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Sunday, May 7, 2017

Scads of Magic

Imagination!
I've long been a fan of Seventh Sanctum, and tonight I decided to play around with the magic item generator. You get names for items that don't always make sense, but often have in them something you can use ... with a little imagination!

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.


3 comments:

  1. I had not heard of Seventh Sanctum before this post! I'm now playing about with it and just generated:

    Distant Chain Mail of the Infamous Cats' Rune of Muck
    Doomed Sandals of Slime Shields
    Eagles' Axe
    Ethereal Embossed Shuriken
    Haunted Carver's Warhammer
    Icy Mace
    Immovable Sling
    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.

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    Replies
    1. 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.

      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.

      Delete
  2. "Not another flashback! I'm going to go get a sandwich!"

    ReplyDelete