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#1 |
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Join Date: Aug 2004
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Dungeon Fantasy, as a genre, often loses some of the sparkle of enchanted items - leaving most as nothing more than nouns of verbing that give an endless variety of numerical bonuses.
I'd love to see some counter examples - for inspiration in my own game. I'll provide the first samples: Overseers’ Strike – Silver plated with etched figures shown constructing a temple, this chakram, when touched, inflicts 1 point of burning lightning damage which bypasses armor (innate DR protects normally) each second held. The holder may concentrate for one second to generate a lightning aura over the chakram which will deal 2d+2 follow-up lightning damage (again, bypassing all armor) on the next successful attack. On a successful hit, a Thunderclap (as the spell) emanates from the spot of the strike. Exceptional versions can be both fine and/or balanced. The rarest also include the returning enchantment. These chakram, often worn around the neck, were used to punish (usually lethally) conscripted warm-bloods reptilian races used to construct their sprawling temple complexes. Usually one strike was enough to quell any disorder, and the minor electric damage was a precaution included to discourage the slaves from picking up a thrown chakram to use against their oppressors. Most reptilians’ natural DR made the minor damaging-effect inconsequential. Overseers’ Watch – A silver-capped and intricately-carved horn, usually on a strap. The carvings are of dozens of intertwined snakes, with a raised bass-relief symbol formed by the bodies depicting the Nightmare patron worshipped by an ancient serpent-folk nation. The inside is perpetually damp with fresh blood. The horn serves two magical purposes. On command, three times per day, it fills with the blood of the horn’s source. For those creatures who can take sustenance from blood (most full carnivores), it serves as one full meal, food and water. When empty, holding the horn grants a +2 bonus to all perception rolls concerning hearing, and when held to the ear, provides the benefit of Far-Hearing (as the spell) at half energy cost – no roll needed. It can also be used as a mundane signaling horn. Most such horns are carved from large beasts of burden. In exceptional versions the horn is instead taken from more exotic sources; the most prized are those taken from predators: basilisks, hydra, or even dragons. These horns increase the passive bonus to perception to +3 or +4, and consuming blood from these exceptional horns returns 1d+1 lost FP. This horn was often issued to high-level overseers as a reward for exceptional service or in return for greater authority and responsibility. It allowed its wielder to watch over a considerably greater area and stay at post with fewer breaks. |
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#2 |
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Join Date: Dec 2009
Location: Saint Paul, MN
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Gold Scarab
These gleaming beetles are made from sacred gold. Whether or not “wild” gold scarabs exist is a matter of debate among scholars. They are usually found singly in ancient holy places as magically shrunken, dormant amulets. Rumors abound of pouches or even chests filled with these creations. When a gold scarab amulet is thrown, it grows to full size and attacks as directed by the thrower for 1d minutes. The scarab vanishes if it is killed or when the time runs out. ST: 15 HP: 15 Speed: 7.00 DX: 15 Will: 10 Move: 8 IQ: 8 Per: 12 HT: 13 FP: N/A SM: -1 Dodge: 10 Parry: N/A DR: 6 Mandibles (15): 2d+1(2) cutting. Treat as weapon, not as body part. Reach C, 1. Traits: Automaton; Cannot Learn; Dark Vision; Dependency (Loses 1 HP per minute in no-sanctity areas); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Six Legs); High Pain Threshold; Homogeneous; Horizontal; Immunity to Disease; Immunity to Poison; Indomitable; No Blood; No Fine Manipulators; No Neck; Pressure Support; Reprogrammable; Striking ST 4; Unfazeable; Unhealing (Total); Unnatural. Skills: Climbing-15; Stealth-15 Class: Construct. Notes: Despite being shaped like a mundane creature, Animal spells won’t work. The beetle is powered by the divine, not conventional magic. Unwilling to negotiate. |
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#3 |
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Join Date: Jan 2008
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I'm rather partial to the Infinity Rings: https://vulcanstev.wordpress.com/200...nfinity-rings/
For example, the Ring of Infinite Sidekicks: Sidekicks – A young squire feels compelled to follow the PC at the beginning of the quest. He is destined to die horribly before the quest is over. There is nothing the PC can do to save him. A new one will follow after the squire dies.Nitpick: Note in bold is redundant. Animal Spells already don't work anyway on creatures of IQ 6+. |
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#4 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Corpse Candles
These candles are made from corpse wax, a substance formed when dead bodies are buried under certain conditions. They are highly charged with necromantic energies. When lit, they augment the mana in around them, raising mana by one level for necromantic magic only.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#5 |
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Join Date: Aug 2004
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I think I'll borrow your term "flavorful". Some time back, I was at a loss for a word to describe magic items like those in Magic Items 2 or Companion 2: "Well, they're all magic items, but not the sort of simple 'it does this one thing' item you find on gear lists; they're more complex, often with back stories and involving special conditions and consequences, but not necessarily powerful and unique in the way implied by 'artifacts'; I guess you could describe them as 'detailed and interesting'..."
"Flavorful" does the job much more easily. : )
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again) (Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.) Last edited by tbone; 10-09-2023 at 10:18 AM. |
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#6 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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On that note, I would recommend Magic Items 1, 2, and 3 for flavorfull magic items easily ported to DF.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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