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Old 05-14-2021, 12:04 AM   #1
timm meyers
 
Join Date: May 2020
Default Greater-Greater Magic Items

Looking for more "epic" or stylized magic items that would have names and or stories. Nothing world ending but definitely unique and creative.

Kraken Gloves: Fine shell encrusted mittens with raised tentacle adornments on the back of the hand running down each finger. Each glove is enchanted with a giant rope item and may attempt to ensnare any object/person within 2 Hexes (Target gets 4/DX same as the item p.160 ITL) as 4 sinuous suckered tentacles magically sprout from the glove and begin wrapping around the target.

Activating each glove takes a combat action. Any glove with an ensnared target prohibits the owners hand from performing any further actions such as striking with a weapon until the tentacles are removed.
The glove user and target may not move beyond 2 hexes of each other while ensnared.

Option- multiple ropes per glove? Acid touch (beak attack) from palm?
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Old 05-14-2021, 12:14 AM   #2
timm meyers
 
Join Date: May 2020
Default Re: Greater-Greater Magic Items

Ice Boots/Skates:
Fur lined lace boots. Wearer gains permanent slippery floor that stays centered on the boots hex. The boots have immunity to the slippery floor spell (like an amulet?). Boots also grant self powered Speed Movement.

The legendary hunter "Nils of the North" used these in defense of the frontier border...
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Old 05-14-2021, 08:37 AM   #3
larsdangly
 
Join Date: Dec 2017
Default Re: Greater-Greater Magic Items

Once upon a time I wrote up the magic items, constructs and spells from the board game, Divine Right, for TFT rules. They are all epically powerful things. Their effects are more like campaign color and props than combat tactics, which means you can bring spectacular magic into the game without some munchkin using it to ruin all the fun.
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Old 05-14-2021, 01:27 PM   #4
timm meyers
 
Join Date: May 2020
Default Re: Greater-Greater Magic Items

Quote:
Originally Posted by larsdangly View Post
Once upon a time I wrote up the magic items, constructs and spells from the board game, Divine Right, for TFT rules. They are all epically powerful things. Their effects are more like campaign color and props than combat tactics, which means you can bring spectacular magic into the game without some munchkin using it to ruin all the fun.
Sounds great! Share one or all here please.
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Old 05-14-2021, 01:53 PM   #5
larsdangly
 
Join Date: Dec 2017
Default Re: Greater-Greater Magic Items

I'll see what I can dig up this weekend!
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Old 05-14-2021, 04:28 PM   #6
larsdangly
 
Join Date: Dec 2017
Default Re: Greater-Greater Magic Items

I misremembered this, but found something potentially interesting and (with a a little work) relevant anyway. What I had done was to write the spells and items of Divine Right for a Chainmail-based fantasy-heartbreaker game I wrote a few years back. Here's a few of examples to give you the flavor of the thing:

SECRETS OF THE EATERS OF WISDOM
The following great magic spells are known only to a school of sorcerers known as the ‘Eaters of Wisdom’. These teachers and students from the Invisible School of Thaumaturgy go to war in a wagon of mystic paraphernalia and control the following magic spells. They should only be employed with the permission of the School’s leader.

Bridge: The caster creates an enchanted bridge that expands to tremendous size, and across which the Eaters and their minions may cross up to 100 kilometers of any terrain, including rivers, lakes and ocean. The Bridge vanishes after the last member of the caster’s entourage steps off the far end, or after a week, whichever comes first.
C.L.: 6 Range: Special Save: No Duration: Special

Enchanted Castle: When The Enchanted Castle is invoked, a magical fortress grows from the ground to surround the Eaters and their minions. The Enchanted Castle is impenetrable by mundane means, and remains until the Eaters voluntarily banish it, abandon it, or it is breached by powerful magic.
C.L.: 7 Range: Special Save: No Duration: Special

Mirage: The caster creates a great illusion at tremendous distance; an illusionary army, apparently numbering in the thousands, appears up to 100 kilometers away, across any kind of terrain or barriers. The primary effect of this illusionary army is to surprise and confound foes that see them spring up without warning. Those who engage in combat with these soldiers will find they cannot be slain – but neither do their weapons bite. A foe who succeeds at a saving throw with a -1 penalty (modified for weak or strong will) may ignore these phantoms; otherwise, he will thrash them uselessly until exhausted, or flee. In general, formations of troops will dissolve in fear in face of this sorcerous attack.
C.L.: 6 Range: Special Save: No Duration: Special

(etc.)

GREAT MAGIC OF THE BLACK HAND
The Black Hand is a mysterious and powerful necromancer that resides in the Tower of Zards — a horrible prison to Black Hand’s foes. Every prisoner freed from the Tower has emerged insane. This name also applies to his small team of magical minions (although it is not always clear when one is dealing with a minion and when one faces the Hand himself…or perhaps it can be more than one person at once). The Black Hand controls several fell creatures described below. They are powerful in war, though no ally will stand to march in the same column with them. The Black Hand is not known to have ever created or summoned more than one of their creatures at the same time, although one cannot be sure whether this is from choice or some limit to his power.

Black Plague: The Black Hand may call for vile miasmas that infect an enemy army, land or city with the Black Plague (as described in the rule book). Any one subject to the spell must resist the disease, as normal, or suffer its effects.
C.L.: 7 Range: Special Save: Yes Duration: Special

Summon Ghost Fleet: The Hand may summon a fleet of skeleton-manned wrecks from the depths of the haunted sea; this ritual must be invoked while the Hand stands on an ocean beach or cliff (a lake won’t do). The Ghost Fleet moves at twice the speed of a mortal ship, and will gleefully attack the living, who must roll check moral with a -1 modifier when faced by this grim sight. The Fleet is also capable of transporting the Black Hand and its minions and creatures (except the Colossus). The Ghost Fleet persists until dispelled by their creator, but vanishes if they are out of sight of the Hand.
C.L.: 7 Range: Special Save: No Duration: Special

etc.

Artifacts are unique magical items that would be difficult or impossible for a player character to re-create using the spells and rules governing enchantments. They often also have a history and purpose that is important to the game world, and possibly an important part of the character’s campaign. Otherwise, there is no rigid definition of what makes an artifact; you know one when you see it. Have fun with them: artifacts can be interesting and entertaining bits of color or plot devices. Here is a wide range of artifacts, any one of which could fuel a campaign:

Airboat of Armera: The Airboat is a magic flying boat with moves under the power of its own envelope of wind, rising and falling like a glider, and is capable of holding up to 200 men.

Bag of Wind: The Bag of Wind controls the wind. A hero (but not a lower level character) may use it to call forth winds to drive a ship or blow an enemy fleet offshore.

etc.
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Old 05-15-2021, 08:48 AM   #7
Kieddicus
 
Join Date: Oct 2020
Default Re: Greater-Greater Magic Items

Phantom Gauntlets

While these gloves are worn the wearer may make HTH attacks against anyone they can see within their MH or any adjacent MH.

Draining Manacles

Anyone bound by these chains can have their life drained by a wizard (who knows the spell) at the other end of the mana circuit.

This way an evil sorcerer need not visit the dungeon to regain his mana.

Flasoul

A flacon finely crafted to be able to hold a soul. A wizard with a flasoul and who knows how to use it can capture the soul of someone who has passed away. A soul held inside a flasoul can later be used to revive the dead after the one day window has passed.
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Old 05-15-2021, 12:06 PM   #8
timm meyers
 
Join Date: May 2020
Default Re: Greater-Greater Magic Items

Mind Ripper Wand/Staff:
This item mounts a prismatic stone enchanted with the "Maintain Illusion" ability. + Gives the bearer the ability to cast "confusion" and "7-Hex Illusion".
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Old 09-09-2021, 02:12 PM   #9
timm meyers
 
Join Date: May 2020
Default Re: Greater-Greater Magic Items

Dragons Thumb
An ancient item from the Age of Kings. During the great dragon wars, the Huberon League was able to defeat the western lizard uprising by trapping the dragons beyond a great magic portal. Quelnix the Blue, pride of the dragon host raged against the closing gate leaving a severed digit when it slammed shut. Using the innate magics of the lost appendage the league fashioned a mighty weapon from it.

Cestus- made of deep blue dragon scales that covers the entire forearm to the elbow. The tip is a large foot long talon of bone, hard as diamond and sharp as a razor.
The wearer may block 3 hits with the dragon scaled arm or strike their opponent.
The weapon has +3 ST enchantment and negates all armor protection, treating all targets as unarmored.
(you could limit this up to 5 armor to keep with the magic rule)
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Old 09-13-2021, 02:29 AM   #10
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Greater-Greater Magic Items

The Fishskin

This appears to be the fresh skin of a fish a couple of feet long. To put it on a part of the body or take it off takes as long as casting a spell.
  • If wrapped around an air-breathing humanoid's neck it forms gills and allows the wearer to breathe water.
  • If wrapped around the legs of a humanoid it fuses them into a tail and allows the wearer to swim like a merfolk and to lose the ability to walk.
  • If pressed against a humanoid's chest it causes the wearer's body to grow hard scales, providing 2 hits stopped, this doesn't stack with natural armour or armour spells like Stoneskin.
  • If wrapped around a humanoid's arm both arms shrink to ray-fins that are basically not useful. The wearer loses the ability to use arms or hands or to remove the skin.
  • If pressed against a humanoid's ear it makes that ear merge into the body, granting the ability to hear better underwater (with that ear) but reducing the ability to hear above water, etc.
  • If pressed against a humanoid's forehead it reduces the wearer's intelligence to that of a fish, without impairing the wearer's ability to walk around, etc.
  • If not attached to a humanoid it does nothing and smells faintly of rotting fish.
These effects reverse themselves when the fishskin is removed.

A human who eats the fishskin (destroying it) permanently transforms into a merfolk. An elf who eats the fishskin permanently transforms into a deep elf. Any other terrestrial humanoid who eats the fishskin will transform into an analogous creature.

If destroyed then the fishskin will soon turn up somewhere.

It's speculated and rumoured there's a similar skin of a terrestrial animal circulating among the merfolk but it's not proven.
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