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Re: Magical Item Compendium

Posted: Wed Aug 19, 2020 4:40 pm
by Dimirag
Which makes me think of....

Arrow, Weakfinder: This enchanted arrow will automatically aim at the opponent with the lowest hit point value. An attack roll must still be done in order to hit it.

Re: Magical Item Compendium

Posted: Wed Aug 19, 2020 4:43 pm
by borgar
Dimirag wrote: Wed Aug 19, 2020 2:19 pm Sword, Weaknessbiter This short sword has a d4-1 attack bonus (rolled with each attack) and a 35% chance of doing double damage by finding and striking its victim's weak points.
Ah, I didn't read the original text carefully enough and thought the dice roll applied to damage (I guess I'm still think in terms of thac0/to hit as the terms and my mind matched attack bonus with damage). The weapon makes a lot more sense now.

Re: Magical Item Compendium

Posted: Thu Jul 08, 2021 6:09 am
by cbarchuk
Is this ever going to be completed and released on the downloads page? I think BF really needs something like this.

Re: Magical Item Compendium

Posted: Thu Jul 08, 2021 6:15 am
by Pirate GM13
cbarchuk wrote: Thu Jul 08, 2021 6:09 am Is this ever going to be completed and released on the downloads page? I think BF really needs something like this.
I think once everyone is a little less busy that older topics like this one will resume, but at the moment I don't think people have time, due to Covid and life and Covid... Did I mention the Covid?
Covid is making my life a lot slower, and I an assuming the same for everyone else's, so people can generally only focus on one or 2 projects unless they want to start working past midnight...

Re: Magical Item Compendium

Posted: Thu Jul 08, 2021 7:28 am
by CptClyde
Wow interesting supplement idea. I could definitely use this for my "Hexcrawl Adventures" supplement candidate when rolling for random treasure. The more magic treasure options the better.

Re: Magical Item Compendium

Posted: Thu Jul 08, 2021 12:35 pm
by Dimirag
Its up to Solo if the supplement is "download worthy", and once there, he also will judge if the supplement is "print worthy" (to me, its worthy of the 1st and a good candidate for the second).

Does this needs more content? More items and/or drawings? I was thinking a couple of days ago to do some art for this, funny thing...

Otherwise it can go in the Showcase.

Suggested r8 is attached

Re: Magical Item Compendium

Posted: Fri Jul 09, 2021 1:06 am
by Pirate GM13
While we're on the subject...
Hat of the Sage
This hat holds all knowledge of a specific subject. When someone wears it, the hat implants the knowledge. The GM can either decide on what the hat knows or can roll a d100 on the following table (taken from the Sage Fields of Study from the Quasi Classes Supplement).

Humankind (by country/region),
Demi-Humans, Humanoids, & Giant-kind
(by specific race, each as a separate field of study) Anatomy & Physiology
1 to 2. Art & Music
3 to 4. History
5 to 6. Heraldry & Symbolism
7 to 8. Languages
9 to 11. Legends & Folklore
12 to 13. Law & Customs
14 to 15. Medicines & Herbalism (non-magical)
16 to 17. Philosophy & Ethics
18 to 19. Politics & Genealogy
20 to 21. Populations & Demography
22 to 23. Psychology & Sociology
24 to 25. Social Structure
26 to 27. Theology & Myth
28 to 30. Warfare (history/tactics)

Physical Universe
31 to 33. Architecture & Engineering Astronomy
34 to 35. Chemistry
36 to 27. Geography
38 to 40. Geology & Mineralology Mathematics
41 to 42. Meteorology & Climatology Oceanography
43. Physics
44 to 45. Topography & Cartography

Planar Environs (by plane/dimension)
46. Accessing and Departing Plane (travel to/from) Denizens & Societies
47 to 48. Ecological Regions & Environmental Concerns Fauna of Plane
49 to 50. Flora of Plane
51 to 52. Geography of Planes (topography & cartography)
53. Monstrosities of Plane
54 to 58. Physical Sciences & Differences from Prime (chemistry, physics, geology, etc.)

Fauna (natural)
59 to 60. Amphibians
61 to 62. Arachnids
63 to 64. Avians
65 to 66. Cephalopods & Echinoderms Fish, Crustaceans & Mollusks Insects
67 to 69. Mammals & Marsupials Reptiles

Fauna (monstrous)
70. Aquatic (including fishlike, crustaceans & mollusk)
71 to 72. Arachnoid & Insectoid
73 to 74. Avians & Skydwelling
75. Cephalopods & Echinoderms
76 to 80. Draconian Studies (dragons and draconic beings)
81 to 82.Mammals & Marsupials
83 to 84. Reptiles (non-draconic)

Flora
85 to 86.Bushes & Shrubs Flowers
87 to 88. Fungi, Molds, & Slimes Grasses & Grains Herbs & Weeds Mosses & Ferns
89 to 90. Trees
91. Unnatural, Strange, Magical, & Monstrous Flora

Supernatural & Unusual
92. Astrology, Numerology, and Portents Afterlife, Ghosts, and other Spirits Cryptography & Codes
93. Dweomercraft (item crafting)
94. Faerie, Fey, Sidhe and related topics Heraldry, Signs & Sigils
95. Divination Magical Studies
96. Transmutation Magical Studies
97. Necromancy Magical Studies
98. Evocations Magical Studies
99. Conjurations Magical Studies
100. Enchantments Metaphysics & Planar Interactions
Based on the rarity of the subjects. The GM may edit this to their liking.

Re: Magical Item Compendium

Posted: Fri Jul 09, 2021 3:37 am
by Dimirag
Maybe a % chance would work better
The Sage tables should be imported as ti avoid requiring other supplements

Re: Magical Item Compendium

Posted: Fri Jul 09, 2021 6:59 am
by Pirate GM13
Pirate GM13 wrote: Fri Jul 09, 2021 1:06 am While we're on the subject...
Wearable, Hat of the Sage
This hat holds all knowledge of a specific subject. When someone wears it, the hat implants the knowledge. The GM can either decide on what the hat knows or can roll a d100 on the following table (taken from the Sage Fields of Study from the Quasi Classes Supplement).

Humankind (by country/region),
Demi-Humans, Humanoids, & Giant-kind
(by specific race, each as a separate field of study) Anatomy & Physiology
1 to 2. Art & Music
3 to 4. History
5 to 6. Heraldry & Symbolism
7 to 8. Languages
9 to 11. Legends & Folklore
12 to 13. Law & Customs
14 to 15. Medicines & Herbalism (non-magical)
16 to 17. Philosophy & Ethics
18 to 19. Politics & Genealogy
20 to 21. Populations & Demography
22 to 23. Psychology & Sociology
24 to 25. Social Structure
26 to 27. Theology & Myth
28 to 30. Warfare (history/tactics)

Physical Universe
31 to 33. Architecture & Engineering Astronomy
34 to 35. Chemistry
36 to 27. Geography
38 to 40. Geology & Mineralology Mathematics
41 to 42. Meteorology & Climatology Oceanography
43. Physics
44 to 45. Topography & Cartography

Planar Environs (by plane/dimension)
46. Accessing and Departing Plane (travel to/from) Denizens & Societies
47 to 48. Ecological Regions & Environmental Concerns Fauna of Plane
49 to 50. Flora of Plane
51 to 52. Geography of Planes (topography & cartography)
53. Monstrosities of Plane
54 to 58. Physical Sciences & Differences from Prime (chemistry, physics, geology, etc.)

Fauna (natural)
59 to 60. Amphibians
61 to 62. Arachnids
63 to 64. Avians
65 to 66. Cephalopods & Echinoderms Fish, Crustaceans & Mollusks Insects
67 to 69. Mammals & Marsupials Reptiles

Fauna (monstrous)
70. Aquatic (including fishlike, crustaceans & mollusk)
71 to 72. Arachnoid & Insectoid
73 to 74. Avians & Skydwelling
75. Cephalopods & Echinoderms
76 to 80. Draconian Studies (dragons and draconic beings)
81 to 82.Mammals & Marsupials
83 to 84. Reptiles (non-draconic)

Flora
85 to 86.Bushes & Shrubs Flowers
87 to 88. Fungi, Molds, & Slimes Grasses & Grains Herbs & Weeds Mosses & Ferns
89 to 90. Trees
91. Unnatural, Strange, Magical, & Monstrous Flora

Supernatural & Unusual
92. Astrology, Numerology, and Portents Afterlife, Ghosts, and other Spirits Cryptography & Codes
93. Dweomercraft (item crafting)
94. Faerie, Fey, Sidhe and related topics Heraldry, Signs & Sigils
95. Divination Magical Studies
96. Transmutation Magical Studies
97. Necromancy Magical Studies
98. Evocations Magical Studies
99. Conjurations Magical Studies
100. Enchantments Metaphysics & Planar Interactions
Based on the rarity of the subjects. The GM may edit this to their liking.
This better?

Re: Magical Item Compendium

Posted: Sun Jul 11, 2021 6:13 am
by Pirate GM13
Staff, Ocean Staff
This staff is made of the finest dark oak there is, with a pearl attached at the top. It bears many engravings, written in languages of the deep sea...
This staff holds 5 charges. A humanoid, elemental, or giant may expend a charge to do 2 of the following things:
Heal 2d6 + 2 health points (The wounds are covered with seaweed for a second, then vanish)
Gain + 1 to your Ac for 2 hours ( you are covered in coral)
Cast Darkness for 10 turns ( as a fourth level magic user)
Cast Charm Animal on a sea dwelling creature.
Cast Create Water with the option of the water being either fresh or from the ocean.
When the last charge has been expended, the staff rots away very quickly, and it sends out an image of a terrible sea creature (GM's choice). All creatures (apart from constructs and undead) within 10 feet of it when it rots away must make a save vs. paralysis or be frozen in horror at the vision for 1d100 + 10 minutes.