Bound Items - A new category of magical items

Inspired by: http://www.enworld.org/forum/general-rpg-discussion/268360-magic-items-artifacts.html

Bound Items

This is a take on a variant type of magic system that should easily integrate into the existing system. The idea is based on the concept of items of legacy and 4E artifacts.

Bound Items are magical items with a host of properties and abilities. Their abilities grow with their wielder, making them stronger and more powerful over time. They replace multiple "regular" magical items.

Requirements
A character can only bind one magical item to himself per tier. (1 at heroic tier, 2 at paragon, 3 at epic). Unlike most items, bound magical items do not have their own level, but instead have abilities that vary on the level of the wielder. If unbound, they have no properties and act like regular items of their type, though they still detect as magical.


To bind an item, a character must perform a binding ritual. Common binding rituals are described in the items description. Only one binding ritual can be performed between each extended rest. A typical way to resolve the binding ritual might be a complexity 1 skill challenge involving skills related to the items abilities, lethal or nonlethal duels or resolving puzzles.

An item can be bound only to one person at a time, unless noted otherwise.

Design Note: I am still torn on whether the ritual needs to be renewed every 5 levels to gain access to the item, and if it should cost money to do so. I personally think that if they are actually used to replace regular magic items, you can just throw away the entire magical item economy and instead replace any type of components required for the binding ritual with "story" items - stuff that the party can look for on their own or might find as part of their adventures, removing the need to count wealth in platinum pieces or astral diamonds.
I'll leave this open at this time.

Bound Item Powers and Properties
Bound Item Powers work like normal item powers. They are denoted as Bound Item Powers to make it clear they are only available to those that actually have bound the item.

Design Note: Maybe there should be more to it - perhaps it should be its own pool of power uses, somewhat similar to artifacts? Maybe you can refresh one bound item daily power when you complete a milestone?

Bound Item Enhancement Bonus
Bound items provide enhancement bonuses to attacks or defenses. These are just like normal enhancement bonuses, but typically bound item bonuses provide bonuses to a combination of defense and attack values. This property is important to make it easier to have a small set of magical bound items.

Design Note: I am not sure if they shouldn't just give a bonus to all defenses and attacks. Boring perhaps, but if the system actually replaces other "standard" items, it would probably be the safest bet.

Example Items

[sblock=Flaming Sword]
Most Flaming Swords that are found in ancient weapon caches or in the hands of an adventurer trace back to the City of Brass, but a few have been created by gifted artistans in the natural world, or spellcasters binding elemental spirits to the weapon.

A common ritual to bind a Flaming Longsword requires walking barefeet 30 paces on glowing coals. If the owner endures the heat long enough, the weapon will burst into flames when he touches it, but the wielder won't feel any pain and be left unharmed, completing the binding ritual. If the owner did not, the flames will act like normal flames to him, leading to terrible burn marks and he must wait at least 30 days and nights to repeat the rituals. If he ever completes the ritual, the burn marks will heal almost completely, only leaving behind a small burn mark indicating the name of the smith or forge where the weapon. Some say that this mark is more than a reminder of failure - it is actually a sign of ownership, indicating that not the sword has been bound to its wielder, but the wielder has been bound to the sword, giving its creator power over the wielder.


Any Level:
Bound Item Property: A Flaming Longsword can burn with varying intensity, as weak as a match or candle or as strong as a torch. At 16th level, the wielder can use this effect even at a range of up to 25 ft (5 squares), and if sticked into the ground he can use it as a modest campfire.

Bound Item Power (At-Will, Minor Action): All attacks you make with the weapon deal fire damage. You can end this effect as a minor action.

Wielder Level 1-5:
Enhancement Bonus: +1 enhancement bonus to attacks and Armor Class.
Property (Daily, Free Action): After you hit with this weapon and deal fire damage, you deal 5 ongoing fire damage (save ends).

Wielder Level 6-10:
Enhancement Bonus: +2 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 5 Fire and Cold.
Bound Item Power (Daily, Free Action): After you hit with this weapon and deal fire damage, you can choose to deal 5 ongoing fire damage (save ends).

Wielder Level 11-15:
Enhancement Bonus: +3 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 5 Fire and Cold.
Bound Item Power (Encounter, Standard Action, Weapon Power): Ranged 5/10: Strength or Dexterity vs Reflex, 1[W] fire damage.
Bound Item Power (Daily, Free Action): After you hit with this weapon and deal fire damage, you can choose to deal 10 ongoing fire damage (save ends).

Wielder Level 16-20:
Enhancement Bonus: +4 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 10 Fire and Cold.
Bound Item Power (Encounter, Standard Action, Weapon Power): Ranged 5/10: Strength or Dexterity vs Reflex, 1[W] fire damage.
Bound Item Power (Daily, Free Action): After you hit with this weapon and deal fire damage, you can choose to deal 10 ongoing fire damage (save ends).

Wielder Level 21-25:
Enhancement Bonus: +5 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 10 Fire and Cold.
Bound Item Power (At-Will, Standard Action, Weapon Power): Ranged 5/10: Strength or Dexterity vs Reflex, 2[W] fire damage.
Bound Item Power (Encounter, Standard Action, Weapon Power): Area Burst 1 in 10 or Close Blast 2, Targets enemies only: Strength or Dexterity vs Reflex. 1[W]+STR/DEX fire damage.
Bound Item Power (Daily, Free Action): After you hit with this weapon and deal fire damage, you can choose to deal 15 ongoing fire damage (save ends).

Level 26+:
Enhancement Bonus: +6 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 15 Fire and Cold.
Bound Item Power (At-Will, Standard Action, Weapon Power): Ranged 5/10: Strength or Dexterity vs Reflex, 2[W] fire damage.
Bound Item Power (Encounter, Standard Action, Weapon Power): Area Burst 2 in 10 or Close Blast 3, Targets enemies only: Strength or Dexterity vs Reflex. 1[W]+STR/DEX fire damage.
Bound Item Power (Daily, Free Action): After you hit with this weapon and deal fire damage, you can choose to deal 15 ongoing fire damage (save ends).
[/sblock]

[sblock=Boots of Speed]
Boots of Speed (Bound Item)
Boots of Speed were created by gifted Halfling artisans or mages.
The ritual to bind them requires the wielder to win a running match against an opponent. The ritual doesn't require it to be fair, but there needs to be a willing participants. Whoever wins the match can perform the second part of the ritual to finalize the binding. This time, the boots itself will be his opponent. They run with equal speed and it is impossible to catch up with them except for the most extraordinary people or creatures. The only way to beat the boots is to follow them, keeping as close as possible. The boots will lead the wielder over challenging terrain, running tight corners, but at some point they will just stop. If the character fails to keep up, the boots will just continue running and the character has no hope of catching them without magic until 30 days have passed.

Wielder Level 1-5:
Enhancement Bonus: +1 enhancement bonus to AC and Reflex defense
Bound Item Property: +1 item bonus to Thievery Checks.
Bound Item Property: You gain a +1 item bonus to your overland speed.
Bound Item Property: +1 item bonus to Initiative
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.

Wielder Level 6-10:
Enhancement Bonus: +2 enhancement bonus to AC and Reflex defense
Bound Item Property: +1 item bonus to Thievery Checks.
Bound Item Property: You gain a +1 item bonus to your overland speed.
Bound Item Property: +1 item bonus to Initiative
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.

Wielder Level 11-15:
Enhancement Bonus: +3 enhancement bonus to AC and Reflex defense
Bound Item Property: +2 item bonus to Thievery Checks.
Bound Item Property: You gain a +1 item bonus to your speed.
Bound Item Property: +2 item bonus to Initiative
Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.

Wielder Level 16-20:
Enhancement Bonus: +4 enhancement bonus to AC and Reflex defense
Bound Item Property: +2 item bonus to Thievery Checks.
Bound Item Property: You gain a +1 item bonus to your speed.
Bound Item Property: +3 item bonus to Initiative
Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +4 power bonus to speed.

Wielder Level 21-25:
Enhancement Bonus: +5 enhancement bonus to AC and Reflex defense
Bound Item Property: +3 item bonus to Thievery Checks.
Bound Item Property: You gain a +2 item bonus to your speed.
Bound Item Property: +3 item bonus to Initiative
Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.
Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square.
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.

Wielder Level 26-30:
Enhancement Bonus: +6 enhancement bonus to AC and Reflex defense
Bound Item Property: +3 item bonus to Thievery Checks.
Bound Item Property: You gain a +2 item bonus to your speed.
Bound Item Property: +3 item bonus to Initiative
Bound Item Power (Encounter, Move): Move twice your speed or shift half your speed.
Bound Item Power (Daily, Immediate Interupt): Trigger - you are hit by a ranged or melee attack. Effect: Gain a +4 power bonus to your defense against the attack. After the attack is resolved, shift 1 square.
Bound Item Power (Daily, Free): Until the end of your next turn, you gain a +6 power bonus to speed.
[/sblock]

Feats

Design Note: The feats listed here serve a lot to add addtional power to bound items, making them a little more versatile and thus easier to replace standard magic items. Some of the aforementioned design notes are reflected in these feats.

Bonded Item (Heroic)
Prerequisite: None
Select one bounded item that is bound to you. This item is now considered your Bonded Item.
Whenever you complete a milestone, you can also renew one daily power of the bonded item.
While carrying this item on you, you gain an enhancement bonus to all defenses (Fortitude, Reflex, Will and Armor Class) and to all weapon and implement attack rolls equal to the items normally bestowed enhancement bonus to any such defense or attacks -1 (minimum +0).


Bonded Fortitude (Heroic)
Prerequisite: Bonded Item
While carrying your bonded item, you gain a +1 feat bonus to Fortitude defense. This bonus increases to +2 at 11th level and +3 at 21st level.
The item also gains a new property while bound to you:
Bonded Item Power (Daily Power, Free Action): Trigger: You take damage from an attack while bloodied. Effect: Spend one healing surge.

Bonded Reflexes (Heroic):
Prerequisite: Bonded Item
While carrying your bonded item, you gain a +1 feat bonus to Reflex defense. This bonus increases to +2 at 11th level and +3 at 21st level.
Bonded Item Power (Daily Power, Free Action): Trigger: An enemy hits you with an attack against Reflex or AC. Effect: The enemy rerolls the attack, using the lower attack value.

Bonded Willpower (Heroic)
Prerequisite: Bonded Item
While carrying your bonded item, you gain a +1 feat bonus to Will defense. This bonus increases to +2 at 11th level and +3 at 21st level.
The item also grants you this new Daily Power:
Bonded Item Power (Daily Power, Free Action): When you fail a saving throw, you can immediately reroll the save and take the better result.

Bonded Skill (Heroic):
Prerequisite: Bonded Item
Pick one skill you are trained in. You infuse the bonded item with your own training and experience, allowing it to augment your abilities.
The bonded item gains one additional property:
Bonded Item Property: You gain an item bonus equal to the bonded items enhancement bonus to the chosen skill.
Special: You can give the bonded item to an ally and the ally can benefit from this property instead. All other properties are still not available to him.

Ritual Bond (Heroic)
Prerequisite: Bonded Item, Ability to cast rituals.
You can use your bonded item to aid you in performing rituals. It gains a new property and a new power. Choose one ritual category except creation rituals.
Bonded Item Property: While carrying the bonded item on you, you can perform rituals of the chosen type in half the usual time.
Bonded Item Power (Daily, No Action): When you perform a ritual of the selected category, you halve the component cost and and can reroll one skill check made as part of the ritual.

Bonded Action (Paragon):
Prerequisite: Bonded Item
When you spend an action point while carrying your bonded item, the item also regains one daily item power.

Call Bonded Item (Paragon)
Prerequisite: Bonded Item
The item gains a new bonded item power:
Bonded Item Power (Daily, Minor): You call the item to your hand or on your body (instantly occupying the associated item slot).

Item of Legacy (Paragon)
Prerequisite: Bonded Item
While carrying the bonded item visibly, you gain an item bonus to Diplomacy and Intimidate checks equal to its enhancement bonus -1 (minimum +2).
You also gain a new Bonded Item Power:
Bonded Item Power: (Daily, No Action): Trigger: You roll a Diplomacy or Intimidate check. Effect: You may roll twice on a Diplomacy or Intimidate check and pick the higher result.

Item Meld (Epic)
Prerequisite: Bonded Item
The bonded item melds with your body and soul. You two cannot be parted against your will. You gain the benefits of the Call Bonded Item feat, except you can use the power at will, requiring no action point or daily item power uses. You gain a +1 feat bonus to all saving throws.

---

So, what do you think? Would this work? What would you change? What guidelines would you suggest on number of such bound items available to the party? In how many ways can you break this? ;)
 
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Mythlore

First Post
Wow... I absolutely love this. It's the degree to which I've wanted to see items for a while... rich and dense, but with a lot of options, too. Making feats pave the way for it really gives it a clever chance.

Question -- if the bonded item already recharges a daily power at a milestone, and you take a feat to recharge it when you use an action point (and they recharge once per milestone), is that 'too much' or 'just enough'?
 

Wow... I absolutely love this. It's the degree to which I've wanted to see items for a while... rich and dense, but with a lot of options, too. Making feats pave the way for it really gives it a clever chance.

Question -- if the bonded item already recharges a daily power at a milestone, and you take a feat to recharge it when you use an action point (and they recharge once per milestone), is that 'too much' or 'just enough'?
I suspect it's too much. It would effectively mean it becomes an encounter power to the character.
 

Kzach

Banned
Banned
I have a similar concept in my homebrew world.

In my system, all magical items work based off the level of the user. So a 5th-level character wielding a flaming sword would get the standard at-will benefit and when they use the daily ability, it would do 1d6 extra fire damage and 5 ongoing fire damage (save ends). However if a 30th level character picked up the same sword and wielded it, when he enacted the daily ability it would do 3d6 extra fire damage and 15 ongoing (save ends).

The fact that most weapons have scaleable abilities by weapon level means there's already an inherent system of power increase by level that you can tap into without having to invent your own.

I like the feats though.
 

I have a similar concept in my homebrew world.

In my system, all magical items work based off the level of the user. So a 5th-level character wielding a flaming sword would get the standard at-will benefit and when they use the daily ability, it would do 1d6 extra fire damage and 5 ongoing fire damage (save ends). However if a 30th level character picked up the same sword and wielded it, when he enacted the daily ability it would do 3d6 extra fire damage and 15 ongoing (save ends).

The fact that most weapons have scaleable abilities by weapon level means there's already an inherent system of power increase by level that you can tap into without having to invent your own.

I like the feats though.
The intention is also to also have fewer magic items required - and they don't all have to be weapons, armor and neck slot items either.

With the feats, you can go even with merely a single magical item. In essence, the individual magical item becomes a more character-defining trait - if you are the guy with the Flaming Longsword than you might be well known for it soon. of course, you could still throw the weapon away and pick up a Glove of Giant Strength. It is an alternative to the 3E "Christmas Tree" or 4E "essential item slots" that makes an item a stronger part of your characters identity (different from 4E), without having your own abilities overshadowed (different from 3E).

But I agree - since magical items already scale with their levels, it would be easy to make this scaling automatic and throw the regular magical item economy out of the window, creating less "inflation".


I notice one "flaw" in my approach. Using regular magical items, you will usually end up with a few items above your level - which means you don't just have a +2 enhancement bonus at 7th level, but a +3 enhancement bonus. That might be a concern.
 

StAlda

Explorer
This is awesome!

I'm about to fire up a campaign where magic items are EXTREMELY rare. This allows me to give a magic item at 3rd level and not worry about having to do it again at 11th - to match character level. This allows me to stick with rare and unique.

Thanks.
 

Kzach

Banned
Banned
The intention is also to also have fewer magic items required - and they don't all have to be weapons, armor and neck slot items either.

Ah, well since this is essentially a replacement system rather than one that works in concert with the base system, why not just assume as part of the new system you use the inherent bonuses system as well?

That way you don't have to worry about balancing plusses and can concentrate on what makes the items interesting. In fact, the inherent bonuses system pretty much does away with the need for multiple slots and you can much more easily limit magical items to two or three per character.

By making the items power dependent on the level of the wielder, you also make items far more intrinsic to the character. The only problem then becomes that magical items are somewhat stagnant, unless you either introduce more powers to items as the wielder's power grows, or introduce different items to maintain people's interest.

I'd probably go with adding powers to items based on the wielder's level as that both keeps them interesting, makes them more like artefacts, and maintains a 2-3 item limit per character.
 

Fewer magic items required is not the same to me as fewer magic items guaranteed.
I suppose if you really want only Bound Items, the inherent bonuses are the way to go. If you want bound items mixed with regular items, you want to keep the limited bonuses to ensure it all interacts well. Of course you still need an "economical model" for these items.

My starting point would be to require a new binding ritual every 5 levels costing as much as an magic item of that level. Maybe it needs to be more expensive than that, the items do more after all. But then, you don't get items higher than your level.
 

Blue Phoenix RPG

Publisher/Designer
I worry about the balance of the game. I think that this should be reserved for legendary items like "weapons of legacy" etc. It just gets too powerful. There has to be some balance involved like the item taking up multiple slots, etc.
 

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