Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 05-09-2019, 08:03 AM   #1
warhorse11h
 
Join Date: Aug 2018
Default Two unique magical artifacts

Just a couple of ideas for unique magical artifacts hidden somewhere in the labyrinths of Cidri. As you read the descriptions of them, you will find some homebrew spells. They exploit, what I feel is a loophole in the magic item creation process. A magic item can have up to five spells on it. But what if you create a magic item that contains other magic items. In the Staff of Darkness, each of the tarnished silver bands is separate magic item. And the Staff of Elemental Mastery has four enchanted gems incorporated in it.

Staff of Darkness
A staff of ebon wood, decorated with tarnished silver, it has 4 silver bands encircling it near the top end. Aside from having the abilities of a Staff (V) each silver band is enchanted with multiple spells.
Staff Eldritch Strike 1D6+2, bypasses armor and shields, two hex range, any direction at +3DX
Band 1 Darkness Darkvision Shadow
Band 2 weakness confusion clumsiness trip
Band 3 Detect Magic Detect Life Detect Enemies
Band 4 Eyes Behind Hammertouch

A wizard can master this staff and make it his own if, when he first touches it, he makes a 3D6 vs IQ contested save vs the staff (its IQ is calculated to be 18 for the purposes of this save). If he fails, he takes 3D6 damage and drops the staff. He cannot attempt to master the staff again. The attempt renders his staff, if he has one, or his Holy Symbol or Talisman, useless, disenchanted. All of its abilities are lost and if he creates a new one, he has to rebuild it from scratch. The staff is safe to carry, its master is long dead.

Staff of Elemental Mastery
A staff of Oak, some six feet in length, decorated with silver and gold and with four gems inset in it's headpiece. One is a ruby, a second is an emerald, the third is a sapphire and the fourth is a diamond. The staff is enchanted with Staff V and each of the gems bears its own set of enchantments.
Staff Eldritch Strike 1D6+2, bypasses armor and shields, two hex range, any direction at +3DX
Staff Spells Fresh Air, Lightning, Control Elemental, Fireproofing
Ruby (Fire) Fire, Fireball, Pit of Flame.
Emerald (Earth) Earth to Quicksand, Pit, Open Tunnel.
Sapphire (Water) Quicksand to Earth, Magic Rainstorm, Magic Acid Rain, Magic Thunderstorm.
Diamond (Air) Invisibility, Whirlwind, Magic Snow Storm, Cold.

A wizard can master this staff and make it his own if, when he first touches it, he makes a 3D6 vs IQ contested save vs the staff (its IQ is calculated to be 18 for the purposes of this save). If he fails, he takes 3D6 damage and drops the staff. He cannot attempt to master the staff again. The attempt renders his staff, if he has one, or his Holy Symbol or Talisman, useless, disenchanted. All of its abilities are lost and if he creates a new one, he has to rebuild it from scratch. The staff is safe to carry, its master is long dead.

Thoughts anyone?
warhorse11h is offline   Reply With Quote
Old 05-09-2019, 08:11 AM   #2
TippetsTX
 
TippetsTX's Avatar
 
Join Date: Sep 2018
Location: North Texas
Default Re: Two unique magical artifacts

Setting aside the 'loophole' premise, I would say that a 3d6 role to master these items is way too low given their power. I would suggest applying a 5 or 6d6 roll.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
TippetsTX is online now   Reply With Quote
Old 05-09-2019, 08:13 AM   #3
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Two unique magical artifacts

My take is that long lasting wizard staves stick around only when the ghost of the wizard is bound to them. You do not master such a weapon, instead it becomes the master of you.
__________________
-HJC
hcobb is online now   Reply With Quote
Old 05-09-2019, 08:53 AM   #4
warhorse11h
 
Join Date: Aug 2018
Default Re: Two unique magical artifacts

Quote:
Originally Posted by hcobb View Post
My take is that long lasting wizard staves stick around only when the ghost of the wizard is bound to them. You do not master such a weapon, instead it becomes the master of you.
An interesting idea.

Using the contested save vs IQ idea, my understanding is that if both parties fail, ie this case, the result is a failure. If the wizard saves and the staff fails, he masters it. If the staff saves and the wizard fails, he loses his staff, takes a bunch of damage and can never make the attempt again. If both save, the one with the largest gap between their die roll and their IQ wins.
So change the staffs to IQ 20 and tilt the decision in the staff's favor. Wizard wins, he master the staff, staff wins, it masters the wizard.

If he loses, he has no staff and may die from the damage and even if he gets the staff, it may be that it owns him, he becomes an NPC with the GM controlling him via the staff. I see real potential in that and reason for the wizard to think a little about trying to master the staff.

Of course, if the party that finds either staff foregoes the above and simply carries the staff to the nearest Wizards Guild, they should be able to sell it to them for a princely sum.
warhorse11h is offline   Reply With Quote
Old 05-09-2019, 09:20 AM   #5
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Two unique magical artifacts

Quote:
Originally Posted by warhorse11h View Post
Of course, if the party that finds either staff foregoes the above and simply carries the staff to the nearest Wizards Guild, they should be able to sell it to them for a princely sum.
GM: "So which member of your party picks up the staff to carry it off to the guild?"
__________________
-HJC
hcobb is online now   Reply With Quote
Old 05-09-2019, 09:25 AM   #6
warhorse11h
 
Join Date: Aug 2018
Default Re: Two unique magical artifacts

Quote:
Originally Posted by hcobb View Post
GM: "So which member of your party picks up the staff to carry it off to the guild?"
The greediest one
warhorse11h is offline   Reply With Quote
Old 05-09-2019, 09:42 AM   #7
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Two unique magical artifacts

Quote:
Originally Posted by warhorse11h View Post
The greediest one
She can feel free to tell the rest of the party about the voice in her head promising the location of vast riches.
__________________
-HJC
hcobb is online now   Reply With Quote
Old 05-09-2019, 11:00 AM   #8
warhorse11h
 
Join Date: Aug 2018
Default Re: Two unique magical artifacts

Quote:
Originally Posted by hcobb View Post
She can feel free to tell the rest of the party about the voice in her head promising the location of vast riches.
I can see that and even more. Perhaps the other members of the party start to have strange dreams, and thoughts about the duplicity of their fellows. Each being tempted to take it for themselves and share with no one.
warhorse11h is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:39 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.