are allowed, but represent weird beings from outside human civilization, shunned by most decent folk. Some individuals and organizations may view them with sympathy, but there’s every chance of a mob rising up against them. Option 3:  Dying Race  - Alternately, other ...

Doing Lines of Dust

In response to the post: Can you selectively dust of disappearance just an individual? Could you ingest it or slip it into a drink for the invisibility effect? DCs given assume D&D 5th Edition DC. - --- - If the rules don't specifically allow it, I'm guessing that by default it probably isn't intended to work if used in ways other than described. Otherwise it would probably be an ointment or potion. But if players get creative why not allow something to work with side effects and caveats? When snorting or ingesting Dust of Disappearance, roll 1d12 or choose: You snort a line of dust of disappearance. Works. Perfect! But now, each round, make a Constitution save, DC 15. On a failed roll you sneeze, coating the opponent in dust and making them invisible. Lasts the usual dust duration. You're blind! A friend reads the small print: Not meant to be taken internally. May cause retinal transparency lasting up to 16 minutes. You itch like crazy. Allergic re...

Sword +1!

Why do so many +1 magical swords exist: Roll 1d8: They were much more powerful swords, but the enchantments have worn thin over the centuries. Many swords become enchanted through use or user.  A warrior of minor renown will eventually find her sword acquires +1 effectiveness.  A sword that has seen a hundred battles in a dozen hands might also become +1.  Greater bloodshed or a more legendary wielder can contribute higher bonuses. In the Elder Wars, 5000 years ago mage-smiths were stamping these things out like hot-cakes for the rank and file.  Things were different back then and the rapid sword-enchanting rituals of that age are now lost. Mages can temporarily enchant a weapon at +1, but every now and then the enchantment sticks and the sword stays +1 indefinitely. It's just the result of certain alchemical minerals infused in the coal or iron from which the sword was made. Weapons from the planes beyond, are often a physical extension of the creatures wh...

Brains!

Reading the Blood Sorcerers of Paja , in a roundabout way this mention of using human flesh for magic, got my mind meandering back to an old line of text: "Connall took out the brains of the dead king and mixed them with lime to make a sling-stone - such "brain balls," as they were called being accounted the most deadly of missiles.  This ball was laid up in the king's treasure-house..."  - Celtic Myths and Legends , T. W. Rolleston I've been cludging away at some ritual rules for awhile:  something like spells, but taking more time, consuming more components, etc. but with the advantage of being usable by anyone, and not consuming daily spell reserves.  Anyhoo... Rituals consume components, and specific components can be tricky to obtain.  Stealing the shadow, cast by moonlight, from the third-left-leg of a man-sized spider, can be an annoyingly specific proposition.  Do such things even exist?  And who knows how tough it is to find so...

Magic Item: Magic Beans/Beanstalk

Magic beans are an incursive fae plant.  Grown in the fae realms magic beans produce relatively normal looking plants given the terrain.  However, when planted in the mortal world they sprout into something completely different. Fae beings can not plant magic beans themselves in the mortal world, and most see no need to, but mortals can.  A mortal planting magic beans in the mortal world grows a magic bean stalk.  A magic bean stalk is a gigantic tangle of vines rising up to the sky where they pierce back into the realms of Faery. The seed pods grown by a magical beanstalk, are the size of small canoes, with seeds the size of chickens which are quite edible.  Unfortunately only a few are produced per vine, so they do not provide a very sufficient food source for more than a few individuals.  Also the seeds of a magical beanstalk are sterile and will not grow if planted. Magical beanstalks survive in the mortal realm for only a season before succumbing...

Magical Artifact: The Little Alph

It will happen sometimes that when a cleric or magic user studies or meditates upon semiotics and the deeper meaning of language, a vision takes shape within their mind of the Alph.  The Alph is a magical artifact in the form of a single glyph or written character containing all associations of meaning and symbolism.  If paper, clay or some other recording media are available when the Alph manifests then the viewer may record the symbol, thereby producing what is colloquially known as a "Little Alph". A little Alph can in theory replicate any spell related to symbols, communication or understanding language.  This includes:  arcane mark , break enchantment (written magic only), commune , command (all), comprehend languages , confusion , contact other plane , demand , discern lies , dispel magic (written magic only), erase , glibness , holy word , illusory script , lullaby , magic mouth , message , mnemonic enhancer , read magic , sending , sepia snake sigil , s...