Cool magical items or artifacts

Post/Author/DateTimePost
#1

humanbing

Jul 15, 2007 12:06:55
This started off as a thread on Fraternity of Shadows, where I was trying to come up with a floorplan of the Black Vault.

Then I got sidetracked by the idea of putting stuff in it. So I started coming up with magical items.

Post any magical items, however weak or powerful, however good or evil, in this thread. Stuff that is really cool I'll put into the Black Vault in my campaign!

(And who knows, maybe some netbook some vague time in the future.)
#2

humanbing

Jul 15, 2007 12:15:00
The Livingsbane Hilt

Meta-Background: I noticed the Ral Partha mini of Azalin was holding a knife, and I wondered what the story behind it was. This is my take on a highly magical dagger that Azalin might have used at some point... but then put away for good reason.

Background: The Livingsbane Hilt was once the Weeping Blade, a dagger once used by a powerful assassin's guild in Darkon. The dagger itself passed along occasionally as the leadership changed hands, but it had a fearsome secret behind it. The dagger had powers that would cripple an enemy's life essence and also cause protracted bleeding at the wound.

The assassin's guild was small but elite, and joint discussions were carefully held before agreeing to take any particular mission. In the early days of Darkon's history, the group limited themselves in their activities, but as they grew in stature it was not long before they drew the attention of a darklord. Nobody is sure which darklord it was who infiltrated the group and bent it to his will, but the group finally made a fatal decision to attempt to kill Azalin Rex, ruler of Darkon. Some evidence suggests even that Azalin himself could not be discounted as one of the possible suspects in instigating this attempt.

Like so many before it, the attempt failed and the Weeping Blade shattered, leaving only a hilt that thrummed with magical powers. Azalin and his servitors enchanted the hilt with various other powers - a mere diversionary project that took some thirty years and the attention of several vassaliches to complete. Azalin would challenge each vassalich to improve upon the blade's design, correcting their mistakes and encouraging them to squeeze one last enchantment into the hilt.

When they were finished, the weapon was far more powerful than it had been in the hands of an assassin. It was so powerful that Azalin decided to terminate the project and find something else for his vassaliches to do instead, rightly fearing that the dagger had the power to sow dissension and chaos among his underlings. The dagger saw some limited use in Azalin's own hands, and then he finally sealed it in an upper level of the Black Vault.

Azalin is not particularly worried about the dagger reappearing in the hands of mortals. Its most powerful abilities only work against the living, and the mental curse that attends it makes it very likely that the thief will be easily tracked before long.

Appearance: The Livingsbane Hilt appears to be just that - a bare hilt with no cloth or leather on the handle. The iron itself is pitted with half-erased magical patterns and symbols, and part of the crossbar on the hilt appears to have melted. All that remains of the blade is a blunt stub, useless even for cutting a thread. Clearly, the Hilt has survived some massive conflagration in the past.

Activation: The hilt is useless until somebody holds it, which causes a blade of grey, misty energy to spring forth. The blade is about 7 inches long and tendrils of mists curl around it, but vanishes if the hilt is released. For this reason, it cannot be used as a thrown weapon. None of the Hilt's combat powers will work unless the blade is active. The blade also is useless for sundering attempts or parrying because nonliving matter will simply pass straight through it.

Powers:

  • The blade itself is insubstantial and behaves like a somewhat unnerving version of a Brilliant Energy blade (DMG), ignoring nonliving matter for AC purposes. This means its wielder ignores artificial armors (but not natural armors) as well as any enchantment laid on them. In most cases, this means the dagger hits on a touch attack. Cosmetically it is different because instead of looking like a lightsaber, it looks like a grey smoky blade instead.
  • After the blade came into Azalin's possession, he enchanted it with a particular type of the Necrotic Focus power (Magic Item Compendium or Libris Mortis). This allows an undead wielder to channel his touch attack through the dagger on a successful hit. In the hands of a lich, the blade thus does an extra 1d8+5 hp negative energy damage to living creatures, and also can paralyze them as per Azalin's lich touch. This only works if the wielder is undead and has a touch attack. (So an ermordenung holding this does not get to poison an enemy just because her touch would be poisonous. She would have to use her own poisonous fluids on the blade... rather difficult, given its insubstantial nature.)
  • One of Azalin's earliest vassaliches imbued the knife with the Profane characteristic (DMG). To activate it, the blade must already be in existence (the hilt must be held) and the command word "Irithiniak" must be spoken. This causes the mist blade to crackle with black energy. The misty quality is still there but hard to see. This does an extra 1d6 hp against any living creature or 2d6 hp vs. good aligned outsiders. It also overcomes DR as an evil weapon. Any living creature holding the knife loses 1 temporary Con point.
  • The same vassalich then added Profane Burst to the weapon (MIC). This allows the knife to do an additional 1d10 hp vs. living creatures, or 2d10 hp vs. good outsiders, whenever a critical hit is scored. This functions even if the Profane power is not activated. Azalin later removed this knife from the vassalich's possession after it started to dominate his free time.
  • The next servant to hold the Hilt was a spellcaster who also served as an executioner and torturer in Avernus' dungeons. He restored to it the Implacable subtype (MIC) which causes 2 hp of bleeding damage per round for 5 rounds to living creatures. The Weeping Blade already had this power at first but it failed after the blade was shattered. Multiple hits with the weapon do stack, making this a particularly cruel weapon to use against living creatures. The bleeding can be stopped with a DC 15 healing check per wound, or by using healing magic with a DC 15 caster level check.
  • The final servant was a vampiric wizard who may have served in a small cell in the early Kargat (and thus have spent enough time in Avernus to pursue this side project). The vampire added the Lifedrinker subtype to the knife, bestowing two negative levels per successful hit on the victim, and one negative level on the wielder. It is rumored that an undead wielder regains 5 hp instead of gaining a negative level (as per Libris Mortis rules).



This dagger, used against a standard living enemy, is devastating. If all its powers are activated, it does

1d4 + 1d6 + 2 hp bleeding + 2 negative level (10 hp)

damage per hit, or roughly 14-24 hp per hit (plus an extra 10 hp for bleeding for five rounds). If a critical hit is scored, it does 15-33 hp per hit. Factoring bleeding, it does at least an assured 10 hp more damage per hit. If wielded by an undead with a touch attack, it does even more damage.

Also, it is uncertain what effect it has on undead. If Azalin decides to channel his Lich Touch through it, as well as the Profane power, and use the dagger on himself, he could end up healing quite a bit of hp through it. It is left up to the DM which powers translate into healing for undead.

Ability Scores and Ego:
The Hilt has gained an evil sentience through its repeated enchantments with dark magic, and the lack of continuity and the variety of the vassaliches and others who have enchanted it have warped its mind. The Hilt is now psychopathically dangerous, using its insinuating words to turn wielders against each other to fight for its attention.

Int 10, Wis 10, Cha 18. AL CE. Empathy, speech, telepathy. Special powers: Defeat/destroy everything (psychopath). Skills: 10 Ranks in Diplomacy. Count the Lifedrinker ability as a dedicated power.

Ego calculation: Necrotic Focus as +3, Profane as +1, Profane Burst as +1, Implacable (continuous bleeding ability) as +3, Brilliant Energy as +4, Lifedrinker as dedicated power +4, no inherent bonus +0, Special Purpose (+4 already inherent in dedicated power), Telepathy as +1, Cha bonus as +4, and 10 ranks in Diplomacy as +1.

Total ego: 22

Curse:
The Hilt is intelligent and has the personality of a pampered courtesan. It has been held and cherished by many, receiving powerful blessings from them, but loves to turn its holders against each other. It is possible that the Hilt feared Azalin and that its insidious influence did not extend to him, but some of Azalin's closest advisors attest that it definitely turned the vassaliches against each other.

Where the students once cooperated, they became isolated and shunned each other's work, seeking even to sabotage each other's research to be the true owner of the Hilt. Finally, the situation grew intolerable when the knife wilfully told another vassalich the activation word for the Profane power. This was the true name of the first vassalich - Irithiniak - and the second vassalich used this secret to try to destroy his rival.

Azalin learned of this, punished his vassaliches severely, and took the knife for his own use. During decades of wearing it at his side, he never faced any living enemy that required him to get into melee combat during that time. In addition, the knife was cloying and fulsome in its sycophantic praise, leading Azalin to grow thoroughly exasperated with it. He ultimately put it into storage in the Black Vault as an item that was useless to him, but too dangerous to let fall into the hands of his subordinates.
#3

sptjanly

Jul 15, 2007 14:38:31
Pocket Halfling.

Like a figurine of wonderous power. A rogue/thief, assassin, or just some belligerent company.
#4

sptjanly

Jul 15, 2007 15:33:05
I have used this in my FR game, the players have yet to use it because they are scared of it. It isn't a katana, but I changed to sword and story for a compatable RL setting for you.

Katana of the Dark Quickening (Ripped of Highlander, opps!)

+1 Vorpal Katana

Here is where it gets fun!

Upon decapitation on opponent, the wielder gains a random power from the fallen. DM should make d100 roll and decide how they are to go about introducing the newly acquired power to the player or NPC.

1-10%= random +3 to skill (To specific to know without out having the fallen's stats on hand)
11-20%= 12 HP
21-30%= nothing
31-40%= +1 random Ability (roll d6 1=str, 2=dex, 3=con, 4=Int, 5=wis, 6=cha)
41-50%= +1 to BA
51-60%= +1 random save (roll d6 1-2=fort, 3-4=ref, 5-6=will)
61-70%= nothing
71-80%= random feat (See skill)
81-90% random class ability, special quality, special attack or racial ability (See skill)
91-100%= random spell or spell like ability now able to cast 1/day at fallen's caster lvl (See Skill)

It gets better!

With these newly found powers, there also comes new memories. Have the wielder make a madness save (DC 10+HD of the fallen)

Rough story behind the blade.

A samurai of Rokushima Taiyoo was renowned for his loyalty to his master and his deadliness with his well feared blade. His dark desire was not only to cut down all that opposes his master, but drink in their power as well. He traveled far and sought knowledge that would grant him this ability, what he found was an sorcerer that was probally just the DP who would enchant his blade with his hearts desire. The price is unknown that the enchanter gave, but the swash of carnage the samurai cut through the islands with his murderous band is legend. Dishonored and cast out of his masters graces, he was deemed a ronin and slowly went mad with his collected memories and powers that were not his own. Eventually he was captured by his former master, his armies and samurai and put to death. The sword was smuggled off the island by the excaping followers of the fallen samurai to the core.
#5

humanbing

Jul 15, 2007 22:11:36
Hey, I like that item! It's exactly the sort of item Azalin would crave, just to see if he can gain any XP or skills or stuff by beheading enemies. And then once he learns that it is impossible, he would have good reason to stash it away in the Black Vault.
#6

sptjanly

Jul 16, 2007 14:13:38
The puzzle box from Hellraiser.

The Spear of Destiny. It outlines the stats in the RL netbooks, but looks as though it was designed for Gothic Earth. Would make an interesting mantle piece and converstation starter for any home as shown on the cartoon Justice League.
#7

sptjanly

Jul 16, 2007 19:39:53
Cursed items are always good for laughs!

Gloves of the Midas Touch

Put these on and everything you touch is gold! Should be a great boon for awhile, until you realize you can't take them off!

The Wedding Bands

For that husband or wife that want total control over their spouse. Some unlucky bride or groom gets a nice -6 to wisdom and +6 to cha, they are also under continious effects of charm monster under control of the one wearing the other ring.

This is something special. Gremlins was always one of my favorite movies as a child.

Inside the vault sits a ornate wooden and metal cage. A sorrowful tune can be heard coming from inside. Peering into the wooden bars a tiny furry creature with floppy ears and big, sad, puppy dog eyes stares back at you.

Magwi introduced into the game can be shear disaster, like that yule season in Darkon many years ago where a small farm community was torn apart by a horde of foul little creatures.

Some specifics-

The cage is under the effect of ring of sustenance and a traveler's cloak (Magic of Faerun, use only the wearer is always dry ability and not the provisions of food and liquids)

Magwi are can be any range of alignment except evil. Perhaps using CG would be appropriate for the one found.

Don't get them wet! Roll a d-12+4 if they do to determine how many more fur balls are produced.

Don't let them eat after 12am! All magwi will turn into a pod and spawn as a gremlin in d-3 days.

Gremlins can be any range of evil alignment. For reference look at the Denizens of Darkness source book on page 72-73, they are named Gremishka in the book, but also refered to as gremlins in the text.

Getting them wet has the same effect as magwi.

Sunlight outright kills them. The book says it has them make a fear save (DC 15), I say make hordes of them and this is all that will stop the onslaught!

Enjoy!
#8

humanbing

Jul 22, 2007 21:42:28
The Shroud of Restless Bones

This shroud is a regal silk burial shroud with arcane and divine sigils covering it. Although it is fraying at the edges and flutters slightly, as though in an invisible breeze, it is of excellent quality. However, the shadows that play along the shroud's whorls and folds seem disturbing, as though occasional faces can be seen.

This vestment once graced the preserved body of an ancient religious sage in a reliquary in Darkon. A Kargat servitor to Azalin came across the holy site and reported it to his master. Intrigued, Azalin himself entered the reliquary, whereupon the sage and his preserved holy attendants arose and challenged the lich lord to battle. Azalin found himself unable to control these spirits, leading him to suspect they were not true undead, but some deathless servants of a Good power.

The mighty battle that ensued resulted in a blasted ruins where the reliquary once stood. Azalin returned with the vestment of the religious sage and subjected it to dark necromantic energies to defile it and expunge the deity's enchantment from it. The shroud slowly became a minor artifact for evil, perverting its original purpose of preserving remains and instead now protecting undead wearers against the forces of good. Only one Shroud is known for certain to exist, although it is possible that Azalin gained several such vestments from the reliquary and may have enchanted them individually.

Constant powers:
  • Protection from Positive Energy (Libris Mortis) - bestows upon the wearer a DR 10 against positive energy attacks that deal damage. (This does not protect against turning attempts or other positive energy attacks that deal no damage.)
  • Divine Interdiction (Spell Compendium) - disrupts any clerical, paladin, or blackguard deity link, including all turning, rebuking, or controlling attempts and other divine feats in a 10' radius. Effects that do not rely on divine power, such as a lich's ability to control undead, are not affected.
  • +2 deflection bonus to AC.
  • +2 bonus to any existing Spell Resistance. This Shroud does not bestow any SR in and of itself.
  • Antipathy to life - should any living creature don the Shroud, it becomes the target of an Avasculate spell (Libris Mortis - halves the target's hp total and stun for 1 round - save v. Fort to avoid stunning) and then a Flensing spell (Spell Compendium - each round for 4 rounds, does 2d6 hp damage, 1d6 Con damage, and 1d6 Cha damage - save v. Fort per round to negate ability damage and halve hp damage for that round only). The Shroud tears the flesh and skin off the wearer without warning. Viewing this is cause for a Horror check - the Shroud wraps itself tightly around the victim and discarded strips of bloody flesh and gore fall out the bottom of the Shroud. This does not affect undead wearers. This can activate once per day for each individual donning the robes. Exceptionally strong living creatures may be able to survive both spells, but they could strike again without warning once the day is up.
  • Create Crimson Bones (Denizens of Darkness). Any living humanoid killed by the Flensing rests within the Shroud for 24 hours as its organs and flesh are pulped. At DM's discretion, the skin and organs could become a Skin Kite or Skulking Cyst (both from the Libris Mortis). Viewing this is cause for another Horror check, or two, or three (depending on the number of undead that it produces), completely separate from the previous one describe above.


Activated powers - all as L18 caster:
  • Death Armor (Spell Compendium) 3/day. Melee attackers striking the wearer take 1d4+9 hp damage per hit.
  • Balor Nimbus (Spell Compendium) 1/day. Creatures grappling with the wearer take 6d6 hp damage per round.
  • Blur 5/day.
  • Mirror Image 5/day creates 1d4+6 illusory images.
  • Reverse Arrows (Spell Compendium) 3/day. This is active for three hours with each casting, which may seem overly powerful. However, each casting has a damage limit of 100 hp. Any incoming missile attack that exceeds this ends that casting.
  • Ray Deflection (Spell Compendium) 3/day. Rays targeting the wearer are deflected harmlessly away.


Azalin rarely gets into physical combat with his enemies, so he found the Shroud of limited use and put it into storage in the Black Vault. Sometimes he retrieves it and leaves it lying around for foolhardy adventurers to find. If he knows he faces a puissant magic user and the Shroud is still available, Azalin may occasionally still wear it. This has happened very rarely.
#9

sptjanly

Jul 23, 2007 19:45:43
Sounds like something Azalin wears as PJs.
#10

sptjanly

Aug 15, 2007 17:21:37
Necronomicon or would that just be to much? Been reading into Call of Cthulhu D20, love it!
#11

sptjanly

Aug 20, 2007 18:33:37
The Fortunate Coin

Just a worn piece of silver coin.

Or a gold, copper and sometimes when the time is right a platnium.

It comes into the hands of many folks across the core, and on that day its their lucky day. As luck would have it have it, they sometimes dub it their lucky coin.

It has fallen into the hands of the down trodden peasants, soldiers receiving their monthly pay, gamblers who risk it all, or nobles as they while away their comfortable days.

Some times it brings all the bearer would ever desire. The lead role in the opera, the woman of their dreams, the big score or just to live another day. They hold tight to their coin of fortune, and never let it be spent away. Some would boast it was their first platnium and mantle it for display. It only has so much good tidings to bring and when the roll is through; a run-away carrage, a missed step down 2 flights, a knife in the back, or capsized ship finds the coin with someone new.
#12

kwdblade

Aug 29, 2007 4:04:39
The Fortunate Coin

Just a worn piece of silver coin.

Or a gold, copper and sometimes when the time is right a platnium.

It comes into the hands of many folks across the core, and on that day its their lucky day. As luck would have it have it, they sometimes dub it their lucky coin.

It has fallen into the hands of the down trodden peasants, soldiers receiving their monthly pay, gamblers who risk it all, or nobles as they while away their comfortable days.

Some times it brings all the bearer would ever desire. The lead role in the opera, the woman of their dreams, the big score or just to live another day. They hold tight to their coin of fortune, and never let it be spent away. Some would boast it was their first platnium and mantle it for display. It only has so much good tidings to bring and when the roll is through; a run-away carrage, a missed step down 2 flights, a knife in the back, or capsized ship finds the coin with someone new.

Love it, gotta have it *slaps into notes*