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

Monday, October 10, 2022

Three Magic Rings

Ring of Reading: a simple gold band.  When you take the ring off and look through the band at any writing, you can read it, even if you're illiterate.  Does work on languages you don't know, but doesn't break codes or cyphers.


Ring of Epic Fumbles: an orichalcum ring shaped like a bunch of coyotes running in a circle, biting the tail of the coyote in front of them.  When the character wearing it rolls a fumble, any fumbles still happen, and they still fail, but something cool also happens that's positive for the rolling character.


Ring of Sweet Sleep: a star sapphire mounted on a band of gently undulating silver.  Wearing this ring makes you immune to any magical influences on your sleep and dreams; you are immune to the Sleep spell, a night hag's dream-riding, an inccubi's dream manipulation, or any other sort of communication-by-dreams.  

Image created with Stable Diffusion and GIMP.  

Saturday, January 01, 2022

Three Swords and a Mask

Here are some magic items that have made an appearance in some of my gaming recently.  They're designed for D&D 5e (because that's the game we were playing at the time), but can be used in TSR-era D&D with little tweaking.

Swish

Swish is a +1 swept-hilt rapier with a blade fashioned from gleaming mithril and tower engraved on the pommel.  For every opponent personally attacking the wielder of Swish beyond the first, Swish grants its wielder a +1 to AC up to a max of +5.


The Lady

The Lady, so the joke goes, is disarming.  Swish is a +1 rapier with a silvered blade, orichalcum swept hilt and pommel, and an ivory grip.  Whenever the wielder of the Lady makes a successful attack with her, the wielder can choose to forgo doing any damage and instead attempt to disarm the person they attacked.  The target must roll a Strength save with a DC of the wielder of Lady’s spell save DC (or their Dexterity bonus + 8 + their proficiency bonus if they don’t have a spell save DC) in order to keep their grip on the weapon.  Otherwise, it is tossed 5d4 feet away from the wielder in a random direction.


Polydipsia


Powers

Polydipsia is a +1 longsword that thirsts for blood.  In addition to its usual +1 to attack and damage rolls, when used against a living creature with internal fluids (blood, ichor, etc.), the blade does an additional 1d4 necrotic damage as it sucks these fluids into itself.  Against constructs, most undead, and other creatures that lack internal fluids, it simply works as a normal longsword +1


If Polydipsia is ever sheathed without drinking blood, it will bite whoever sheathed it for 1d4 necrotic damage.  


If Polydipsia ever deals the finishing blow on a creature it can drink from, it gorges itself on the creature’s fluids.  Until the wielder’s next long rest, it acquires an additional +1 to attack and damage rolls.  The DM may decide that gorging this way on particular creatures (angels, demons, mindflayers, etc.) might grant the wielder additional, one-use powers.


If the wielder of Polydipsia gets into a heated confrontation, the blade will murmur and whine thirstily.  If Polydipsia’s wielder gets into a fight but doesn’t draw Polydipsia, the wielder must pass a CR 12 Charisma saving throw or use the blade to deadly effect.  Some of Polydipsia’s wielders have taken to chaining the sword in her sheath.  While chained, while Polydipsia can’t force her user to wield her, she will rattle and hiss.  (Chaining the sword in its sheath requires a full action to get Polydipsia free.)


Polydipsia cannot be used to deal non-lethal damage.  Wielding Polydipsia while she is still chained in her sheath will allow for non-lethal damage, but she’s treated as a club and her magical powers are negated until she is free of the sheath.


Description

Polydipsia looks like an elegant longsword with graceful cross guards that curve gently towards the sword’s point and set with small, smokey garnets between the grip and the blade.  The octagonal pommel is decorated with obsidian plates and the grip is wrapped in shark skin.  


The ricasso has two thorn-like projections in line with the edge of the blade.  The ricasso also bears a maker’s mark, identifying it as the work of a particularly skilled but mad swordsmith.  The blade itself is delicately engraved with a roses-and-thorns pattern.


The Mask of Falier

Powers

While carried, the Mask of Falier allows the bearer to cast the Minor Illusion, Prestidigitation, and Thaumaturgy cantrips.


While worn, in addition to the above powers, the mask confers the following benefits on the wearer:

Targets of Vicious Mockery had disadvantage on their saving throws against it.

The wearer can cast Alter Self on themselves once per hour.

The wearer can cast Blur once per day, the power recharging at dawn.

The wearer has advantage on Deception, Intimidation, and Sleight-of-hand skill checks.

The wearer has advantage when resisting any sort of gaze attack or magic, such as the gaze of a vampire or medusa.


Description

The mask has the ability to transform itself into any shape the wearer desires, but it must remain a mask.  It always looks like a mask, so while it can form itself into a caricature of a known person, it cannot imitate their exact look.  The mask is immune to mundane damage.

Exactly who Falier is has bedeviled generations of historians.  Some say Falier was one of the nomes de guerre of the half-elven illusion most commonly known as Kmikle.  Others claim Falier is the true name of a demon who is bound inside the mask.

Thursday, September 23, 2021

Ghosts, Swords, and Wyrms


This pic, by the amazing Johan Egerkrans, was posted on Facebook recently, and the poster asked what the sword and broach do, and how you'll defeat the ghost to get them.  Here was my suggestion:

You set the ghost's soul to rest by slaying the White Wyrm (actually a black dragon with achromasia) and its servants that have claimed the ruin of an ancient watchtower in the middle of the swamp.  However, you must do this without telling a lie or killing an innocent.


The servants of the Wyrm are the fallen descendants of the ghost, men and women without honor or scruples who've been engaging in illicit slave trading through the swamps.  The Wyrm was wounded by the warrior who is now the ghost, and delights in tormenting the old soul by corrupting his descendants.  

The broach and sword are both fashioned from bronze and set with stones of alexandrite.  The broach confers immunity to poison, but if the wearer ever uses poison to harm another sentient, they will prick themselves on the broach's pin and fall dead from an especially deadly toxin.

The sword rings like a bell when an untruth is knowingly told in its presence, and any attacks made with the sword on the speaker of the lie deal especially vicious wounds.  However, should the wielder of the sword every speak a lie, even a white one, the sword will sap some of their strength.  The lost strength can only be restored by an act of public penance (flogging, climbing a mountain barefoot, crawling across broken stones on your knees, etc.).

In D&D terms, the sword is +1 to hit and damage under normal circumstances.  Against a liar, it's +3 to hit and damage.  Telling a lie while being the swords wielder confers a penalty of -1 to the character's Strength score.  Setting the sword aside while telling the lie is no protection; as soon as the sword is taken up again, the character loses the point of Strength.   


 

Monday, January 21, 2019

How I Include Magic Items in My Campaigns

This grew out of a Quora question on how "generous" DMs should be about handing out magic items. The answer, of course, depends on the sort of campaign you want. But I strongly err on the side of caution (or "tight-fisted stinginess" according to some of my players).

While I’m notorious for not giving away magical items, but the truth is, I give out lots of magic items. It’s just that most are one-use get-out-of-jail-maybe-not-so free things. Like a shield fashioned of rowan wood that can nullify a single spell of third level or lower, but shatters when it does so. That works well for me, but not for thee. So keeping in mind the needs of your own campaign and what brings the fun for you and yours, here are some suggestions about how to give out magic items:

What do you want the PCs to be able to do?

You might love werewolves and want to get lycanthropes into the campaign as quickly as possible. Or maybe you’ve got some great ideas for undersea adventures and don’t want the PCs too hampered with not being able to breath down there. Or maybe you think dragons are the bee’s knees but don’t want the PCs to flee in terror due to their fearsome aura. Maybe you want a jet-setting campaign that has the PCs chasing clues from one end of the world to another (cue the red-like map from Raiders of the Lost Ark). Or you want them to encounter lots of unique and alien cultures but don’t want their interactions bogged down by language barriers.

Magic items that remove hurdles that impede everyone getting to the fun are the first things you should think about giving out. Just make sure you’re not squashing someone’s character concept (a lie-detector when one of the players wants to play an Inquisitive), or short-circuiting what is the fun for you (like removing logistics as a concern when you really want a big, long-distance hex crawl).

Like unto this are…

What can’t the PCs do that might be important?

5e assumes the average group to be four players and a DM. Even with the game spreading around abilities like healing, that can mean that something gets left out. If the PCs are woefully lacking in stealth, or tanking, or healing, or intelligence-gathering, give them some magic to fill that gap.

Once you’ve got these bases covered, you may want to…

Take it slow.

It’s easier to give additional magical goodies than it is to take them away. So be stingy at first. If you’re not sure if you should give them a particular ability, make the item have limited uses (like a wand or potion).

Also, keep in mind that 5e is built around bounded accuracy. You can blow that up if you give away lots of things that improve AC. Avoid giving away magic items that raise ACs at all, and try to keep ACs below 24 if at all possible.

But if you’re going to do all that, you’ll probably also want to…

Make it cool!

If you give out fewer items, that means you can spend more time on the items you do give out. Give them names and histories. Who else used this item in the past, and what did they do with it? Are there those who particularly hate the item due to how it was used in the past, or who might feel it rightfully belongs to them? Will people recognize the item and admire the PCs for having it?
Does this item have cosmetic effects (cool lights or veiled in a bloody mist) that make it stand out? Are there side effects to calling upon its most potent powers? Does the item need special care or recharging?

Taking the time for even cosmetic changes can make the magic in your campaign unique. This is one of those areas where a little extra work will go a long way, especially as players realize that their treasured magic weapon isn't from a generic list in the DMG, but something special, made just for their campaign. You also have the players' undivided attention when you talk about treasure, so here's your best opportunity to include exposition you want remembered.

Wednesday, June 28, 2017

Wicked Reptilian Magic

One of my favorite creations over at the Hamsterish Hoard of Dungeons & Dragons is the reptilian Sshian.  These feathered snake-people make an awesome buried-and-forgotten ancient evil for the PCs to accidentally re-awaken.  Of course, when you're looting their tombs, you need to find suitably wicked magic items.  The following were written for 5e, but there's really nothing that needs doing to convert them over to the OSR game of your choice:

Claw of the Lictor
An ornate orichalcum gauntlet with three clawed fingers and little tubes for affixing feathers, the claws themselves are fashioned from black iron. The gauntlet is a simple finesse weapon enchanted to a +1 to hit and damage. It does 1d6 slashing damage. It’s also vampiric; any damage you do to a living creature that draws blood regains you hit points equal to the damage roll.

Looking into the gauntlet reveals a series of hooks, blades, and gears inside the Claw. In truth, it’s not meant to be a gauntlet, but rather a prosthetic replacement hand. Putting a living hand into the gauntlet will cause the gauntlet to eat the hand up, doing 2d6 damage and, assuming the wielder survives, grafting itself to the arm. Only a remove curse or wish spell will allow you to remove the gauntlet.

Crimson Thorn Scourge

This six-tailed scourge is fashioned from braided lengths of manta-ray-like hide, studded with thorn-like hooks of orichaclum. Treat it as a whip that has a +1 to-hit and damage enchantment on it, does 1d6 damage, and is vampiric, giving the wielder 1 hit point for each point of damage caused. The target must make a STR saving throw vs. the attack roll or be restrained (PHB pg 292) so long as it is size Large or smaller. Every round the target is restrained, the whip can’t be used as in an attack, but it automatically does 1d4+1 damage to the target. The target can escape if they roll a STR save of 12 or better.

If the wielder rolls a 1 on their attack, then the wielder is tangled in the web and becomes restrained, suffering 1d4+1 damage (which is not fed back to them via vampirism). The wielder can escape on a STR save of 12+.

Sanguine Cords

A trio of crimson ribbons, stitched minutely with black runes, are attached to a small gold ring. At the end of each ribbon is a small obsidian plumb weight. If a spell-caster of any sort makes a loop through the ring of the cords, places their dominant arm through the loop, and then wraps the chords along their arm, they can then sacrifice 2 HP to increase both their spell attack bonus and save DC by +2. When they do this, their dominant hand exudes a brief crimson mist that trails their gestures.

If the spell being cast causes piercing or slashing damage, the bonus is automatic and does not require the user to sacrifice any hit points. Prolonged use can lead to any garments being worn on the dominant hand or arm to be stained as if with a mist of blood.



Tuesday, November 29, 2016

Weeping Iron Makes Wizards Writhe

Sorry, couldn't resist all the alliteration. ;)

Reading the fourth and fifth Black Company books inspired this. Most likely to be encountered by my Wednesday group, but considering how ubiquitous spell-use is in 5e, it seems it would have very broad application.

So, somewhere in the mists of time, someone hated spell-slingers. Someone hated them A LOT. And they devised multiple methods of killing them. One of the most effective, and enduring, was weeping iron. Weeping iron looks like black iron except it weeps a nasty purple oil that coats the metal. Most weeping iron weapons are enchanted (because, apparently, they didn’t hate all spell-slingers, or maybe they were one flavor of spell-slingers with a hate-on for another flavor; whichever works best for your campaign, naturally).

Regardless of whatever enchantments a weeping iron weapon has, anyone struck by such a weapon must make a CON save (usually against 16) or be poisoned (as per the condition rules in the PHB). If the victim doesn’t have any spell slots available, they’ll shake the poison off in 10 minutes.

On the other hand, if the victim does have spell slots, they have disadvantage on the saving throw and immediately take 1d6 damage per the level of their highest remaining spell slot. (So if a wizard has two 1st level slots and a single 3rd level spell slot remaining, the wizard takes 3d6 damage from the poison.) Every hour after, the spell-slinger takes another d6 damage per level of their highest remaining spell slot. The poison feeds on the spell-slingers magical potential; only magic will serve to purge the poison from a spell-singer’s body.



Tuesday, September 17, 2013

Great Gobs o' Goo!

Here's an example of cyphers for Numenera, and one artifact at the end. Level is a basic catch-all for anything you might want to do with the item: reverse engineer it, identify it, add it to another device, or whatever. External just describes how it's applied. Other cyphers are internal (like pills or injections), wearable (like jewelry or temporary tattoos), or useable (basically describing hand-held devices like tricorders or flashlights). Depletion is the roll you make every time the item is used to see if you've used it up or broken it.  If you roll a 1, this is the last time the artifact works properly, if at all.

Anoetic means the cypher is fairly simple and stable: it's a pill or has only one button and is extremely easy to use.  Occultic cyphers have lots of levers and controls on them and are more complex to use, though generally only one combination of settings has any noticeable effect, and it's still a one-use item.

Goo actually describes a variety of substances that are usually found in soft synth tubes.  The tubes, even empty, are greatly prized by explorers for their near indestructibility while their bright colors make empty tubes excellent toys for children.  Being brightly labeled (usually), most folks enjoy a +2 on rolls to identify a tube of goo.

The tubes tend to be about an inch across and almost four inches long.  They’re pinched closed at both ends.  One end is just sealed soft synth, and it’s as difficult to pierce or damage as the rest (Difficulty 7 to penetrate or pierce) while the other end sports a brightly colored tab of stiff synth.  To use most goo, you tear off the stiff synth tab then squeeze the goo out onto yourself.  With only a bit of coaxing, the goo will spread to cover a single being.  There’s usually more than enough goo to cover a single creature or object, though attempting to spread the goo out over multiple uses or people causes the stuff to immediately decompose.


Decomposing goo usually liquefies and slides cleanly off the person or object it’s been put on [GM intrusion: the goo stains clothing it’s been spread over.] or evaporates in a quickly dissipating cloud that smells like mulch or a bog.  This decomposition tends to be rather sudden when it happens.


Goo spreads to cover the entire body in a shiny, clean layer.  It will go over clothes and does the cover the face, smoothing over the features to make who ever’s wearing it unrecognizable.  However, those wearing goo can (usually) see and breathe through the goo easily.


All goos are anoetic cyphers.


ARMOR GOO
Level: 2d6
External: goo
Effect: This midnight blue goo forms small, rigid scales across its entire surface.  The result is heavy armor that lasts for 14 hours.  If it’s spread directly across the skin, it imposes no penalties; if spread over clothes it imposes the penalties of medium armor.

INVIGORATING GOO
Level: 2d6
External: goo
Effect: Translucent crystal blue, this goo must be spread across bare skin to be effective.  It tingles on the skin and massages the dermis and higher layers of muscle.  It improves the wearer’s Edge for all stats by +1, but won’t raise any above 3.  It lasts for 14 hours and evaporates into a minty-fresh cloud.

HEALING GOO
Level: 2d6
External: goo
Effect: This rich green goo restores +1 point to any one stat every minute.  After half-an- hour, it will restore a level of health, then dissipate.

COCOONING GOO
Level: 1d10
External: goo
Effect: This goo seals a person in a tight cocoon of purple goo.  Legs are pressed together and arms are trapped at the sides.  Those outside the cocoon can change the translucence of the goo (blocking the sight of the captive), as well as how well, if at all, sound travels through it (though they cannot suffocate the captive).  The cocoon lasts for 28 hours, or until someone outside dissipates it.  From inside, it’s a Might feat with a difficulty of 8 to break out of the cocoon.

SENSATION GOO
Level: 1d6
External: goo
Effect: The translucent crimson sensation goo heightens the sensations of anyone wearing it.  While it can reduce the Difficulty of a challenge to a character’s tactile sensitivity (lock-picking, safe-cracking, reading Braille, and the like), it also reduces the difficulty of torturing, seducing or otherwise influencing the gooed character via touch.  In addition, anytime a character wearing this goo is hurt in combat, the sensation is so overwhelming that they must make an Intellect check against a Difficulty of 4 or pass out for 1d6 minutes.  This goo last 14 hours + 2d6 hours.

X-RAY GOO
Level: 2d6
External: goo
Effect: X-ray goo is translucent green and glows with a cold electric light.  It allows others to inspect the internels of whatever or whoever is covered.   It lowers by one the Difficulty of any task where such x-ray vision could be useful, such as picking locks, diagnosing disease or internal injuries, or the like.  It lasts four hours.

PSYCHEDELIC GOO
Level: 1d6
External: goo
Effect: Once smeared on a body, this opaque goo writhes with brilliant colors in wild, mind-bending patterns.  The colors and patterns appear to be affected by the mood of the wearer, but just how isn’t entirely clear.  Wearing this good impedes the vision of the wearer not at all, but it can be an asset in public performance tasks.

POISON GOO
Level: 1d6
External: goo
Effect: Whatever this goo was originally designed to do, it’s toxic to most life in the Ninth World.  Anyone wearing this goo (which comes in a variety of colors) immediately suffers a wound equal to the level of the goo and then another every 5 minutes they continue to wear the stuff.  Removing this goo is often (50% of the time) easy, but the rest of the time it’s a Might task with a Difficulty of 4.

TEMPERATURE-CONTROL GOO
Level: 2d6
External: goo
Effect: While wearing this white goo, you’ll never be too hot.  Or too cold.  It keeps your body temperature constant, which for most people makes it feel like it’s a pleasant spring day.  It lasts 28 hours.

GOO FACTORY
Level: 1d6+1
Form: a crystal and synth box six inches tall, 14 inches wide, and 16 inches deep.
Effect: this artifact has a panel on the top perforated with thousands of tiny, octagonal holes.  If a pound of organic matter is placed on that panel it will start to “melt” into the machine while an array of holographic controls will appear in the air over the machine.  Using it to get the goo you want is a Difficulty 7 Intellect challenge (anything that beats Difficulty 3 will produce a tube of goo, just not necessarily the one the user was trying to get).
Depletion: 1-10


[GM Intrusion: the machine spits out a goo with a completely blank label.  The only way to learn what’s in it is to use it.]

Friday, February 18, 2011

A Bloodthirsty Sword

I just handed one of these out in my Doom & Tea Parties campaign, so I figured it’s time to put it up here.

The bloodthirsty swords are rumored to be 27 bronze scimitars fashioned by a coven of rakshasa mothers for their eldest children, sons and daughters, to wield in battle as they carved their paths with pain and death in the world. They tend to sport bone or wire-wrapped grips and bear odd, stripe-like striations along the dull edge of the blade, or down at the forte, just above the hilt.

The blades are not sentient, but wielders report that possess a certain animal intelligence. They whine or vibrate unhappily when chopping into undead, or other bloodless enemies, but sing and strike true when used against living creatures. Against non-living foes, they are +1 blades that do the usual damage. Against the living, they are far more potent.
In addition to conveying a +2 bonus to the attacks of their wielder, a true strike can be utterly devastating to the foe as the blade drinks greedily of their blood. For damage, roll two dice: a d20 and a d4. Divide the result of the d20 by the number that come up on the d4 (rounding up to 1 when necessary).

If the blade goes longer than a week without being used against a living creature in combat, it will begin to hunger. Anytime an attack roll results in a 1 there is a 50% chance the blade will twist in the hand of its wielder and bite into a living ally (no additional roll is needed; just go straight to the damage roll). The blade can be sated for a time with domesticated animals (pigs, goats, geese, etc) but will eventually tire of such mawkish fare. After a month of such a diet, the sword will do its best to be stolen (attracting the attention of thieves and murderers) or lost so that it can find its way into the hands of a more adventuresome warrior.

Thursday, March 18, 2010

Brian's Satirical Poetry

That was my Amazon pay phrase. Interesting enough, but not nearly as intriguing as:

Brian’s Satyrical Poetry

A long poem supposedly stolen by Brian (“the Clumsy”) from the courts of the Fey in his quest to woo the Lady Mercedes. According to legend, he won each stanza (in truth, each is an individual poem in its own right, each having its own character and style but linked by certain themes, word choice, and imagery) by passing a test set to him by the various members of the fey court: the fool, the minstrel, the steward, the weeping girl, the queen’s champion and then the queen herself.

Each stanza must be committed to memory. A character can memorize one stanza per point of Charisma bonus. Spellcasters (either clerics or magic-users) may memorize an additional stanza in lieu of a first-level spell.

The first stanza is a humorous bit of doggerel requiring a mere five minutes to recite. If the target of the poem fails a save vs. spells (adjusted for Wisdom) they suffer a -1 to resist any spell cast by the reciter. If the save is failed, the listener will sit eagerly for the second stanza if it’s recited within the next week.

The second stanza, a lyrical poem of true love lost, and is a half-hour long. If the target of the poem fails a save vs. spells (adjusted for Wisdom) they suffer a -1 to resist any further recitation of the Satyrical poems and must give the reciter one present or token of their affection. Failing the save also means the listener will be compelled to hear the third within the next week, after which the magic fades.

The third stanza is a riddle-poem meant to maze the mind and takes a full hour to recite. If the target of the poem fails a save vs. spells (adjusted for Intelligence this time) they suffer a -2 to resist any further spells or later poems cast or recited by the same person. They must also surrender a kiss to the reciter.

The fourth stanza is a sonnet of lost love, taking twenty minutes to recite again. If the target of the poem fails a save vs. poison (adjusted by Charisma), the target must grant the reciter one simple favor (it must be something that can be done within the space of an hour and not risk life or limb). Failing the save also means the listener will do anything that doesn’t risk life or limb to hear the fifth stanza within the next week.

The fifth stanza is an epic poem, and will require a full two hours uninterrupted to recite in full. If the listener fails a save vs. spells (adjusted for Wisdom) then they succumb to a charm spell as if cast by the reciter. The duration, effects, and limitations are just like the spell.

The sixth stanza is a blank verse profession of raw love and passion. If the listener fails a save vs. spells, then they fall madly in love with the reciter, a love that can only be broken by use of a wish or divine intervention. If they pass this saving through, but failed one of the others, they are overcome with lust for the reciter which will last until sated or the passing of a full month.

According to legend, Brian only got halfway through the poems when he found the affections of the Lady Mercedes too unpleasant to endure. But he fell for a daughter of a fisherman. On their honeymoon, he tossed the poems into the sea where they were swallowed by a fish. This fish was caught half-the-world away where it came into the possession of a starving storyteller, who bought the fish with his last coin. Finding the poems in the belly of his meal, he used them to woo a princess and became a king. His grandson lost the poems when his palace was plundered by a vengeful dragon. Where the poems went from there, none can say, but there are at least three copies of the complete poems floating around.

Art by Jacob Jordaens and Sir Lawrence Alma-Tadema.

Saturday, September 12, 2009

Potions in Pitsh

Here are a few more things you can spend your ill-gotten, er, I mean, hard-won loot on while you're in Pitsh.

Extra-healing Potion – 300 gp: There are two doses in this potion that heal 6-12 points of damage each.

Giant's Strength Potion – 600 gp: This potion gives you the strength of a giant for a half-hour.

Healing Potion – 100 gp: There are two doses in this potion that heal 3-6 points of damage each.

Love Potion – variable prices: There are lots of these floating around town. Most are probably just slightly-past-the-freshness-date fruit juice. Reputable alchemists won't touch this one with a ten-foot-pole, and warn customers that the real thing can be shockingly potent with unpredictable results.

Night Vision Potion – 50 gp: This potion gives you the low-light vision of elves for six hours.

Water Breathing – 300 gp: This potion will grant the ability to breath underwater for up to 24 hours. It can be split up among multiple people. For instance, 24 people could drink it and breath underwater for a single hour, or six people could share one potion to breath underwater for 4 hours each.

Art by John William Waterhouse

Friday, September 11, 2009

Magic Item: Wayedge

A few days ago, when I posted a comment over at the “Hamsterish Hoard of Dungeons & Dragons”, the verification word that popped up was “wayedge”. I commented that it sounded like the name of a magic item I'd expect to see on that page, and Taichara agreed. So, today, we're both posting our versions of what Wayedge is. This is mine:

Wayedge appears to be a rather unremarkable, heavy-bladed, large kitchen knife. The blade is made of a dark grey, glossy material which tapers to a sharp point, is not quite a foot in length, with a triangular cross-section and only one sharp edge. The handle is fashioned of bone with odd marks carved into it that are easily mistaken as an attempt to make the grip less slippery, and the parts are joined by fittings of orichalcum.

In truth, the blade is a single piece of magically shaped diamond and the handle is fashioned from the phalanx bone of a grey slaad. The blade can, with enough force, cut through nearly anything short of adamantium. While somewhat clumsy for combat, the blade's cutting ability translates to a non-magical +3 “to hit” bonus (meaning that it doesn't count as magical for harming lycanthropes, non-corporeal foes, etc.).

Wayedge wasn't designed to be a weapon, however. It was fashioned with the ability to slice holes in Planes, allowing passage from one Plane to another. The Plane on the other side of such a cut is randomly determined, but is always a Plane which is adjacent to the one the where the cutter currently is. (If you're using the traditional multi-verse wheel, a person cutting a hole in their Prime Material Plane might open a way to a neighboring Prime Material, the Ethereal , the Astral, one the Elemental Planes, or the Planes of Positive or Negative Energy, as all of those are “adjacent” to and “touch” the Plane of the cutter.)

In order to make this cut in a Plane, the edge must be coated in the blood of a single creature. Then the cutter recites a chant three times while stabbing at the air and pulling downward with the blade. (The chant is actually carved into the handle, in the letters that make up the strange markings carved into the handle.) Whatever Plane the cut opens into, it will have everything necessary for the survival of the creature whose blood is on the edge of the blade. That means, there will be air to breath, the temperature will not be so hot or so cold as to pose a serious danger, and it won't be in the middle of rock or the bottom of the ocean, if such things would be an immediate threat to the creature whose blood is used in the ritual. The blade will not, however, insure a lack of enemies on the other side of the rift.

The cutter can usually make a rift as long as they are tall every round. These cuts heal at a rate of roughly 6 feet per turn.

The blade is assumed to be of sshian manufacture, as the runes carved into the handle are a simplified version of that race's courtly script. Legend puts it in the hands of their most famous assassin, the infamous Washak-lum, who personally saw to the deaths of three empresses and nine sorcerers, as well as murdering the dragon Grangom and severing the hand of a river titan. Washak-lum met his end, according to legend, at the hands of a yakfolk sorcerer inhabiting the body of one of the assassin's favorite hierodules.

The knife falls out of legend for thousands of years but it is shows up in the hands of Tecolotliztac, a sorcerer of great renown among the lizardfolk at the height of their second empire. He is known to have been personally slain by the Necromancer at the Battle of Atlyei. Rumor then says that the Necromancer had the knife on his person during the sack of the pleasure gardens of Amocampa. The blade is never mentioned again, and some wonder if the Necromancer used it to escape the destruction of his armies, taking it with him to some unknown Plane.

UPDATE: Here's Taichara's. It's interesting that our minds seemed to orbit the same idea.

And here's David's version over at "Tower of the Archmage". Anybody else do one?

ADDITIONAL UPDATE: Here's Oddysey's vaugely creepy version.

AND YET ANOTHER: Here's JB's bloody version.