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D&D 3E
New magic items 
8th-Jan-2005 09:56 pm
The Standard
Here are two magic items I developed for Urbis, and I'd like some feedback on them:

Bloodstones: Some magic items, such as golems, normally only work for their creater. And sometimes, the creater of a magic item only wants it to be useable by one or several selected people. Bloodstones help with both of these.
When a magic item is created, the creator can craft one or more bloodstones (which usually use a crystal for the base material) at the same time. After that, a creture must bond with the bloodstone by pouring its own blood over it. This costs 1 hp times the caster level of the bloodstone. After this, the creature that bonded with the stone is considered one of legetimate users of the magic item, and no one other than a legetimate user of such a magic item can use or activate it. If several legetimate users who all have bonded with different bloodstones tied to the same item struggle for control of it (like several users trying to give orders to a golem), resolve the situation by requiring Concentration checks. The character who rolls the highest Concenctration check result can use the item or give it a command during that round.
The bond with a bloodstone can be destroyed by successfully casting dispel magic on the bloodstone versus the caster level of the bloodstone. After this, the bloodstone can bond with a new user.

While weaker enhancements usually aren't worth the added cost of a bloodstone, they are very common for the more powerful ones. They are especially prevalent with golems. Golems work on all sorts of tasks, and it simply isn't practicable to force the creator of a golem to constantly supervise it when he could do more important things (like creating more golems). On the other hand, no one wants just anyone to be able to order a golem around, since they can be devastating in the wrong hands. The bloodstones allow trusted people to control them, but if necessary, their control can be quickly taken away with a simple dispel magic. Needless to say, the bloodstones of powerful items are normally kept at very secure locations...

Moderate Divination; CL 7th; Craft Wondrous Items, locate creature; Price: caster level x 160 gp.


One-shot enhancement: It is possible to create cheap versions of enhancements that only work for a single use. One-shot weapon enhancements will work for a single attack, while one-shot armor enhancements and similar defensive items will only work against a single attack or effect - the first such attack or effect the wearer is subject to. The prerequisites for this kind of enhancement are identical to the normal version, but the basic cost is only 1/50 times the normal cost. The magical aura surrounding a one-shot enhancement is one level weaker than usual, down to a minimum of "faint".
One-shot weapon enhancements are popular with assassins and other people who need to make their first hit count. Combining this with bane enhancements is popular. One-shot armor and similar defensive enhancments (such as items that grant bonuses to saving throws) are popular with public figures and other people who have to fear assassins. It will only protect them from one attack, but that one attack is often all their attackers have. They are less useful to adventurers and other people who find themselves frequently under attack, as the enhancement doesn't discriminate between various attacks by how dangerous they are, but simply triggers at the first attack, no matter how weak it is.


How do these sound? Are they balanced?


(Crossposted to dungeon_masters)
Comments 
8th-Jan-2005 11:06 pm (UTC)
The latest issue of Dungeon has "Lesser Magic Weapons"

Where the enhancements work like charges instead of being permenant.

The enhancement costs half as much as normal, and you get 50 charges. Each charge works for one round (or one successfull attack, i'm not sure).

If you have the latest Dungeon, check it out.
9th-Jan-2005 10:44 am (UTC)
Just a situational question/situation/note with the bloodstones item, but is it safe for me to assume that anyone can dispel magic the bloodstones? Or is it limited to the caster/owner and/or bloodstone person? For example: Let's say the party has someone who has bloodstone control over a golem (and no one else). Said party runs into an enemy who gets wise and somehow manages to find and dispel the bloodstone. Golem is now not able to be controlled by player. Is that possible or no? (Same vice versa, player dispel enemy bloodstone, if they get wise.)

That's assuming the enemy/players actually find the bloodstone. From what it sounds like, the bloodstone is carried on the person? Or is all that's needed the blood tie? (Sorry, I don't know much about how golems work/are controled and thus not much knowledge on the technicalities. ^.^; )
9th-Jan-2005 08:43 pm (UTC)
Just a situational question/situation/note with the bloodstones item, but is it safe for me to assume that anyone can dispel magic the bloodstones?</i>

Yup. Everyone who can find the relevant bloodstone can also dispel the link. This is a safety precaution - after all, if some underling in an organisation who controls a golem gets funny ideas and kills the creator of the golem, it's better if there are other people who can dispel the link...


Or is it limited to the caster/owner and/or bloodstone person? For example: Let's say the party has someone who has bloodstone control over a golem (and no one else). Said party runs into an enemy who gets wise and somehow manages to find and dispel the bloodstone. Golem is now not able to be controlled by player. Is that possible or no? (Same vice versa, player dispel enemy bloodstone, if they get wise.)

Both are possible.

From what it sounds like, the bloodstone is carried on the person? Or is all that's needed the blood tie?

The latter. Bloodstones are usually kept in very secure vaults where only the "right people" can enter.

(Sorry, I don't know much about how golems work/are controled and thus not much knowledge on the technicalities. ^.^; )

IIRC, only the creator of the golem could normally control it. But that's inefficient - for one thing, he might not have the time to constantly supervise it. For another, he might die - and the golem is now basically useless.
9th-Jan-2005 11:22 pm (UTC)
As far as I can see, Bloodstones would be much more useful for NPC's rather than PC's. Generally speaking, PC's don't have many secure locations to stash something that important, and if they do, it's likely that they're either a higher level, or that location is something like a safety deposit box (and thusly in a place open to the public and semi-vulnerable).

It's all really a question of how well any individual can hide such an item, I would imagine?
10th-Jan-2005 09:27 am (UTC)
As far as I can see, Bloodstones would be much more useful for NPC's rather than PC's.

This is true. It also allows the DM some control over how fast the PCs gain powerful magic items - Urbis is a very magic-rich setting (the creation of magic items has essentially become an industrialized process), but this helps make sure that the PCs don't accidentally gain an item that the DM would uncomfortable with if it ended up in the hands of the party.

Generally speaking, PC's don't have many secure locations to stash something that important, and if they do, it's likely that they're either a higher level, or that location is something like a safety deposit box (and thusly in a place open to the public and semi-vulnerable).

There are secure vaults for bloodstones where anyone can deposit things - but of course, they are costly.

It's all really a question of how well any individual can hide such an item, I would imagine?

Indeed. The more resources you have to hide things, the more useful bloodstones become.
11th-Jan-2005 09:38 pm (UTC)
I swear everytime you post I wish I could play with you. I just made a magic item for a PC that is bonded to people of his tribe. This is a great way to do it. I'll add it to the cost, etc. The magic item I made for him is a magic map that members of his clan (Grackle) receive when they venture out on their own. What he can see on the map changes depending on how closely he follows the code of his people (basically an honor-among thieves sort of thing which sets up a future plot line where his char gets pregnant by someone not of the tribe and the map becomes worthless until he seeks out the dwarven abortionist witch, but anyway). So it's sort of a communal map for his whole tribe, which he will add to as he adventures.

My other favorite magic item one of my players got is a care package from his (gnome) mom full of magical cookies, which are essentially potions as far as rules go :) Very cute.
12th-Jan-2005 09:54 am (UTC)
I swear everytime you post I wish I could play with you.

Thanks. Well, if you should ever happen to visit Aachen in Germany... ;-)

My other favorite magic item one of my players got is a care package from his (gnome) mom full of magical cookies, which are essentially potions as far as rules go :) Very cute.

Magical pastries... well, why not? After all, Dark Sun already gave us "potion fruits", and as long as the game mechanics are similar, I see no reason not to make magic items more colorful and varied.

Besides, the food of the Fair Folk has long been said to have magical powers, which is why folklore has always warned against eating it...
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