Topic: Weird Magic Items

There was a thread for weird MAgic items before but I can't seem to find it anymore so I'll start a new one. I have a group that wants to play some of the classic, B series adventures and since they are a bunch of new players who haven't played before I'm willing to start them out on one or two of those. The problem is the crazy magical weapon bonanza in those old adventures. Most of the weapons will be pulled and their bonus ascribed to high strength or exceptional ability on the part of the NPCs but there are also a number of monsters that can only be harmed by magic and magical weapons. I want to keep that because it makes them damn-ass scary. I might also make them susceptible to silver or cold iron as well, but I'll still need to have some magical weapons as treasure. I don't want to mess up the campaign with magical weapons that don't fit the weird the players will be facing as we move to the LotFP stuff so I've been working up some more weird magical items to sprinkle sparingly into the campaign.

I'd be interested to see what others have come up with as well. Of the ones I pasted below, only the first was created for a specific NPC.


Shadow Blade:

Popularly believed to be the creation of an ancient sect of necromancers, this small dagger always comes with a polished bone sheath that matches the handle.

The blade is made of shadow and is mostly insubstantial. The blade is very sharp and cuts through living matter with ease despite its small size. It passes through anything not living as though it isn't there which has three important effects: It ignores all AC adjustments from armour unless the armour is part of a living creature such as a dragon's scales. It does no damage to undead creatures or automatons (like golems or robots). It cannot be used to parry.

In low light a specialist/thief can use it to sneak attack/backstab on the first attack of a combat. After that everyone will be wary of the character wielding the shadow blade and will not be fooled.

Shadow Blade: Dagger, 1d4 Dmg, No AB (ignores non-living armour), No damage verse Undead/Automatons and cannot be used to Parry.


The Seven Axes of the Stormbringers:

In the dark mists of the ancient past is the story of seven great weapons crafted for seven great heroes to turn back the tide of the massing forces of evil that threatened to engulf civilization. The Axes of the Stormbringers were weapons of perfect balance with axe-blades at both ends of the handle made to fight swarms of foes.

The seven heroes used the great weapons gloriously, led the defence of their land and turned aside the tide of evil. The heroes found they could use the Axes to surround themselves in a circle of deadly steel. Even so, the heroes could not wield the terrible weapons without sometimes cutting themselves. The blood of these legendary warriors anointed the weapons in the time of their greatest struggle and this defensive ability is now granted to anyone who wields one of the seven true Axes of the Stormbringers.

Axe of the Stormbringer: +2 AC vs Melee Attacks, 1D8 Dmg vs single opponent, 2 attacks vs multiple opponents 1D6/1D6 Dmg. Anytime the wielder rolls a natural 13 for an attack roll the character takes 1D4 Dmg with no saving throw, even on a successful attack.

An axe made to look and work like an Axe of the Stormbringers does 1D8 Dmg but does not have any of the advantages of a true Axe of the Stormbringers. The wielder still takes 1D4 Dmg (no save) on a natural 13.


Lustblade:

Rare and powerful weapons, Lustblades are usually great weapons but a few swords and battleaxes have been documented. They are said to be the consecrated weapons of an ancient and long forgotten fertility deity.

These weapons of beautifully crafted bronze are inexplicably harder than steel. Unyielding and unbreakable they have outlived the goddess they were created to champion.

They bring some of the base instincts of the wielder to the fore. A non fighting character gains the ability to use the Full Attack and Press maneuvers and all characters wielding a Lustblade can no longer use the Full Defence and Parry maneuvers. In combat blood must be spilled to water the earth with life. The wielder of a Lustblade will attack more wildly but deeper than another warrior. The Strength Bonus (if applicable) is moved from the Attack Bonus to Damage.

Finally, the wielder is marked as a champion of the fertility goddess and receives +2 charisma/reaction bonus with sexually compatible creatures of the opposite sex (ie are there half-elfs and half-orcs in the campaign?) who will find the wielder compelling as a sexual partner and +1 charisma/reaction bonus with farmers (bonuses do not stack). This effect works even when not carrying the Lustblade. It works as long as no other character takes ownership of the blade – ie spills blood with it.

Lustblade: Medium or Great Bladed Weapon (sword/axe), Dmg as size (med/great), wielder can Press and Full Attack, Wielder cannot Parry or Full Defence, Str AB shifted to Dmg, Cha bonus +2 vs opposite sex.


Let me know what you think!

Re: Weird Magic Items

I like these blades, but if I were to include them in my campaign, I would want to strongly reinforce their negative aspects. 

Shadow Blades
Shadow blades bypass the AC bonus of armor, but cannot parry or harm nonliving targets.  I’d play up the sinister aspects of their origins: Perhaps some vestige of these ‘ancient necromancers’ persists, now themselves undead.  These necromancer-spirits doubtlessly seek out the lost tokens of their ancient powers, seeking out and slaying those who carry their stolen weapons. 

Alternatively, the shadow blades could drive their wielders to ritually mutilate the bodies of those they kill.  Magically binding the deceased soul into its rotting shell, the dagger leaves them ready to be raised as undead.  These desecrated corpses scream and moan their souls’ terror, even after their mouths and throats have rotted away. 

Seven Axes of the Stormbringers
I’d change the name of the seven axes of the stormbringers, as the name would constantly remind my players of Michael Moorcock’s Elric of Melniboné.  Perhaps they become the seven double labrys of the tempest.  These terrifying weapons conjure disastrous storms when they are used in battle.  With every death wrought by the weapons’ crescent blades, their power grows more destructive and uncontrolled.  The storms’ unnatural fury destroys crops and levels poorly-built structures.  If used repeatedly, the labrys’ wielders is eventually struck by lightning (After he defeats 2d8 foes, he is struck for 15d6 worth of damage. A successful saving throw reduces the damage by half).

The Lustblades
The lustblade draws on the wielders’ passion to grant them inhuman ferocity, but once all nearby foes have fallen, they must make a saving throw or seek out the nearest suitable partner to gratify their lusts.  The blade’s power similarly fills their chosen mate, inflaming them with desire.  The lustblade has driven men to brutal acts of murder when they were denied their chosen “bride”, triggering bloody feuds and treacheries.  The blade softly croons as blood feeds the earth.

Before it was lost in battle, the lustblade had been kept hidden away, guarded by a circle of ritually-scarred holy women.  They carried it forth at the time of planting, calling upon a fraction of its power to bless the lands and animals.  When the weapon was brought forth for battle, one of these virgins was chosen to follow the wielder, becoming his bride.

Last edited by Sir Wulf (2013-02-14 19:48:22)

Re: Weird Magic Items

Magic Beer: Gets you Magic Drunk
Jumpy Pants: Permits wearer to bounce and spring around like the world is their trampoline
Slip Socks: Makes each step slide. Going is easier than stopping