So, here's a scad of magic items in thumbnail sketch form, plus a couple with names I loved that even I wasn't sure how to flesh out with actual gamable abilities.
+1 Banded Mail of Heat Resistance: Stay comfortable in hot weather (summons cold air from elemental air plane), -1 damage per dice of fire damage
Amazon’s Pill: As heroism spell, females only
Barrel of Monkeys: Can summon 3d4 monkeys, once per week
Beggar’s Sandals: Feel no hunger or thirst if one eats/drinks once per week
Celestial Cube: When subjected to magic light, produces a prismatic/rainbow spell of the same or lower level
Coat of Sludge Repulsion: Cannot be engulfed by oozes
Coat of Slyness: Better pick pocketing, hides stolen goods
Earrings of Dancer’s Grace: +1 to AC, +1 to saves involving movement, gain ability to dance (fascinate as bard) once per day
Elemental Gauntlet: Gauntlet can on command turn into one of the following – an elemental earth gauntlet that smashes stone and +1 save vs. acid; a white hot gauntlet of metal that deals +1d6 fire damage and +1 save vs. fire; a gauntlet of ice that deals +1d6 cold damage and +1 save vs. cold; a sphere of swirling air that grants +2 AC vs. missile attacks and +1 save vs. electricity
Elixir of Blood Control: One can cause their own wounds or others to stop bleeding with a glance
Ethereal Brew: When poured out, it causes a whirlwind on the ethereal plane
Evil Drum: Bonus to hit for goblinoids
Flute of Ooze Alteration: Forces oozes to save vs. dancing; bards can cause them to move as they wish within sound
Fork of Time: When banged against metal, it forces all time displaced creatures within 100 ft. to shift into the present; against adamantine or mithral, it shifts the adventurers ahead 1 hour (do not move in space)
Hand Axe of Wind Shield: Can be swung around to create a wall of wind, when thrown, accompanied by a gust of wind
Hauberk of Revealing: Light reflected from this mail dispels illusions and reveals hidden and secret things
Haunted Tower Shield: Once per day can become a portal into the negative zone, releasing a single incorporeal spirit (HD no higher than users) to attack a foe
Helm of Ritual Fish Seduction: Hmmm ... next!
Infernal Sitar: Playing causes people’s shoes to heat up (as heat metal)
Jar of Thought Absorption: One can hold a thought in the jar by putting against the ear and thinking; the thought cannot be accessed by mind reading – mage’s can do this with spells; can put thought back into head in same way – others can try, but may take Int damage
Massive Helm: A large, spherical helm – silly looking, but +3 to AC
Mechanism of Amazon Slaying: I have no idea, but what a great weird name
Pendant of Magma: Allows one to walk across magma and lava with no damage or sinking
Rainstick of Calming: Berserkers and barbarians cannot go nuts in its presence
Ring of Knocking: As knock spell, 3/day
Ruby Draft of Abjuration: Drink liquid to gain abjuration spell – water (1st), wine (2nd), other potion (3rd, and gain abilities of that potion); usable 1/day, spell remains in memory for 1 hour
Salve of Gold: Like fool’s gold spell, enough for ten tiny items
Sapphire Net: Becomes a large web of blue energy that can entrap air elementals and gaseous creatures
Sphere of Ursus: Metal sphere with a copper, silver and gold bear; copper bear summons a black bear, silver brown and gold polar; 1 bear per week, from a ray that fires from the sphere up to 30 feet away; destroying the orb summons a cave bear
Staff of Slime Absorption: Can absorb up to 6 HD of oozes or slimes (1 HD = 5 square feet); when broken or released, they all appear adjacent to staff; can also be ejected as a 30’ cone of acid (damage dice equal to HD absorbed)
Titan’s Wand: Can cast one third level magic-user spell per day, but requires two magic-users to swoosh it
Traveler’s Stick: +5 ft. per round to walking speed, walk twice as long without being fatigued
White Javelin: When it strikes undead, it absorbs their negative energy, up to 6 HD, turning the javelin black – the black javelin then absorbs levels/HD of living creatures until it negates the negative energy, so don’t touch it without a mithral gauntlet
Okay - one more, inspired by watching MST3K's take on Cave Dwellers ...
Helm of the Black Swan: Once per day, a roll of "1" can be turned into a "20", or a roll of "20" can be turned into a "1" within sight of the wearer.
I had not heard of Seventh Sanctum before this post! I'm now playing about with it and just generated:ReplyDelete
Distant Chain Mail of the Infamous Cats' Rune of Muck
Doomed Sandals of Slime Shields
Ethereal Embossed Shuriken
Haunted Carver's Warhammer
Quilted Armor of the Blessed Divination of Wounding
Suit of the Calling of Sadness
Unjust Silencers' Sycthe
For some reason, out of all those, the icy mace stands out to me. A glimmering mace wreathed in cold, once wielded by an acolyte of the dire frost maiden. Functions as a +1 mace and inflicts an extra 1d6 cold damage when used by a cleric of N alignment. The frost favours no man.
I like that. The quilted armor could be good to - bless'd quilted armor, quilted by nuns in a Lawful monastery, it is +1 padded armor but grants AC 20 against demons and devils.Delete
The haunted warhammer could have those struck with it on a '20' possessed by a minor spirit, giving them a cumulative -1 to hit in combat until they have an exorcism.
Eagle's Axe turns into an eagle when thrown, allowing it to attack independently. Becomes an axe again when it returns to the wielder.
"Not another flashback! I'm going to go get a sandwich!"ReplyDelete