Another day, another weapon (sort of). It has weapon like qualities. By the way, interesting entry Holy Beholder. I like the natural creation aspect. ------------------------------------------------------------------------- Morpheus
History: Created within the last century, Morpheus was named after the minor god of dreams as the inventor falsely believed he was wondering the realm of dreams. A psychologist by trade, he was angered by his patients obstinacy in revealing themselves. He attempted hypnosis and Zones of Truth, but found that they did not work well enough. Hypnosis only offered him insight but not the subject and Zones of Truth instilled a distrust in the patient. He commissioned one of his long time scholarly buddies to aid him and together they crafted Morpheus. With it they could wonder the mindscape of patients with the patient attempting to solve long-seated issues. The nameless psychotherapist met his end within the mind of an increasingly deranged patient. The staff is now thought to be trapped within the patient’s mind.
Appearance: Morpheus is a thirty-inch glass rod spun and twisted into a spiral. The rod is hollow and filled with a morphic glass that responds to mental energy, changing color and viscosity depending on the state of the wielder and the state of the surroundings.
Powers: Morpheus allows one to travel into the mindscape of a willing or unwilling creature. If one resists the power, the save is a will save difficulty twenty plus relevant modifiers. The process takes two uninterrupted rounds, which is why it is most often used on sleeping creatures. Once cast, the caster can bring himself plus up to on thousand extra pounds into the mindscape.
A mindscape is a physical representation of a being’s state of mind. As such, the laws of nature do not have to apply. People with increasingly erratic mindsets tend to have rather erratic mindscapes. Sufferers of shell shock, for instance, tend to have mindscapes representing chaotic battlefields. Many rogues have highly complex mindsets filled with traps, back doorways, complex structures, et cetera. Whereas, highly trained monks would have very simplistic mindscapes probably consisting of a flat white plane without adornment, perhaps in the center of a raging storm. Another common facet of mindscapes is their vast dimensions. Mindscapes can stretch for thousands of miles in any direction. Of further note, mindscapes are not uninhabited. One could expect to run into important figures to the person and various versions of the person within their minds. Precautions must be taken inside a mindscape as foolish actions could lead to radical effects on the mindset of the individual. For example, if one were to enter the mind of a soldier suffering from shell shock and aid the soldier in settling the conflict in their mind, they could ‘cure’ their shell shock. Likewise, if one were to enter a normal person’s mind and begin bombarding it, they could likewise destroy the person’s stability. To note, when in a mindscape, the power of one’s mind is very important, more so than any other feature. When in a mindscape, you use your intelligence modifier with all saves and in place of any physical modifiers in other checks like strength in attacking or dexterity in a balance check. The owner of the mindscape also acts as a resident god within their mindscape gaining divinely morphic capabilities over the landscape.
Morpheus also grants the user a plus five to intelligence whether within a mindscape or not. When in a mindscape, it doubles your intelligence modifier for purposes of checks. The rod also responds to the morphic nature of the mindscape by shielding you from it. At all times it cast a perfected Protection from Chaos, Law, Evil, and Good in order to prevent the resident god from controlling you allowing you to ac as normal. Others brought with you are not protected and are subject to will saves to prevent compulsion. Saves vary depending on the mental strength of the person in charge and the level of the compulsion as deviating from the character being ‘compulsed’. It also grants the user a low level version of Momento Mori at will when within mindscapes. One can emit a twenty-five foot blast that destroys fifty hit die of creatures. However, this ability can only be used three times per entrance into a mindscape. You can gauge the natural order of the plane by ‘reading’ the staff. If the gas turns more blue, the world is more good; red denotes evil. If it becomes more and more viscous, the world is more lawful; gaseous denotes chaos. This effect only works within mindscapes and not in the material planes.
As Morpheus works best against sleeping opponents, certain abilities were added to that effect. There is a Great Sleep spell available to the user once per day. Great Sleep requires no material components except the rod, takes two uninterrupted rounds, has a range of short, and puts twenty hit die of creatures into a deep sleep lasting ten minutes per level. This is somewhat overstatement as any amount of time spent in a mindscape is collapsed into a non-time whereupon you always exit the mindscape one minute after you enter it (in real world time). It is possible to spend a lifetime un-aging in the mindscape to emerge in the real world sixty seconds later. While in the mindscape, one does not need food, water, or sleep if strong enough of mind to turn off the instincts. They can also influence their own sphere of control, altering their appearance slightly if they are strong enough of mind. It also allows users to travel at night with a bonus plus ten to mover silently checks.
Destruction: Morpheus can be destroyed by any normal means meant to destroy magical items of this strength, however, it can only be destroyed outside of a mindscape. While within a mindscape, it is treated as ‘un-sunder-able’ and as auto succeeding any save to prevent destruction.
Price: 1,000,000 gold (spells required: Dreamscape (epic), Momento Mori (epic)[force of mind effect], Sleep, Fox’s Splendor, Silence, Protection from Law/ Chaos/ Evil/ Good, Detect Law/ Chaos/ Evil/ Good)
Note: For further research, check out Dominic Deegan: Oracle for Hire and Psychonauts -------------------------------------------------------------------------- Signed,
I am not doubting your viability of using a quiver for the competition. I am talking about the powers themselves. The powers are less than 'weapon-ish' if you catch my meaning. It seems a very turnaround way to use a weapon, to me. Like a helmet. You can beat someone over the head with a helmet, but is it then a weapon? That is 'kind of' how I see this. It hurts them but it is like healing the undead in that it does hurt them, but not as a weapon does. Am I making sense?
A clever player could easily use this as a means of instant movement over a battle field....after finding out what it does.
For example a ranger could use this to by pass the front line fighters charging forward toward the party to get at the casters in the back. The ranger would have to then switch weapons to continue the fight. In fact the entire party could have plain bows to move them all in close quarters. Got a wall or cliff to scale...why climb? got a chasm to jump? Need to escape pursuers quickly?....I'm sure others could find uses for this item.
EDE staff An EDE staff is basically a quarterstaff made of a very thin layer of steel, with EDE crystals between it, making a series of grids not unlike a beerhive. There are 15 of these in a small staff, and 20 in a medium staff.
Each crystal matrix can hold 1 EDE ball, with an extra bit in the end, which is basically a mushroom farm. As long as the EDE staff has an EDE ball in it, it affects non-living matter as an EDE ball does, as well as being a +3 quarterstaff against living matter. Two ede balls grow back per day.
In addition, an EDE ball can be spent to send an EDE bolt at an opponent. An EDE bolt is a bolt of EDE energy that does 4d4 damage, as part of a full attack. This bolt does 2d4 damage against someone in heavy armor, and 1d4 damage against someone in medium armor. This is a ranged touch attack with a range of 40 feet. In addition it gives one EDE tally per point. The staff can be used to deliver a melee attack, which forces a fortitude save against the amount of EDE tallies. If it fails, the creature, or item blows up. If it is an item, the wielder takes 1 damage per EDE tally. If the attack succeeds, they take 1d4 damage per 2 EDE points, instead of blowing up. If they blow up, the same thing happens as normal.
Welcome Torolez, I have read through the entire backlogues of this thread and I think I know the debate you are talking about, but the answer was not that all items are to be allowed. It is indeed a weapons competition. There are other threads dedicated to magical item creation of any kind, this was a thread about weaponry/ arms/ tools of war/ et cetera. The quiver is cool, I can see using it as a tool to travel faster, to scale walls, and many other tasks but I cannot see using it as the weapon. In his story example they were not weapons. They were a trap, their swords did the actual damage. However, please, if you find me ill-informed; call me on it.
Perhaps, it is tme for a constitutional convention of sorts to lay down the rules for submissions. If so, I would say we lay down a set of five to ten important aspects and submissions have to meet something like eighty percent of them. However, this is just my opinion, does anyone else feel likewise? differently?
Now for today's entry. ---------------------------------------------------------------------------------------------------------------- ‘Mr. Beast’ (major wondrous item)
History: ‘Mr. Beast’ is a name given to the fangs by people outside of the werewolf society. The werewolves have no formalized name for the fangs themselves. However, they refer to the process of gaining them as ‘alakashkin’. The fangs were first crafted centuries ago as an honor for the greatest warriors of the werewolf front. Gaining these was part luck and part skill. Of those born werewolves, less than one percent are born dire. Born of great lupine blood. These newborns are characterized through quick development of physical abilities and attributes. Rapid growth of hair, being birthed with teeth sprouting, walking before seven months, growth beyond normal measures. Many are also very aggressive and competitive, however, that is not a constant.
Such children are considered a great omen of success for the child and the tribe. Such children become figures of repute between clans, gaining favor and attention from elders and other parent looking ahead to their daughter’s future. Often they become conceited and reckless. Such dire children have a higher than average mortality rate due to ignorant antics and risks. Trying to swim across rapids, facing down brown bears in pit fights, challenging elder warriors, raiding nearby human towns. Except, those that grow to maturity tend to be more wise and conscientious of risks and rewards and of their own strength. These individuals are granted their own set of the fangs in an inter-tribal celebration of alakashkin. Such an even is begun with a great hunt for a meal befitting the occasion. When available, the guest of honor and the forward guard seek out a dire bear or dire boar. In great tales of old, dragon has been hunted for past alakashkin feasts. That was before the elimination of their numbers and the taking of their land. The festival continues with great dances around the roasting fire met with music consisting of drumming on hollowed great oaks and the hollowing of the honorary clans women. After the feast and the setting of the sun, with the full moon on the rise, the new initiate is hoisted up above the embers of the fire by the older dire members where he is presented with the skin of the day’s hunt and his fangs. The night ends with a great howl. A celebratory event noted for miles around by the remarkable noise emanating from the forest as the werewolves fit to perform spread out into the surrounding forest with their mates as the older members reminisce of past great howls.
Such dire members are afforded great dignity and respect among the tribe. They often have twice the wives or more as other men and many more children. In combat, dire soldiers lead the call and the charge. They are also often sent as emissaries to neighboring clans, tribes, and cities to negotiate deals, treaties, or deliver declarations of war.
Appearance: ‘Mr. Beast’ is a set of wild silver fangs sized to fit the mouth of the werewolf’s mouth. Given the crafter’s, they are exceptionally well forged.
Powers: ‘Mr. Beast’ is an item meant for use by an elite group of warriors of the northern werewolves. It doubles the effects of the wolf blood in them. For example, if normally they would gain 3d8 hit points from their wolf’s blood they now gain 6d8. Likewise goes for saves, base attack bonus, natural armor and stat bonuses. They also grow to large size (gaining all applicable bonuses as such) in hybrid and animal forms gaining immunity to damage by silver. Their fangs are also treated as silver weapons.
Curse: History has its share of examples of tyrants and villains. Unfortunately, when one is born with such power and is granted even more, not to mention the authority power of the tribe there is the risk of great calamity and devastation. That is why each pair of the fangs is forged with a key aspect. If the dire individual shows signs of grasping for power beyond his right, the elders can reverse the effect. Through the chanting of a simple phrase, the teeth will bind to the jaw, transmute to iron, and seal their lycanthropic powers. This seal prevents them from accessing their abilities as lycanthropes; they lose bonus hit die, stat modifiers, damage reduction, et cetera. For all intensive purposes, they become normal humans. It is possible for the elders to reverse the effect and re-grant the powers of the fangs but there is no recorded evidence that shows them ever being so magnanimous.
Destruction: The elders of the tribe must chant the word to cause it to turn to iron and rust away, releasing its energies to the wind. Otherwise it can be destroyed as normal with normal consequences.
Price: 100,000 gold at least (spells necessary: Bull’ Strength, Bear’s Endurance, Enlarge Person, Mage Armor) ----------------------------------------------------------------------------------------------------------------
We have a BardBarian...with 3 int. His player demanded to either have a rat flail...or a magical bagel.
We went with the bagel...it is actually pretty hardcore.
The DM counted it as a dagger (this was early in the gaming), but it also was edible and inexhaustible. Fun fun fun.
Another really epic one is out Druid's....
His background is really sad and such, ending with his grove nearly dying. His plant that he cares for is this sentient thorn bush, that is almost dead. He takes whats left of the bugger, and with the blessing from his God, it is made so that the plant is saved, embedded into his body feeding off of him instead of the earth. It covers his torso and upper arms...going to his hands and creating whips. Which he used to kill the son of a b*tch who ruined his tulips.
Welcome Adharra,I look forward to your future contributions to this thread. While I have never played witha bagel wielding bardbarian, I have played with a barbarian that tried to kill half the party thirty seconds into the first session. Anyways, here is my next entry. ------------------------------------------------------------------------- My Marrow (major artifact)
History: My Marrow is the weapon of choice for the Skull King Necelili, thrice emperor of the Great Wastes and Tyrant of the Bone Tower. Legend has it that this light mace was formed from the bones of either his wife or son, however, Necelili is not known for fielding questions especially ones about his personal life. He was first seen carrying the mace when courted by the Zysusoci to end the Rain of Sand in the deserts of the south. Since then, he has never been seen without it, except during his supposed disposition in the 1400s. However, his second rise was not without this mace. Many other rumors surround it. Many think it is his phylactery. Others believe that it was crafted from the bones of an elder god slaughtered by Necelili before his appearance in orc civilization. A few even believe that the mace itself is Necelili and that the Skull King is merely a figure head, an animated skeleton under the command of the mace. No objective research has been allowed on the item to verify any of the hypothesis’.
Appearance: My Marrow is a light mace crafted from several humanoid bones including a femur and tibia, a left hand, a skull, and a couple ribs. The mace head consists of the skull attached to the femur/tibia by the hand which is seen grasping to skull. The ribs wrap around the handle like a guard on a rapier. The skull’s teeth have also been replaced with many small milky diamond fangs and the eye sockets are set with two large crystal clear diamonds. The fingertips holding the skull are also capped in gold claw tips. The mace is intended to be gripped in the left hand so that the skull faces forward.
Powers: My Marrow is a powerful necromantic tool. My Marrow grants the bearer a plus five bonus to the casting level of necromantic spells thus increasing damage accordingly and save difficulties. Five times per day, the caster may channel a spell through the mace and any creatures killed by the spells rise as zombies the next turn and shedding their flesh the next turn. It also allows direct control of a number of skeletons equal to the holder’s caster level times ten hit die. Therefore a twentieth level caster could control an army of skeletons of two hundred hit die total.
Due to the quality of the gems inlayed in the mace, it can also be used as a prison for souls. The value of the gems total is sixty thousand gold. Any caser levels possessed by the trapped souls count towards the number of skeletons the holder can control. The caster levels of the entrapped souls also go towards an inherent bonus to casting by the holder. To find the bonus, find the total caster levels contained in the combined souls and divide by twelve. Therefore, if the mace held a sixtieth level character who is a straight caster, the holder of the staff would get a plus five bonus to all spells cast increasing effective level for damage and save difficulty. Unlike with the normal Soul Bind spell drawback, if the value of the gems is not commensurate to seal the person’s soul, the gems do not shatter, the spell merely fails. The owner can choose to release any soul(s) trapped in the mace at will. He can also attempt a contest of wills against them to turn them into a ghost at their command. However, the soul get a plus five bonus to the contest out of desperation and opposition. The contest consists of the soul making an will save plus the five against an opposed unmodified caster level check. The owner’s check is unmodified by any bonuses granted by the staff or the souls in the staff. A number of ghosts can be bent to the will of the owner equal to caster level times three hit die, however when released, they no longer count towards bonuses nor are they protected from resurrection. However, resurrected ghost servants have a chance of remaining under the influence of the mace’s owner. The soul must again make a will save against will save difficulty twenty or remain influenced by the owner.
Curse: My Marrow is a truly evil item and reviles good aligned creatures. If, hypothetically, a good aligned creature were to grip the mace; the mace would instantly fuse to their hand(s). It would then proceed to inflict one negative level per round until the creature dies. It also inflicts such a racking pain that the creature would be unable to take any action while holding it without passing a fortitude (or will) save difficulty twenty-five and could not take a full action without succeeding in a fortitude (or will) save difficulty thirty-five. Once deceased, the soul is immediately imprisoned if possible and the body rises the next turn as a undead, shedding its flesh the next turn.
If a neutral person were to pick it up, it would still fuse to their hand however it would only half kill them. Still fused to their hand, it would then attempt to poison their mind to turn them evil. Every day they would have to succeed in a will save difficulty fifteen or turn evil. Even after that, they make daily will saves. If they beat a difficulty of the failed save plus one, they return to their normal personality. However, the base save to resist the effect is raised to the previous plus one. Example; a new owner of the mace fails a save fifteen on Monday, then on Wednesday they succeed in a difficulty sixteen save they return to their original personality. However they now have to resist a difficulty sixteen save to prevent becoming evil again.
Price: you try stealing it from Necelili, then tell me how much it is worth for the effort --------------------------------------------------------------------------
Originally used by a demon prince who has now slipped into legend, the Mace of Dismemberment is a pitch black mace. When Good creatures are within 50 feet, a cloud of flies sorround the head. Lost when a powerful Solar slew the demon, rumors tell that the Mace has surfaced to the Material Plane recently...
When used by Good people, they gain 10 negetive levels. These levels never result in actual level loss, but- blah blah blah.
When used by Evil people, this +2 Wounding Light Mace becomes a Large +5 Unholy Brilliant Energy Ghost Touch Wounding Heavy Mace, and gains the following special abilities.
Upon a critical hit, the Mace casts Contagion on the victim.
2/day Dismembering Blow. Upon declaration of using this ability, the Mace is sheathed in pusing red energy. On a hit, it deals 5d10 damage +4 Con and +2 Cha. On a critical hit, it deals all damage x3.
5/day Reave. Upon decleration of this ability, the Mace grows spikes. On a hit, it deals +4 Con in addition to the normal damage.
1/day Ultimate Dismemberment. Upon decleration of this ability, the cloud of flies turns into a Hellwasp swarm,and the mace deals an extra 3d6 of Con damage and 2d6 of Cha damage. At the next turn,the Hellwasp swarm leaves the square of the Mace, and immediately attacks the last persont the wielder of the Mace attacked. After the encounter, the swarm leaves to find more chaos.