Post by peter on Sept 10, 2013 15:53:59 GMT -5
Hi all,
I have worked a bit on my (technically) ongoing campaign, and "created" some magic items, as well some information on foreign lands etc. As English is not my first language, I apologize in advance for any errors and bad spelling. You are all free to use it as you see fit.
If you should like to receive the "data" in a more readable format send me a mail.
This first part is on my magic items:
Category Item Effect
Amulet Amulet of displacement First attack in each CT always misses, unless it is enchancted to allways hit, in that case, roll normally for attack
Amulet Amulet of Nebakhar royal line Gives +10 to leadership, +5 to armor, gives 50 heka magic resistance, effects are doubled if wielder is of the Nezcarani royal line. If the wielder is of non-balance ethos, his/hers dreams at night will be haunted by the ghosts of the old royal line whispering "sciencetific" secrets. Gives +5 to mental steep, but - 5 steep to physical and spiritual steep.
Armor Shield of Prince Nebakhar Large round shield, gives +5 armor, +1 dodge, +5 to parry attemts, effects are doubled if wielder is of the Nezcarani royal line. If the wielder is of non-balance ethos, his dreams at night will be haunted by the ghosts of the old royal line whispering religious secrets. This causes -5 to mental and physical steeps and +5 to all spiritual steeps.
Books "Schneiders Guide to the lower planes" This book teaches the subject of the lower planes. By studying this book for 3 months, the reader may gain 1D6 demonology and 1D6 multiversal planes and spheres.
Books Book of Skellos The book of Skellos is rumored to contain the most complete guide to summoning and communing with beings from the netherworld. No complete version is known to exist in the northern world, though several complete copies are believed to be held by the Mageocy of Beth-Salem. Here it is said that demons walk around wearing the skins of mortals freely without risk of retribution from the gods. It is believed that a direct portal to the netherworld exist here, and is rumored to be hidden deep in the Tower of Summoning (El Tovru des Zummino). Avoid this place at all cost, as your life is the least thing to loose at this place.
Bracers Lesser bracers of defence Gives layered armor of 5 per level (eg. 5 non vital, 10 vital, 15 super vital, 20 ultra vital)
Bracers Bracers of Kung Gives the same armor effect as banded chain mail
Earring Earring of defence Gives +10 to armor in super and ultra vital areas.
Figurines Bound demons These figurines hold bound demons. By throwing them on the ground and speaking their truenames one can command the demon. The truename is often added to the figurine. If the true name is not spoken, they will turn upon the individual who broke the figurine.
Figurines Statue of the Angel A greater Deva has willingly let it self be captured in stone. While in this form it grants an aura bonus within 50 yards to those of a like Ethos/Pantheon. Grants +5 to all checks related to the god from which the deva belongs.
Lantern Magical lantern Provides light in 5 yards radius, burns for one day
Necklace Necklace of thinking Gives +1/+2/+3 to each mental attribute depending upon type, but only one may be worn
Plow Plow of bountifull harvest Grants user +10 steep to aggriculture, and improves harvest from field by 5%
Portal Portal of fire This permanent portal allows one (or both) way travel to a specific destination upon the plane of fire. If the proper command words are used the portal may be closed or opened, thus allowing travel. In a both way travel portal, great care must be taken less a random being moves through the portal from the plane of fire. While most beings from the plane of fire would likely die quickly from the (relative) cold of the physical plane, larger creatures could survive for a time. These creatures will likely be very aggresive and highly dangerous. Much magic is aided by acces to a portal of fire, e.g. smithing, hekaforging, elemental magic etc, which will likely gain +10 to steep one any required checks made in the vicinity of the portal. The portal can be dstroyed by either water, cold or powerfull magic. This will likely affect the side of the fire plane too, and will almost certainly draw some powerfull creatures to investigate, so one has better be prepared.
Ring Ring of protection Gives +5/+10/+15 magic armor dependig upon type, only one type of magic armor may be worn
Ring Ring of magic Gives +5/+10/+15 to magic steep, but reduces avoidance/resistance to magic by one level
Ring Ring of Wizardry Gives +5/+10/+15 to any one school of magic, but gives -5 to one/two/three other schools
Ring Ring of the sleepwalker This ring, when worn, reduces all steep by 5 points, but the bearer never has to sleep. The apperance of the wearer is of a person who has not slept for many days. Some 1 in 5 of these rings, are cursed such that the wearer falls asleep when putting on the ring, and can not be awaken for 48 hours after the ring is removed. Wearing the ring for long periods increases the likelihood of going mad, as each dat of wearing the ring beoynd 14 days lowers the Spiritual trait score of the person by 1 permanently. These traits scores do not come back after removing the ring. It is said that eating the brain of a grand mage will return the lost points, but none are known to have succeded in this endeavor.
Robe Robe of darkest shadows Gives layered armor of 10 per level (10/20/30/40), shadows cause -10 to bac to any creature unable to see well in darkness trying to hit the carrier, destroys all other armor worn when taken on, and whoever takes it on is cursed not to remove it (requires a remove curse to remove). A person wearing this is always shrouded in shadows, which most good aligned people will find uncomforting, to say the least.
Robe Robe of the seducer Gives +4 att vs. the opposite sex, gives +10 to influence, +10 to Charismatism. The effects are reversed vs. own sex.
Scroll Scroll of unholy armor This scroll allows a magic caster to create an unholy armor, this armor reflects any damage which penetrates the armor of the attacked, thus damage from a handweapon attack inflicts damage upon both the attacker and the attacked. Only magic armor prevents reduces this damage.
Scroll Scroll of Skellos A page of the the infamous, book of Skellos, grants + 3 sorcery for each month studied, but cost 2 random spiritual att score per month too.
Shoes Lesser Sandals of the gladiator Gives + 5 to bac, +5 to dodge. No armor can be worn.
Shoes Slippers of the night Gives +10 to Sneaking, +5 to physical perception (hearing). Can not be worn with any armor containing metal.
Symbol Unholy symbol of vilest evil Gives +20 to religion/priestcraft steep of holder, gives + 5 to all steep for creatures of gloomy darknes ethos within 50 yards, gives -5 to all steep to creatures not of gloomy darkness ethoi within 50 yards. This symbol is created from the souls of 50 virgins of vilest fantasies. The souls are left boiling in a cauldron of misery for a year, turning into a liquid metal. The metal is then formed upon a anvil of power, by a dark deva pouring all her malice into the symbol.
Wand Wand of lightning 4D6+4 electrical dam, cost 100 heka per bolt
Wand Wand of fireball 4D6+4 times 1D6 fire damage, cost 150 heka per bolt
Weapon Trident of Aquarius Gives +1D6/+3D6 vs Froggies to dam, grants proctection from Froggies heka based attack (50 heka) and halves damage (after armor) from Froggies
Weapon Demon kantana Gives +5 to bac and +5 to damage
Weapon Mace of Sunlight Gives +5 to bac and +2D6 holy damage vs. demons, undeads and creatures suspectible to holy damage, user must be of sunlight ethos, otherwise user is affected by a progressively worsening curse
Weapon Sword of unholy Might Gives user PMcap and PMpow of 22, and +2D6 of damage vs. creatures with ethos of sunlight, moonlight or balance
Weapon Quarterstaff of Nunis Grants wielder +5 to bac, +2D6 dam, +5 sorcery steep, + 5 dodge, but also allows the demon Nunis to make a spiritual link with the wielder, unless one of the true names of Nunis is known. Nunis can not be commanded by just one of his true names, and will certainly plan the destruction of any who learns this name.
Weapon Dagger of Death Gives +5 to bac, +2D6 damage vs. living creatures. Any creature killed by this weapon turns into a zombie within 5 CT, and unless a Necromancy check is made at hard, it will attack the wielder of the weapon.
Weapon Lesser Khopesh of the ancients This Kopesh, gives +10 to bac, +2D6 to damage, and increases all physical attribute scores by +1. Wielder must be of the ancient race, otherwise on a special miss, the weapon cuts off the wielders opposite arm. Ancient race wielders can not make special misses, this is instead turned into a normal miss.
Weapon Spear of monster hunting Gives +10 to hunting steep, +1D6 to damage vs. flying monsters e.g. manticores, dragons
Weapon Wand of the ancients This small wand like device is capable of emitting a 50 yard long beam that extends through all non-metal or stone/earth substances (larger that 5 cm), doing 8D6 fire damage. It requires a Combat HW, missile check to hit with the weapon. It ignores all magic armor. Damage from the device can only be healed through normal healing (that is no magic healing will affect the wounds caused by this device). This device stretching back to ancient time is a most formiddable weapon. While it is difficult to use, it causes massive damage. This or a similar device has been known to be in the possesion of the Weltanor the Grand Magus of the Ivory Tower during his campaign against the Lich-Lord Necrazars infernal legions. Weltanor claimed that he had found the device in an undiscovered dungeon deep in the Wrall infested Mountains of Despair. As Weltanor died in the final battle against Necrazar, he was never able to lead an expedition to the place himself. Many other expeditions have attempted to locate the lost dungeon, but apparently to no effect.
Weapon Tyrfing The cursed sword of Tyrfing. This heavy broadsword gives +3D6 damage and +5 to bac, +5 to leadership. Cursed: This weapon must draw blod from a living intelligent being when drawn. Otherwise the sword cause the death of the wielder the next time it is drawn in combat, either by making all attack the wielder, or by causing all attacks to hit the wielder. The sword will cause 3 great sorrows to the wielder, be it the death of friends or loved ones, or equally great sorrows. Once three sorrows have been caused on the wielder, the entire cursed is lifted for this wielder. Once a new owner aquires the sword the curse is reactivated. The sword was crafted by the elder dwarfes Dvarlinn and Durin as ransom for being released from captivity by the King of the Gardarikki. In order to spite the king, Dvarlinn and Durin secretly put in a curse in the blade. It is said that performing a great service for Dwarvenkind will forever release the blade from the curse, but this remains pure speculation. Some sages also claim that the slaying of a greater wyrm will release the blade from the curse.
Weapon The glory of ten powers This longsword (asian sword?) gives +10 armor to the wielder, and +5 to dodge to all friends of the wielder within 3 yards, including the wielder. This sword was created by a female conjurer to her lover, a male fighter. When the god of smithing felt the couples love, he aided the conjurer in making the sword. It is said that when the wielder of the blade is fighting with his/her truly beloved within visual range, the wielder will never miss a parry, and will only suffer minimal damage from any hostile attack. If the blade is used to strike at the clergy of either love or smithing, the blade will shatter into a thousand pieces.
Weapon Glamring This longsword gives +10 to bac. For a being possesing Dweomercraft of a skill above 20, this weapon grants +10% to all heka generating skills, +25% to heka total and +50% to heka generation (per hour). This weapon is rumored to have been crafted by Völund with the aid of the god Wotan. Völund has created many of the greatest magic items in the west, and is considered a demigod by most smiths. He is still rumored to be alive, and working in a smithy somewhere deep underground on a weapon to slay an evil god or a demon king.
Well Well of deepest water Using the proper incarnations and sacrifices, a person may (paying 1000 Heka) open a temporary portal to the plane of Froggies, a random frog (unless a specific summoning name is spoken), will appear within the well in 1 BT, it will patiently listen for 1 AT, and during this time the "summoner" may allow the froggie to leave the well. Any agreement between the summoner and the froggie can not be broken by the froggie if allowed to leave the well. The froggie can remain for up to 1 day + 1 day per point of Sorcery and Occultism the summoner has.
Weapon Lemurian Bone-dagger of eternal sacrifice This dagger grants +5 to avoidance, -10 to roll to hit, +10 to necromancy, +5 to priestcraft (only for gloomy darkness ethos) and contains a soul storage capable of holding 10 souls. Beings ritually killed with this weapon grant +10 to any bargaining result with netherbeings or lesser gods. This bonedagger was used by the priestess of the Lemurian pantheon to sacrifice many people on the great pyramids in Lemuria for their dark gods. As such the weapon has become ingrained with death, and the bony blade slowly pulsates with a dark inner glow. Indeed a dark spirit inhabits the blade slowly turning the wielder towards the gloomy darkness ethos. Each time the wielder uses the dagger, the character must make an avoidance check versus spiritual on moderate or slip 1/10 closer to the gloomy darkness ethos. Willingly destroying the dagger allows the wielder to regain his/her former ethos.
Weapon Holy longsword of the order of demonslayers This longsword grants +5 to bac, +1D6. It grants +15 bac, +3D6 damage to demons. The damage versus all types counts as holy (often doing extra damage vs. netherbeings). The sword is crafted by a mastersmith being a staunch believer of sunlight.
I have worked a bit on my (technically) ongoing campaign, and "created" some magic items, as well some information on foreign lands etc. As English is not my first language, I apologize in advance for any errors and bad spelling. You are all free to use it as you see fit.
If you should like to receive the "data" in a more readable format send me a mail.
This first part is on my magic items:
Category Item Effect
Amulet Amulet of displacement First attack in each CT always misses, unless it is enchancted to allways hit, in that case, roll normally for attack
Amulet Amulet of Nebakhar royal line Gives +10 to leadership, +5 to armor, gives 50 heka magic resistance, effects are doubled if wielder is of the Nezcarani royal line. If the wielder is of non-balance ethos, his/hers dreams at night will be haunted by the ghosts of the old royal line whispering "sciencetific" secrets. Gives +5 to mental steep, but - 5 steep to physical and spiritual steep.
Armor Shield of Prince Nebakhar Large round shield, gives +5 armor, +1 dodge, +5 to parry attemts, effects are doubled if wielder is of the Nezcarani royal line. If the wielder is of non-balance ethos, his dreams at night will be haunted by the ghosts of the old royal line whispering religious secrets. This causes -5 to mental and physical steeps and +5 to all spiritual steeps.
Books "Schneiders Guide to the lower planes" This book teaches the subject of the lower planes. By studying this book for 3 months, the reader may gain 1D6 demonology and 1D6 multiversal planes and spheres.
Books Book of Skellos The book of Skellos is rumored to contain the most complete guide to summoning and communing with beings from the netherworld. No complete version is known to exist in the northern world, though several complete copies are believed to be held by the Mageocy of Beth-Salem. Here it is said that demons walk around wearing the skins of mortals freely without risk of retribution from the gods. It is believed that a direct portal to the netherworld exist here, and is rumored to be hidden deep in the Tower of Summoning (El Tovru des Zummino). Avoid this place at all cost, as your life is the least thing to loose at this place.
Bracers Lesser bracers of defence Gives layered armor of 5 per level (eg. 5 non vital, 10 vital, 15 super vital, 20 ultra vital)
Bracers Bracers of Kung Gives the same armor effect as banded chain mail
Earring Earring of defence Gives +10 to armor in super and ultra vital areas.
Figurines Bound demons These figurines hold bound demons. By throwing them on the ground and speaking their truenames one can command the demon. The truename is often added to the figurine. If the true name is not spoken, they will turn upon the individual who broke the figurine.
Figurines Statue of the Angel A greater Deva has willingly let it self be captured in stone. While in this form it grants an aura bonus within 50 yards to those of a like Ethos/Pantheon. Grants +5 to all checks related to the god from which the deva belongs.
Lantern Magical lantern Provides light in 5 yards radius, burns for one day
Necklace Necklace of thinking Gives +1/+2/+3 to each mental attribute depending upon type, but only one may be worn
Plow Plow of bountifull harvest Grants user +10 steep to aggriculture, and improves harvest from field by 5%
Portal Portal of fire This permanent portal allows one (or both) way travel to a specific destination upon the plane of fire. If the proper command words are used the portal may be closed or opened, thus allowing travel. In a both way travel portal, great care must be taken less a random being moves through the portal from the plane of fire. While most beings from the plane of fire would likely die quickly from the (relative) cold of the physical plane, larger creatures could survive for a time. These creatures will likely be very aggresive and highly dangerous. Much magic is aided by acces to a portal of fire, e.g. smithing, hekaforging, elemental magic etc, which will likely gain +10 to steep one any required checks made in the vicinity of the portal. The portal can be dstroyed by either water, cold or powerfull magic. This will likely affect the side of the fire plane too, and will almost certainly draw some powerfull creatures to investigate, so one has better be prepared.
Ring Ring of protection Gives +5/+10/+15 magic armor dependig upon type, only one type of magic armor may be worn
Ring Ring of magic Gives +5/+10/+15 to magic steep, but reduces avoidance/resistance to magic by one level
Ring Ring of Wizardry Gives +5/+10/+15 to any one school of magic, but gives -5 to one/two/three other schools
Ring Ring of the sleepwalker This ring, when worn, reduces all steep by 5 points, but the bearer never has to sleep. The apperance of the wearer is of a person who has not slept for many days. Some 1 in 5 of these rings, are cursed such that the wearer falls asleep when putting on the ring, and can not be awaken for 48 hours after the ring is removed. Wearing the ring for long periods increases the likelihood of going mad, as each dat of wearing the ring beoynd 14 days lowers the Spiritual trait score of the person by 1 permanently. These traits scores do not come back after removing the ring. It is said that eating the brain of a grand mage will return the lost points, but none are known to have succeded in this endeavor.
Robe Robe of darkest shadows Gives layered armor of 10 per level (10/20/30/40), shadows cause -10 to bac to any creature unable to see well in darkness trying to hit the carrier, destroys all other armor worn when taken on, and whoever takes it on is cursed not to remove it (requires a remove curse to remove). A person wearing this is always shrouded in shadows, which most good aligned people will find uncomforting, to say the least.
Robe Robe of the seducer Gives +4 att vs. the opposite sex, gives +10 to influence, +10 to Charismatism. The effects are reversed vs. own sex.
Scroll Scroll of unholy armor This scroll allows a magic caster to create an unholy armor, this armor reflects any damage which penetrates the armor of the attacked, thus damage from a handweapon attack inflicts damage upon both the attacker and the attacked. Only magic armor prevents reduces this damage.
Scroll Scroll of Skellos A page of the the infamous, book of Skellos, grants + 3 sorcery for each month studied, but cost 2 random spiritual att score per month too.
Shoes Lesser Sandals of the gladiator Gives + 5 to bac, +5 to dodge. No armor can be worn.
Shoes Slippers of the night Gives +10 to Sneaking, +5 to physical perception (hearing). Can not be worn with any armor containing metal.
Symbol Unholy symbol of vilest evil Gives +20 to religion/priestcraft steep of holder, gives + 5 to all steep for creatures of gloomy darknes ethos within 50 yards, gives -5 to all steep to creatures not of gloomy darkness ethoi within 50 yards. This symbol is created from the souls of 50 virgins of vilest fantasies. The souls are left boiling in a cauldron of misery for a year, turning into a liquid metal. The metal is then formed upon a anvil of power, by a dark deva pouring all her malice into the symbol.
Wand Wand of lightning 4D6+4 electrical dam, cost 100 heka per bolt
Wand Wand of fireball 4D6+4 times 1D6 fire damage, cost 150 heka per bolt
Weapon Trident of Aquarius Gives +1D6/+3D6 vs Froggies to dam, grants proctection from Froggies heka based attack (50 heka) and halves damage (after armor) from Froggies
Weapon Demon kantana Gives +5 to bac and +5 to damage
Weapon Mace of Sunlight Gives +5 to bac and +2D6 holy damage vs. demons, undeads and creatures suspectible to holy damage, user must be of sunlight ethos, otherwise user is affected by a progressively worsening curse
Weapon Sword of unholy Might Gives user PMcap and PMpow of 22, and +2D6 of damage vs. creatures with ethos of sunlight, moonlight or balance
Weapon Quarterstaff of Nunis Grants wielder +5 to bac, +2D6 dam, +5 sorcery steep, + 5 dodge, but also allows the demon Nunis to make a spiritual link with the wielder, unless one of the true names of Nunis is known. Nunis can not be commanded by just one of his true names, and will certainly plan the destruction of any who learns this name.
Weapon Dagger of Death Gives +5 to bac, +2D6 damage vs. living creatures. Any creature killed by this weapon turns into a zombie within 5 CT, and unless a Necromancy check is made at hard, it will attack the wielder of the weapon.
Weapon Lesser Khopesh of the ancients This Kopesh, gives +10 to bac, +2D6 to damage, and increases all physical attribute scores by +1. Wielder must be of the ancient race, otherwise on a special miss, the weapon cuts off the wielders opposite arm. Ancient race wielders can not make special misses, this is instead turned into a normal miss.
Weapon Spear of monster hunting Gives +10 to hunting steep, +1D6 to damage vs. flying monsters e.g. manticores, dragons
Weapon Wand of the ancients This small wand like device is capable of emitting a 50 yard long beam that extends through all non-metal or stone/earth substances (larger that 5 cm), doing 8D6 fire damage. It requires a Combat HW, missile check to hit with the weapon. It ignores all magic armor. Damage from the device can only be healed through normal healing (that is no magic healing will affect the wounds caused by this device). This device stretching back to ancient time is a most formiddable weapon. While it is difficult to use, it causes massive damage. This or a similar device has been known to be in the possesion of the Weltanor the Grand Magus of the Ivory Tower during his campaign against the Lich-Lord Necrazars infernal legions. Weltanor claimed that he had found the device in an undiscovered dungeon deep in the Wrall infested Mountains of Despair. As Weltanor died in the final battle against Necrazar, he was never able to lead an expedition to the place himself. Many other expeditions have attempted to locate the lost dungeon, but apparently to no effect.
Weapon Tyrfing The cursed sword of Tyrfing. This heavy broadsword gives +3D6 damage and +5 to bac, +5 to leadership. Cursed: This weapon must draw blod from a living intelligent being when drawn. Otherwise the sword cause the death of the wielder the next time it is drawn in combat, either by making all attack the wielder, or by causing all attacks to hit the wielder. The sword will cause 3 great sorrows to the wielder, be it the death of friends or loved ones, or equally great sorrows. Once three sorrows have been caused on the wielder, the entire cursed is lifted for this wielder. Once a new owner aquires the sword the curse is reactivated. The sword was crafted by the elder dwarfes Dvarlinn and Durin as ransom for being released from captivity by the King of the Gardarikki. In order to spite the king, Dvarlinn and Durin secretly put in a curse in the blade. It is said that performing a great service for Dwarvenkind will forever release the blade from the curse, but this remains pure speculation. Some sages also claim that the slaying of a greater wyrm will release the blade from the curse.
Weapon The glory of ten powers This longsword (asian sword?) gives +10 armor to the wielder, and +5 to dodge to all friends of the wielder within 3 yards, including the wielder. This sword was created by a female conjurer to her lover, a male fighter. When the god of smithing felt the couples love, he aided the conjurer in making the sword. It is said that when the wielder of the blade is fighting with his/her truly beloved within visual range, the wielder will never miss a parry, and will only suffer minimal damage from any hostile attack. If the blade is used to strike at the clergy of either love or smithing, the blade will shatter into a thousand pieces.
Weapon Glamring This longsword gives +10 to bac. For a being possesing Dweomercraft of a skill above 20, this weapon grants +10% to all heka generating skills, +25% to heka total and +50% to heka generation (per hour). This weapon is rumored to have been crafted by Völund with the aid of the god Wotan. Völund has created many of the greatest magic items in the west, and is considered a demigod by most smiths. He is still rumored to be alive, and working in a smithy somewhere deep underground on a weapon to slay an evil god or a demon king.
Well Well of deepest water Using the proper incarnations and sacrifices, a person may (paying 1000 Heka) open a temporary portal to the plane of Froggies, a random frog (unless a specific summoning name is spoken), will appear within the well in 1 BT, it will patiently listen for 1 AT, and during this time the "summoner" may allow the froggie to leave the well. Any agreement between the summoner and the froggie can not be broken by the froggie if allowed to leave the well. The froggie can remain for up to 1 day + 1 day per point of Sorcery and Occultism the summoner has.
Weapon Lemurian Bone-dagger of eternal sacrifice This dagger grants +5 to avoidance, -10 to roll to hit, +10 to necromancy, +5 to priestcraft (only for gloomy darkness ethos) and contains a soul storage capable of holding 10 souls. Beings ritually killed with this weapon grant +10 to any bargaining result with netherbeings or lesser gods. This bonedagger was used by the priestess of the Lemurian pantheon to sacrifice many people on the great pyramids in Lemuria for their dark gods. As such the weapon has become ingrained with death, and the bony blade slowly pulsates with a dark inner glow. Indeed a dark spirit inhabits the blade slowly turning the wielder towards the gloomy darkness ethos. Each time the wielder uses the dagger, the character must make an avoidance check versus spiritual on moderate or slip 1/10 closer to the gloomy darkness ethos. Willingly destroying the dagger allows the wielder to regain his/her former ethos.
Weapon Holy longsword of the order of demonslayers This longsword grants +5 to bac, +1D6. It grants +15 bac, +3D6 damage to demons. The damage versus all types counts as holy (often doing extra damage vs. netherbeings). The sword is crafted by a mastersmith being a staunch believer of sunlight.