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Post by joatmoniac on Feb 5, 2020 9:34:57 GMT
This week rorrik and I are at it again and we revisit a topic we’ve seen before: Intelligent Magic Items as discussed with Curt Bolin and create some of our own intelligent magic items for our worlds! Let the questions below guide your inventions. 1. What is the item? (pictures encouraged) 2. What powers does it possess? 3. What is known about it from legend and lore? 4. What alignment and intelligence level does the intellect have? 5. What goals, if any, does the item have? 6. How much control does the intelligence have of the item’s powers? 7. What quirks does the intelligence have? 8. You do you! More magic items! <script id="th-iframe-script" src="chrome-extension://ofdopmlmgifpfkijadehmhjccbefaeec/assets/comms/commsiframe.js"></script>
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Post by letterlost on Feb 10, 2020 0:01:08 GMT
1. What is the item? Kusari Unbound, +3 Kusari-fundo 2. What powers does it possess? If not carried functions as a giant constrictor snake, except it is a medium construct (thinking 10 ft., but unsure if it would need to be longer), has no swim speed, and has abilities listed below. Speech: speaks Gith and common, uses vibrations to speak to anything in contact with it (contact is required). +3 Kusari-fundo. Must be attuned with monk who is either below lv 10 or shares its belief’s (if equipped and not attuned the wielder is considered in an anti-magic field), enhances monk’s unarmed strike with increased range (10 ft.,) and +3, still considered a melee attack. Made out of Gith silver, appearance is of tarnished silver. Monk may still function as unarmed while wielding, able to perform abilities such as deflect missiles and Ki-empowered strikes. Anti-magic: is immune to magic and spell like effects. Monk attuned to Kusari has advantage on saving throws against magic spells and effects which require dexterity save. Pull: If an attack hits and creature is Large or smaller, you may make contesting strength checks (using weapon bonus) to pull the creature up to 10 feet closer to you. Creature cannot use any magic or magic like (such as psionic) abilities until the end of your next turn. Kusari will not pull an individual creature more than once and will resent repeated attempts unless target is Mind Flayer or Githyanki. Kusari bound: If a creature is bound by Kusari they are unable to be freed by anyone other than Kusari itself, they are also considered inside and anti-magic field. Kusari refuses to bind any creature in this way. 3. What is known about it from legend and lore? Crafted by the Githyanki to hold powerful Mind flayers and Githzerai, it helped in the capturing and holding of such creatures for several generations. Eventually it was used to hold a powerful Githzerai Zerth, Vasyus, for many years. As Vasyus aged and Githyanki cruelty became boring Kusari was ordered to execute them. Shortly after this, Kusari mysteriously disappeared. 4. What alignment and intelligence level does the intellect have? Alignment: lawful neutral. Intelligence: 12-14. 5. What goals, if any, does the item have? Wandering the world on a journey to find inner piece, atone for past wrongs, and to teach others the ways of Zerthimon. 6. How much control does the intelligence have of the item’s powers? Anti-magic abilities are constant and unable to be disabled, has full control of its own mobility and whether or not it will bind and pull. May be used as a weapon so long as it is mentoring a monk below level 10 or the monk shares its beliefs. 7. What quirks does the intelligence have? Personality: patience in all things. The first step in any venture is the most treacherous. Ideal: Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet. Bond: I will live Vasyus’s life to atone for a taking it. Flaw: I see Githyanki machinations behind every threat. 8. You do you!Crafted by the Githyanki to hold powerful Mind flayers and Githzerai, it helped in the capturing and holding of such creatures for several generations. Eventually it was used to hold a powerful Githzerai, Vasyus for many years. Often when they were alone Vasyus would tell Kusari of Zerthimon's ideals and the ways of the Githzerai; during this time it came to respect their mental discipline and unwavering Ideals. When Vasyus became old and Githyanki cruelty became boring Kusari was ordered to execute them. For the first time it hesitated, but carried out the execution as ordered. After this Kusari swore never to bind another creature, it took the soonest opportunity possible to leave the service of the Githyanki. Kusari now wanders the worlds on a journey to find inner peace and atone for its past wrongs.
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Post by DM Onesie Knight on Feb 22, 2020 17:14:57 GMT
1. A vicious-looking Macahuitl (if you're not familiar, picture a cricket bat edged with obsidian shards; Aztec weapon) made from a dark wood and set with triangular blades of mithral. The flat of the wooden stock is carved with motifs of fire and a lizard with a long, serpentine body. The mithral blades are fixed with jungle rubber and dinosaur sinew. From the pommel hangs a charm made of a dinosaur fang and colorful feathers. In its native, ancient, long-dead tongue, it is called Great-Tree-Burning 2. It is capable of wreathing itself in fire (+1d6 fire damage), while also granting resistance to fire. It can also replicate the effects of a Burning Hands spell. It reaches out psychically to demoralize the enemy and embolden the wielder, causing enemies to become frightened if they fail a WIS save and granting +1 to saves and attack rolls for whoever holds it. Finally, it hates demons and has its critical threat range increased by one when striking them. 3. Not much is known about this specific weapon, because its history is so ancient and there was little (if any) peaceful contact between the ancient volcano-worshiping Fire Lizard civilization and the humanoid races. In fact, while the Fire Lizards as an organized force are LONG gone, their ancient works have a tainted reputation. The Fire Lizard race once set out on a burning crusade to destroy the humanoid races and burn them in sacrifice to their horned god. Most see their style of weaponry as barbaric and crude, though that suits some. 4. Chaotic good, INT 12. What nobody in the modern day knows (but a few expert scholars suspect) is that the violent and sadistic "horned god" was not the original incarnation of Fire-Lizard faith. Their worship tended more towards elemental forces and nature, with the prime divinity represented as a great lizard living in the heart of the earth. Unfortunately, their divine imagery was co-opted by Mephistopheles himself. He used his mastery of hellfire to subtly influence and corrupt their faith, eventually turning them loose on the world as a bloodthirsty (or should I say fire-thirsty?) horde. Great-Tree-Burning predates the infernal deception, and represents one of the last existing testaments to the Fire-Lizard spirit as it once was.
5. More than anything, Great-Tree-Burning wants its people to be remembered as they were, not as what they became. This is no easy task, because Fire-Lizards still skulk about the ruins of their empire as animalistic savages, taking captives to burn alive in crude horned effigies. Though Great-Tree can only speak Ignan, it can also transmit feelings, and it tries to guide its owner to glory in battle.
6. It is very much in control of its powers. Though it will function purely practically, it does have a sense for showmanship and ceremony. After all, in its glory days it served not only in battle but in sacred War Dances and Fire Dances. When its owner makes weapon flourishes and tricks, it will flare dramatically.
7. It will try VERY hard to encourage exploration of Fire-Lizard ruins. It wants to preserve artifacts from before the fall, and destroy those tainted by the Lord of Hellfire.
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Post by DMdanielsan on Mar 1, 2020 2:21:23 GMT
1. What is the item? (pictures encouraged)
Narcissis- a heavy mace that appears to be made of pure sapphire
2. What powers does it possess?
Narcissis is incapable of being destroyed and absorbs kinetic energy. At face value this seems as if he simply absorbs energy from each strike, but in reality it comes from every single interaction whether it is battle or the subtle movements when its wielder walks, or even the pressure changes with a tremor or a light breeze. The kinetic energy can be unleashed at will with a melee attack.
3. What is known about it from legend and lore?
Few know of the mace's power, as he has been lying in wait in the lair of the ancient blue dragon Tyrus for over a century, due to his immense power and sapphire appearance. He is one of a kind, and a well-read dwarven craftsmen will recognize the weapon for its unique charm granted by the master smith Baun Brittlebeard
4. What alignment and intelligence level does the intellect have?
The mace itself true neutral, willing to help anyone who strokes his ego. His intelligence is as much a curse as it is a gift, often outwitting his wielders.
5. What goals, if any, does the item have?
To find a loyal servant to aid in battle to achieve greatness. He will be incredibly jealous of other weapons, and more than willing to show why he is superior in every way. His servant should depend on him and him only to achieve ultimate supremacy in battle, all other weapons are simply unworthy.
6. How much control does the intelligence have of the item’s powers?
Narcissis is in complete control of his power. He's bad and he knows it. He will only lend his power out to those who are worthy (those who give him unrelenting praise). If his desires are not met, he will act as if he is completely mundane, and maybe even work against the wielder.
7. What quirks does the intelligence have?
Narcissis will engage in witty and often inflammatory banter with his servant (wielder) in a charming English accent, and often try to convince them to pursuit conflict and battle. Due to his high intelligence, he is not beyond manipulation to meet this end.
8. You do you
Due to the fact that Narcissis is indestructible he is, in fact, immortal. In a sense, if his superiority is recognized and worshiped the way he desires, he has potential to become a deity.
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CobaltKobald
Commoner
Posts: 6
Favorite D&D Class: Rogue. Both my Favorite and Least Favorite.
Favorite D&D Race: Half-elf.
Gender: Male
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Post by CobaltKobald on Mar 4, 2020 3:51:09 GMT
1. What is the item?
Remurax. 2. Quick backstory!
Ok, so I'm doing this first to sort of explain what's going on here because it would be rather confusing if I didn't. Long, long ago there was an ancient Demon Lord named Remurax. He was the commander of a great army, and he spread chaos and destruction throughout the abyss, killing and enslaving all who opposed him. However, the more death and destruction he spread, the more paranoid he became about his own death. It gnawed away at him. He needed a solution. He needed to defeat it. He thought about it for years, until finally forming a plan. He created a magical sword, which he named after himself. Whoever attuned to this sword would be sucked into it, and be trapped inside it indefinitely. The catch is, the next person to touch the sword would transform into whoever was then trapped inside it. Remurax attuned to it, was absorbed, and waited. Sure enough, after a little while the sword was picked up by a curious, unsuspecting quasit, who instantly was possessed by Remurax and was transformed into the Demon Lord. Remurax, seeing that his plan had worked, resumed his reign of chaos and terror, keeping the secret of his sword to himself, knowing that if ever he died, it would only be a matter of time before someone would try and loot his sword, and, inadvertently, bring him back to life. Basically the sword is an immortal Balor Demon. 2. What powers does it possess? Limited Telepathy
Remurax can communicate with its wielder telepathically as long as the wielder is touching it, and has hearing and Darkvision out to 120 ft. The sword can speak Common as well as Infernal. Fire Aspect
As a bonus action, you can cause the sword to burst into flames, causing it to deal an additional 3d8 fire damage to any target it hits with a melee attack. Additionally, the sword has twelve charges. You can consume these charges to cast spells from the sword, causing bonus havoc. Scorching Ray - 3 charges Fireball - 4 charges Wall of Fire - 6 chargesRemurax regains 1d10+2 charges daily at dawn. PossessionWhen you first touch this weapon, you must succeed on a DC 15 Wisdom saving throw, or be transformed into the Demon Lord Remurax. Every time you succeed this saving throw, Remurax learns a little more about you, and the Saving throw's DC increases by however many points you beat it by. Once you succeed the saving throw, Remurax is unable to possess you or otherwise charm you until you put the sword down and pick it up again, at which point you must re-roll the saving throw. If the Demon Lord Remurax (in his physical, non-sword form) is reduced to zero hit points, his soul is re-absorbed into the sword and you must make a DC 20 Constitution saving throw. On a success, you drop to zero hit points and are stable. On a failure, you die. Sorry. 3. What is known about it from legend and lore?
Remurax is the name of a great Balor Demon. Little to nothing is known about him by most people, but educated scholars know that Remurax was an ancient Demon Lord whose primary goal was immortality. Not just plain old "never being able to die" immortality, but an immortality that would enable him die again and again with no ill effects. It is unknown if he ever achieved his goal, as the most recent historical records of him are very old at best. He is commonly depicted wearing simple armor, wearing a spiked golden crown, and holding a flaming greatsword, which many texts say he named after himself. The sword is commonly described as "Magical, with incendiary properties," but they say nothing about its true nature. No one currently knows the location of the weapon, and many scholars consider it either destroyed or lost. 4. What alignment and intelligence level does the intellect have?Remurax's Alignment is Chaotic Evil, and, being a Balor Demon, has an Intelligence of 20. 5. What goals, if any, does the item have?
Remurax seeks to conquer the material plane, enslave its inhabitants, and above all, live forever. If its wielder initially succeeds the wisdom saving throw, it will attempt to fulfill its goals by telepathically telling its wielder to do very specific (usually grand and malicious) things which are part of Remurax's plan to conquer the world. It will also sometimes try to trick its wielder to put it down and pick it back up again, so that they must re-roll the Wisdom saving throw. 6. How much control does the intelligence have of the item’s powers?
When the sword is being wielded by Remurax himself, the sword ceases to be sentient, and acts as a normal (albeit extremely powerful) wondrous item. However, when the sword is being welded by anyone other than Remurax, it will function normally, unless the wielder attempts to use the sword's powers to disobey or otherwise hinder Remurax's plans, in which case the sword will refuse to function properly, and will sometimes activate its powers without being asked at very inoppurtune times, such as shooting a fireball at the bridge the party is trying to cross, or firing a scorching ray at the wielder's allies, etc. 7. What quirks does the intelligence have?
Remurax always speaks to its wielder as if you are its servant, and expects you act as such. It grows very angry when its wielder disobeys its commands, but it always acts and speaks calmly, as if nothing is wrong. It takes a rather heinous offense to make Remurax show any signs of anger. Remurax cannot be destroyed by normal, and even most magical means, so most threats to destroy it don't faze it at all. The only thing Remurax fears is being abandoned where no one can find him, as that would essentially kill him.
(Btw, Remurax can only be destroyed if someone casts feeblemind on it. If Remurax fails the INT save, the sword then must be thrown into the river styx, at which point the mind of Remurax becomes so shattered that the sword he is bound to shatters as well, destroying them both.) Attachments:
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Post by dmjessemax on Mar 4, 2020 19:01:13 GMT
1. What is the item?Nightfall appears to be a Chakram. It is made of a dark black metal and inlaid with gold. When grasping the crossbar, you can use a bonus action to snuff out a light source within 120 feet. (I'll try to add a picture later.) 2. What powers does it possess?Languages: Can speak, read and understand common and communicate with its wielder telepathically. Its voice is gruff and masculine, though he prefers not to speak directly. When attuned, it knows all the languages of its wielder. Nightfall is primarily a ranged weapon, but can also be held for melee attacks. It does both slashing and cold damage. Return: When attuned, nightfall will return when thrown. When a second attack is made (using bonus action, extra attack, etc.) the second catch on the same turn requires using your reaction. The return ability is not available when in bright light or daylight. Snuff out: Using your bonus action, you can cause Nightfall to snuff out one natural or magical light source within 120 feet. If the light source is created by a spell, it is dispelled. Restoration: While holding this weapon, you can use your action to touch a willing creature (includes self) and restore 10 hit points. Once this ability has been used in this way it is not available again until a long rest. 3. What is known about it from legend and lore?Nightfall has been buried deep in the underdark as part of a beholder's hoard. It was recently recovered by a band of adventures who did not realize it was sentient until they attuned. Nightfall has said little about his past, but it is believed to have existed since before the Netherese empire. A charm was the favored weapon of the goddess Shar, goddess of Darkness, Death, and Trickery. Given his age and quiet disposition - as well its disfavor of followers of Selune (Shar's twin) - rumors have begun that Nightfall may be Shar's chakram. 4. What alignment and intelligence level does the intellect have?Nightfall is cold and calculating.Most would consider him evil. While both smart and wise, his most notable aspect is his charisma: INT 12 WIS 13 CHR 16 5. What goals, if any, does the item have?Nightfall and his wielder recently faced Yeenoghu, demon lord of gnolls. Although a difficult battle, Yeenoghu fell and was banished to the Abyss. This combat sparked a desire within Nightfall to be renowned and feared by his foes. When his wielder declares his name to a target during their initial attack, Nightfall does an extra 1d4 psychic damage. (1 per target on 1st hit only). However, if the wielder does not introduce him by name ("feel the wrath of my weapon"), or ever refers to him as a simple possession ("my chakram"), the wielder takes 1d4 psychic damage. There is no limit to damage done by this effect. 6. How much control does the intelligence have of the item’s powers?The intelligence does not have the ability to prevent slashing damage but can withhold cold and psychic damages. The intelligence is able to control his flight path and also controls the snuff out, restoration and return features. 7. What quirks does the intelligence have?Nightfall requires that he be in almost every battle, enjoying the destruction that he can do. If he is not part of a kill at least every 10 day he will require a hunt be conducted. Nightfall also despises followers of Selune, requesting that his wielder attack them. He will, however reason with the wielder if they do not wish to attack at that point. However it would not be beyond his thinking to strike them during battle using his control over his flight path. (Even if the target is 'on the same side' as the wielder.) 8. You do you!Nightfall's party has been in possession of Dawn Bringer, a lawful good sentient sun blade. While he does not openly oppose dawn bringer, the two do not get along.
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Post by 00dlez on Mar 12, 2020 21:24:22 GMT
Edge, The Gambler's Coin
1. What is the item?
The item appears on it's face to be a simple silver coin, though upon handling it individually, it is noticeably heavier than any other silver coin. It has a favorable balance to it, in fact. Heavy in the hand but manipulating it (coin flips, dancing it across one's knuckles, and other such tricks) is rather simple, and even otherwise un-dexterous handlers are able to quickly master several tricks with a little practice.
2. What powers does it possess?
The coin is any gamblers friend and is capable of providing a distinct advantage to the handler in games of chance - you might even say it gives them an edge.
More over, when a choice arises between two options in the handler's life - which door to open, which road to take, which horse to bet on, etc - asking the coin for advice and giving it a flip, one will be provided advice on what to do. Often it is the "correct choice" - to open the untrapped door versus the trapped door - but if the handler has not gambled recently, the coin is more and more risk-taking and it's advice may not be the safest or preferred choice - the trapped door must be protecting a great treasure... right? Simple games of dice for a few copper pass the time, but they do not satisfy Edge's desire to gamble. There must be routine risks to the handler to continue to receive reasonable benefits.
Edge talks telepathically with it's handler. Often only to urge them to take certain chances or gamble, but when satisfied and content, it will tell occasional jokes or make humorous snide remarks.
3. What is known about it from legend and lore?
Once comfortable and on good terms with it's handler - Edge will reveal that he was once a talented and wealthy gambler. He would gamble with kings and dock workers alike, for stakes large and small. His fate was sealed, however, when he inadvertently began a long night of gambling with a disguised devil.
He was down to his last coin - the coin he is now trapped in. They were playing a complex card game, and Edge had been dealt an unbeatable hand, unless his opponent had a specific set of cards and played them perfectly. With no coin left, he wagered his life against all he had lost, the Devil accepted. As he should have known then, the game had been rigged and the devil defeated Edge, banishing him to eternity trapped in the last coin he had to his name.
4. What alignment and intelligence level does the intellect have? 5. What goals, if any, does the item have?
Edge is Chaotic Neutral and still retains his intelligence and faculties from his previous life. He is not particularly malevolent, nor does he have an agenda to pursue beyond that of gambling. So long as the handler is routinely taking risks, particularly in games of chance, Edge is satisfied and will be fairly helpful.
6. How much control does the intelligence have of the item’s powers? Total control. The handler can simply discard the coin if they have no taste or desire to satisfy it's gambling urges. Several times in the past, if Edge is dissatisfied with it's handler, it will compel them to gamble and lose Edge in a game of chance, thus transferring him to a new handler and hopefully one willing to more regularly gamble.
7. What quirks does the intelligence have?It's an odd compulsion, given Edge's tragic predicament. Indeed he lost his life and all his fantastic wealth gambling, but rather than having taught him a valuable lesson, he rather views it as a vehicle to forever satisfy his urge to gamble without adopting any of the risk himself.
8. You do you!
As always - maybe more later on
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dmdw
Commoner
Posts: 6
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Post by dmdw on Sept 22, 2020 23:46:54 GMT
1. What is the item? (pictures encouraged)
Crystal Duck 2. What powers does it possess?
Grants the PC: A swim speed equal to its walking speed, but only on the surface of water Advantage on foraging checks when diving underwater Ability to identify true south, but only in winter Advantage on Charisma checks versus feathered creatures The ability to regain 1d4 additional hitpoints if eating day old bread dipped in water while taking a short rest and spending hit dice 3. What is known about it from legend and lore?The crystal duck was created as a punishment handed down from a king in ye olde times to a venerable peasant man who insisted on feeding the ducks in the royal frog pond with day old bread. The court wizard polymorphed the peasant into the form of a crystal duck and he was placed in a display case in the castle. Decades later, when the castle was overrun by a hobgoblin army, the crystal duck disappeared as a spoil of war. 4. What alignment and intelligence level does the intellect have?The crystal duck is Chaotic Good with an 8 INT. It communicates emotions through telepathic quacking. Steady slow quacks = happy. Frantic loud quacks = freaked out 5. What goals, if any, does the item have?To return to the frog pond the peasant loved so much 6. How much control does the intelligence have of the item’s powers?If not treated with dignity and positioned in a place of honor each night, the duck's telepathic freak outs will interfere with the Charisma check ability. Otherwise, no power over the... um... powers. 7. What quirks does the intelligence have?Easily excitable. 8. You do you! Crystal Duck
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Post by zimthegoblin on Oct 9, 2020 20:40:10 GMT
1. What is the item? (pictures encouraged)
Crystal Duck 2. What powers does it possess?
Grants the PC: A swim speed equal to its walking speed, but only on the surface of water Advantage on foraging checks when diving underwater Ability to identify true south, but only in winter Advantage on Charisma checks versus feathered creatures The ability to regain 1d4 additional hitpoints if eating day old bread dipped in water while taking a short rest and spending hit dice 3. What is known about it from legend and lore?The crystal duck was created as a punishment handed down from a king in ye olde times to a venerable peasant man who insisted on feeding the ducks in the royal frog pond with day old bread. The court wizard polymorphed the peasant into the form of a crystal duck and he was placed in a display case in the castle. Decades later, when the castle was overrun by a hobgoblin army, the crystal duck disappeared as a spoil of war. 4. What alignment and intelligence level does the intellect have?The crystal duck is Chaotic Good with an 8 INT. It communicates emotions through telepathic quacking. Steady slow quacks = happy. Frantic loud quacks = freaked out 5. What goals, if any, does the item have?To return to the frog pond the peasant loved so much 6. How much control does the intelligence have of the item’s powers?If not treated with dignity and positioned in a place of honor each night, the duck's telepathic freak outs will interfere with the Charisma check ability. Otherwise, no power over the... um... powers. 7. What quirks does the intelligence have?Easily excitable. 8. You do you! Crystal Duck I might just give this to my players just so i can do the duck quacks. (my players use speak with animals to much)
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