Some Magic Items

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Clever_Munkey
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Re: Some Magic Items

Post Sat Dec 09, 2017 4:19 pm

A few magical weapons I've been using, or plan to use, in my games.

Recurrence:
5 times per day this short sword +1 allows it's user to make an extra attack on their turn. Both attacks must be made with Recurrence.

Shadow Steel:
5 times per day this dagger +2 allows it's user to turn invisible for 3 rounds. (see the spell invisibility for rules on being invisible.)

Inertia
This magical great mace (maul) +1 deals 3d6 damage on a successful attack, however this comes at a cost. On the round after any attack is made the user automatically loses initiative, cannot move more than 10 feet, and cannot make parting shots.

Justiciar
Once per day this warhammer +1 can be invoked to bind the appendages of any creature for up to 1 hour. A successful save versus spells negates the binding. Attacking, or otherwise attempting to directly kill the bound target breaks the binds.

Needle Threader
5 times per day the user of this longbow +2 can ignore any cover or concealment penalties for their attack roll. The arrow must still be able to reach the target along a natural trajectory, and the attacker must be able to see, or otherwise know the location of their target. However no extra penalties are applied even if the trajectory would normally make the shot extremely difficult (e.g. arcing over a wall).

Hailstorm
Once per day the user of this heavy crossbow +1 can fire a bolt into the air and call down a shower of bolts in a 10 foot radius at a target location within range of the crossbow. Creatures in this area are hit by 1d6 bolts (save versus dragon breath for half)

Bark and Bite
While this pair of daggers +1 work well with any one, they work best with a thief. once per opponent (per 24 hours) on a successful attack with Bark (off-hand) the attacker can elect to forego the damage, and instead attack with Bite as though they were attacking from behind.

Checkpoint
On a successful attack, the user of this spear +1 may choose to force their opponent backward five feet.
Last edited by Clever_Munkey on Sat Dec 09, 2017 5:12 pm, edited 1 time in total.
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Clever_Munkey
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Location: Ames, Iowa

Re: Some Magic Items

Post Sat Dec 09, 2017 4:48 pm

I'm uploading the list I've made for the deck of conjuring here with my own additions, and to help spark some more interest in it.

You can find the original post here:
viewtopic.php?f=19&t=1588

If you would like to contribute to the list please post to that thread, so that we don't flood this one.

I also think that some of the magic items deserve to be magic items in their own right, instead of being in this list. e.g. the slimeball.
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orobouros
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Re: Some Magic Items

Post Sat Dec 09, 2017 10:18 pm

I don't know if they'd fall under "magic" or "specialty" weapons but I'd like to see a degree of weapon differentiation between regular weapons. Say a rapier that does 1d6 damage but is +2 vs chain or plate mail.
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Clever_Munkey
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Re: Some Magic Items

Post Sun Dec 10, 2017 5:36 pm

orobouros wrote:I don't know if they'd fall under "magic" or "specialty" weapons but I'd like to see a degree of weapon differentiation between regular weapons. Say a rapier that does 1d6 damage but is +2 vs chain or plate mail.
I think that would fall better under the Misc. Ideas thread, which you can find here:
viewtopic.php?f=19&t=2261

There is also this thread, which might be what you are looking for:
viewtopic.php?f=2&t=1801&
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Dimirag
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Re: Some Magic Items

Post Thu Dec 14, 2017 9:00 pm

The Coins of Welgh the Lucky

Welgh was a Magic User known for his remarkable luck and the use of a coin as his lucky charm, believing that his uncanny luck was of magical origin he made several magical coins. These coins are similar to a silver coin, having a four leaf clover on one side and a skull on the other.

Once a person flips the coin it will bestow a +4 bonus or -4 penalty for the next 24hs depending on whether the coin ended up showing the clover or the skull.

Once the coin is flipped it will lose its magical ability for 24 hs.
Sorry for any misspelling or writing error, I am not a native English speaker
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laDracykei
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Re: Some Magic Items

Post Mon Dec 18, 2017 11:12 am

Bag of Keeping: Any organic matter placed within this bag is not subject to decay, fermentation, or other similar processes. Flesh will not rot, perishable goods will not spoil, wine will not age, nor will any other similar process take place. A body preserved inside a bag of keeping could have the time limit for resurrection magic upon it be be extended at the GM's discretion, but it would be no easy matter to procure a bag of keeping large enough to contain an average-sized adult human body.
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