Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Monday, July 27, 2015

Demon Bone Armor for Dungeons & Dragons 5E


Demon Bone Armor
Uncommon (+1), Rare (+2), very rare (+3), requires attunement
Armor Type: any heavy

The demon bone armor looks like black lacquered plate mail, composed of ebon demon bones gathered on the fields of battle where dark fiends were summoned and defeated. The wearer of the suit may use a reaction to gain resistance against fire and necrotic damage for 1 minute (this ability may be used once per day). In addition, the demon bone armor can greatly enhance the damage the target deals. The bearer of the armor may expend one or more hit dice when dealing damage. The hit dice are rolled like normal but added to the damage total as bonus necrotic damage. Hit dice expended in this fashion are harder to recover; at the end of an extended rest the armor wearer must make a DC 13 Constitution save or the hit dice cannot be recovered at that time and he must wait until another extended rest to try again.

Demon bone armor seeks to subvert the soul of its wearer as well. If the attuned warrior wearing the armor ever is reduced to zero hit points and has no hit dice left for the day, then when making death saves each failure counts twice; if the warrior dies, the armor consumes him and shift to the Abyss, where the warrior's soul is converted into a lower order demon (or better if the DM sees fit).

Friday, June 5, 2015

The Magic Item Economy in 5E - Why it manages to be mechanistic and filled with verisimilitude at the same time (maybe)

I was reading a thread over at rpg.net about magic item economies. If you know rpg.net then you also know it's sort of the cool place to bash 5E, albeit with a lot less effort and energy than the old edition war days. Some of this is because most of the remaining 4E fans of that edition still linger at rpg.net, and they have some old grudges against the way WotC cavalierly speared their edition through the heart and roasted it over 5E's birthing fire. That said, I had some comments about 5E's magic item economy I thought I'd share here, for fun:

So far in practice, after I got over the initial shock/hump of resetting my perceptions from the magic item economy of Pathfinder and 4E to the 5E methodology, I am extremely content. From a verisimilitude perspective the costs of magic (which are defined in terms of creation, selling and even purchasing albeit with a lot of emphasis on the GM deciding on how inexact the market is) are useful in identifying the fact that gold is also devalued in 5E....or more accurately less gold goes farther, and its an important element of the whole game economy. I say game economy because clearly D&D does not (and never has) done actual mirroring of a fantasy economy very well; it does just enough to make the game playable....but no edition to date will hold up under scrutiny without making a lot of special assumptions (one of which* is very safely that not only are adventurers the only ones who regularly find magic, they may be the only "adventurers" in your campaign to find magic at that moment, too.)

In actual play my players have figured out that any item they seek to make has a cost and a quest attached. This is fodder for future games, but has only been acted on a few times now. They've also figured out that selling a magic item is a bigger deal than just selling regular stuff; they don't just dispose of a magic item of note, they need to find a buyer with the money, and the haggling rules in the DMG facilitate that process. In one game I let players have some say (4E style) on what they found in a loot horde. It was a HUGE mistake as it turns out. 5E does not work well with "player agency" in loot acquisition like 4E did (I'm eyeballing that Staff of the Magi you've got Jeff!!!)

As GM, being able to assert that there is no local magic item economy (except if the players dig hard to find someone locally who might have a lone item or two to sell, or at best a potion or scroll shop run by the local mage's guild) has been not just liberating but shockingly effective at removing what has long been a Big White Elephant in the room for the last 15 years of 3rd edition: the demystification of magic items as a unique treasure, instead being treated as a commodity that you buy and sell like anything else. Now they are rare, valuable, and not something you can just buy....even if you do sell them; and so valuable that just like other exceedingly rare and covetous items in the market today, once you've sold it the chances of getting it back are insidiously hard.

The magic item selling rules on page 130 in the DMG really encourage the thought that the "base price" in the book is a mechanical base price.....that the actual price of magic in value is less than the stated price on average, and only occasionally worth more. I'm no economist (it should be obvious) but to me this helps emphasize that in 5E a little gold goes a lot further than it does in prior editions. It also suggests that if selling magic items is happening a lot in your game (which lower value seems to me is a way to discourage such.....or at least prevent the sale of such from being a means of gaining quick cash) then maybe you're handing them out too often.

Items selling at a devalued worth is contradictory to items being rare and coveted enough that no market exists because they are "too valuable" to those who own them. It implies an entirely different market out there: pawns. I think back to my youth when after my first marriage ended I needed money and went to pawn my wedding ring. It was worth (by sale price) like $1000 but the pawn shop offered me $30. Wake-up call on gold value in jewelry! Maybe the devaluing of magic items comes from the fact that since no one in 5E land knows the average value of such items...or their use....then the sale of such goods is severely devalued? Or just as likely even if they are known to have value, no one actually has much coin (a shockingly realistic moment in D&D coinage and economics, I admit) to buy them with, such that the only sales of such rarities always come from suspicious fellows, noblemen with money to burn and weird wizards who'd rather get you to quest for them anyway?

Imagine if attunement was only possible for characters with a level in a class, or some training? Not in the rules, but it makes sense to me that average merchants and commoners would lack this talent to use such items, rending them mostly ordinary.

Heck, imagine if every time you attuned to an item there was a 5% chance the item lost its power? And that increased by 5% each time it was re-attuned. Not a 5E rule, but it would really clarify why magic item trading and selling was rare.

For that matter: the 3 item attunement limit really does put a crimp on use and need, anyway. Think for a moment what our world would be like if each person was assigned exactly 3 power sockets for their entire life, and power-strips/surge protectors did not exist. We'd save money, that's for sure....and the competition of the market to get you to buy their amazing all-in-one appliance would be great, I imagine.

If you look at the starting equipment at different levels of play (and magic) in a campaign on the DMG, page 38 it's interesting to note that a 17th to 20th level character in a standard campaign has only 2 uncommon magic items and 1 rare magic item. That's pretty stingy by...say...Pathfinder rules. Even with the starting GP it is unlikely that the PC could afford another rare item if the GM allowed the purchase of such. This tells me that in 5E's realms where characters can only attune to 3 items, it is entirely possible that you could adventure for 20 levels and only ever find 2-3 items to attune to....and possibly never even find opportunity to swap out. That's extremely different from 3.5/PF assumptions which had a mechanically forced magic-item churn economy.



*two others would be: clear rules and guidelines on how and when magic items lose their power, and the most important of all: how many magic items are actually out there, and how many actual artificers are there? Set these sliders really high and you have Eberron. Set them really low and you have what I think is standard for 5E now.

Friday, April 18, 2014

B/X D&D Month XVIII: Primordial Spheres

The Primordial Spheres are ten potent magic items, one for each of the great elder gods called  primordials. It is said that each sphere was a gift forged from the primordial darkness, an embodiment of the sacred power and knowledge of the old gods. The primordials coveted these spheres, and kept within them the essence of their might, their magic and their secrets.

When the Enkanneth, the first men, rose up against the primordials and their chaoskin followers they did so with deliberate action, seeking out the hidden places in the Outworld where the primordials kept their spheres. Each Enkanneth stole the power from the spheres, taking all of the energy and lore contained within into themselves. When they were done, the spheres were cast aside, drained of the cosmic energy that had granted true divinity to the elder gods.

The legends say these spheres were discarded as useless, but useless to an Enkanneth...a man made god....is a decidedly different connotation than useless to mere mortals. The spheres have appeared in various regions of the world, often coveted by those who find them, as each one, despite being drained of most power, still contain significant magical abilities that mere men can readily exploit.

Each sphere is about the size of a crystal ball (think a bowling ball) and exhibits a miasma of swirling colors characteristic of its title. The sphere cannot be used without first being attuned to the user: this requires one day of quiet meditation with the orb, after which the user is irrevocably connected to the orb until death or a remove curse breaks the attunement. To invoke the power of the sphere, one need only hold it firmly in both hands and concentrate. Unfortunately such power is also corrupting: each sphere has side-effects if possessed for too long. The side effects appear in three stages; the first stage can be stripped away with the remove curse that breaks the attunement. The second and third stages are more complex, and only a wish can remove their effects.

Unless otherwise stated each sphere casts spells as the equivalent to a 20th level wizard in potency.

Here then are a few of the Primordial Spheres known in existence today:


The Cerulean Sphere of Trigaril
The sphere of the primordial of the seas is a deep blue in color, seemingly as if it were a hollowed glass ball with a slice of the deep ocean poured inside. The bearer of this sphere is able to breath water and can swim at his normal movement rate without problem, or suffer any encumbering effects of armor while in the water. The bearer of the sphere may cast water breathing at will, and once per day may cast weather control.
Corruption: After 1D6 weeks the bearer of the sphere begins to develop gills and webbed feet and toes. After another 1D4 months the bearer can no longer survive out of water for more than 12 hours. After 1D4 years the bearer loses the ability to breath air entirely. These effects transpire regardless of any shapechanging or polymorphication.


The Vermillion Sphere of Verethax
The sphere appears to be a glass portal into a smouldering inferno, and is always searing hot to the touch; it deals 1D6 damage to any who hold it, except for the one who is attuned to its use. The Vermillion Sphere allows the bearer to cast the following spells as a 20th level wizard each 3 times per day: burning hands, fireball. Once per week the bearer may cast wall of fire and meteor swarm. In addition the bearer of the sphere is immune to fire damage, and can speak the language of fire elementals with innate ability (this is lost of the attunement is broken).
Corruption: after 1D6 weeks the bearer of the stone develops elemental traits from the plane of fire, and finds that anything he or she comes into contact with that can burn will ignite (1D6 fire damage). After 1D4 additional months the bearer of the stone develops the ability to migrate to and from the elemental plane of fire at will. After 1D4 years the bearer of the stone assumes the full properties of a fire elemental of equivalent hit dice.


The Ebon Sphere of Yoka Vataras
This sphere is made of pure darkness, a swirling nothingness that all but disappears when the lights are out. The bearer of the sphere immediately gains the power of darksense, a unique trait which allows the bearer of the stone to "see" in total darkness as if it were day, albeit in shades of gray. The bearer of the sphere may cast the following spells three time a day each as a 20th level spell caster: continual darkness, silence 15' radius. The bearer may cast the following spells once per day each: summon object, anti-magic shell. Once per week the caster may cast create magical monsters and permanence.
Corruption: The quintessence of the void suffuses the attuned bearer with dark energy, and within 1D6 weeks the bearer takes on the outward appearance of a shade, with skin of shadow and murky darkness wreathing his form wherever he goes. In another 1D4 months the bearer loses his corporeal body, becoming incorporeal, though still able to manipulate the orb. After 1D4 years the bearer becomes a true phantom, rolling for type as follows (D10): 1-5 apparition, 6-8 shade, 9-10 vision; all properties (and limitations) of the type take effect at that time. While in this form the bearer is undead, but wish removing the curse will restore him to life.




Friday, March 21, 2014

13 Days of 13th Age IX: Seven New Magic Items

Thirteenth Age actually has plenty of interesting magic items to choose from, but you can always add more. Here are seven additional magic items I worked up....


Weapons:

Soul Cutter (any weapon): This impressive weapon has a blade/tip of blue energy, and feels chillingly cold to the bone on touch. Anyone struck by this weapon substitutes MD for AC on the attack. The target takes psychic damage from the weapon instead of normal physical damage. Quirk: broods deeply and favors dark clothing.

Arrow Cutter (any melee bladed weapon): the blade of this weapon can unerringly deflect arrows. When a ranged attack from a bow or crossbow is leveled against you, as a free action the defender may make a basic attack roll with this weapon (only once per round). If the defender's attack roll beats the attacker's attack roll the arrow is cut in two and does not hit. Quirk: You obsessively break arrows when you find them, and disdain the use of ranged weaponry.

Amulets:

The Amulet of S'Groth: the wielder of this amulet can innately sense the presence of demons that may be disguised. Once per day the bearer of this amulet may invoke a claim of power against a demon, in which the amulet's wielder can make a CHA+level vs. MD against the demon. If the attack succeeds the demon must act for one round as the amulet's wielder directs, though they will try to subvert the command. If the die roll on the attack is a 16 or better then the effect lasts for five minutes; on a natural 20 it lasts for 24 hours! Regardless of outcome the demon will be determined to slay the one with the amulet. Any demon who resists (is missed) is immune from further attempts to control him. This item recharges on a save (16+) at the end of the combat. Quirk: expects to be waited on by everyone.

The Solar Amulet: this powerful sun disk can emit a soft white light equivalent to a nice lantern as a free action indefinitely. Once per day the bearer can command it to evoke a potent, blinding light (Int+level vs. PD against everyone nearby or all are Dazed until the end of their next turn). recharge 16+. Quirk: you become extremely self-righteous and prone to pointing out the obvious.

Boots:

The Sandals of Soliloquy: the wearer of these sandals develops a keen sense of oration and persuasion, gaining the sandal's bonus (+1 to +3 by tier) to charisma checks. In addition, once per day the wearer can make a direct (Cha+Level vs. MD) attack against a target as a standard action, in which through discussion powered by the magic of the sandals the target is convinced of the wearer's viewpoint. Quirk: the wearer soliloquizes all the time, out loud, to the point of perceived madness.

Belt:

The Belt of Impulsiveness: the wearer of this belt finds that he can, once per battle, choose to change his initiative to one point better than another target who is nearby. In addition, he gains double the weapon's magic bonus in attacks and damage against foes when he makes an opportunity attack. Quirk: the wearer of the belt's sense of impulsiveness takes over, and he is prone to rash and unthinking actions.

Helmet:

The Helm of Intrusion: when worn, the wearer of this helm finds that he is unassailable when foes try to grapple or push him, and that no door can withstand his might. Against any attempt to break down a door he gains +10 to any check to do so. Against foes who seek to grapple him (by magical means or otherwise) he gains +4 to his AC, PD or MD accordingly, and gains that same bonus when saving against restraining or grappling effects. Quirk: the wearer develops a "my way or the highway!" attitude toward every problem, and describes all actions in analogies relating to smashing down doors whenever possible.


Monday, March 3, 2014

13 Days of 13th Age: The Life Stealer

Well, contrary to how I felt writing the blog last night I at last found my second wind and intend to fulfill my goal of doing 13 days with 13th Age (every Monday/Wednesday/Friday). Since the blog's original purpose was an exercise in disciplining myself to write consistently I'd be setting a  poor example for myself by turning away from this challenge...

First up! A true magic item: The Sword of Life Stealing


The Life Stealer

In the world of Lingusia the Life Stealer is called Rishelka, the Ruby Death, avatar weapon of the Nameless One, keeper of the gates of the dead. In other worlds it is known by equally fearsome names, and has been known to serve the champions of the Lich King.

This epic level (1D10 base damage, magical +3 attack/damage) great sword is known for its wicked barbed edges, studded with tiny blood-drop like rubies. Each ruby can sustain the life of one victim, allowing the bearer of the weapon to steal the soul of those it slays to power greater magics beyond. It has two properties to this effect: when you down a foe by reducing them to zero hit points that foe immediately dies. One of the nine rubies gains the power of that victim's soul immediately. This can be done up to nine times. If you take a tenth victim without first using one of the prior souls then the wielder of the weapon takes 25 points of necrotic damage immediately. For this reason it is a very good idea to discharge the souls periodically.

Each round of battle you may choose to release one soul. If you do so, you may take one of two effects: either add 1D10 to the damage of your next attack, or spend a recovery to heal as a free action.

If the escalation die matches the number of souls currently absorbed by your weapon exactly, then you may immediately discharge all of the souls, dealing that many dice in damage on your next attack, or expending that many recoveries. You may not share these recoveries; the sword holds on to your own life jealously!

If the wielder of the weapon dies in battle while wielding the Life Stealer then the weapon's nine rubies immediately fill to capacity.

When out of battle, the Life Stealer loses one "charge" per hour between battle.

Quirk: you develop a brooding nature and exhibit a great melancholy, as well as an unnatural lust for the death god(dess).

Tuesday, October 4, 2011

Monte Cook on the Role of Magic Items in D&D

Monte's second article in Legends & Lore is out, and its actually really good. He discusses the role of magic items in D&D, the consequences of coupling their acquisition to character development, and the idea that magic items could (and should) work better as bonuses and unique elements that the DM can use to shape campaign focus and character uniqueness. I really liked this article; it meshes very well with how I feel magic items should function (and certainly do in my own campaigns). It more than makes up for the previous confusing article on passive perception. Anyway, just had to share!