• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

things my players made

Noctos

First Post
Bazin Kuu’s Lufwahfamajig


This item is the size of a marble and similar in appearance. It gives off a bright blue-white glow. Normally it is contained in a small enchanted ring box coated in black velvet that masks its magic aura and acts as a control device. When in use it hovers three feet above the users left or right shoulder at all times. It has one random effect each round decided by 1d12.


1- Conjures a swarm of 80,000 wasps that attack nearest enemies


2- creates beams similar to a strobe light that strike random enemies 20 beams at 3d12 damage

3- emits three spheres of light diamond pattern at max. range 120 yards which erupt in a 30ft radius at freezing all in the area 4d12 damage roll save for half

4- teleports 15 random enemies ten feet over the nearest ocean save at –3 penalty for no effect

5- brings into being the illusion of three ships of Bazin’s Royal Air Navy each ship has ten cannon which fire real ammunition each shell does 1d12 damage

6- spews a 35ft plume of lava 10ft wide five feet in front of the user in a forward direction

7- causes 20 random enemies stick together as if glued by strong epoxy

8- rains down 3d20 exploding rats at 1d4+5 damage

9- 30 enemies go stark raving mad and run in idiot circles for ten rounds save at –3 penalty for half effect

10- turn 20 random enemies to stone save –3 penalty for no effect

11- 50 random enemies catch fire

12- creates a temporary copy of the user complete with gear and effects for1d6+2 rounds and is completely controlable



Side effects


Every three rounds there is a one in ten chance that the user will laugh or giggle for one round making them incapable of casting spell or lose the spell they currently casting. Every five rounds there is a one in twenty chance the Lufwahfamajig will reappear in its box and remain unusable for the rest of the day. Every eight rounds there is a one in six chance that it will teleport to a random location the user has visited in the past week continuing to cast effects for one full day.

oh fun

Magic Punt 2000 Boots


A pair of high style military boots. They give the wearer the ability to kick a human sized being over four hundred feet 10 times a week and large creatures half that distance 5 times a week. Can also deflect projectile magic attack of seventh level and below 5 times a per week. +5 to hit

Side effects

It gives the user a strong urge to kick someone preferably square in the butt which must be satisfied once a week. If a person is struck in the rear by said boots there is a one in one-hundred chance that the foot which struck will be broken off inside targets rectum. Also give the user the frequent tendency to say ( Don’t make me brake me foot off in ya ass!!) when threatened.



Thorn 2 Of Bazin’s Left hand

Attached to Bazin’s palm is small and very flat sapphire ornament with an onyx L on it. It is worth about 15000gp. It does not interfere with the function of the hand. It has a variety of abilities as follows:

Can absorb, contain, and reconjur 8 weapons can be of any sort (Bazin prefers long swords slightly small than those of the right) at will
Reflect magical attack 4\wk

Protection from magical weapons 2\wk

Emit freezing beam 5d10 4\wk



Thorn Of Bazin’s Right Hand

Attached to Bazin’s palm is small and very flat ruby ornament with an onyx R on it. It is worth about 15000gp. It does not interfere with the function of the hand. It has a variety of abilities as follows:

Can absorb, contain, and reconjur 8 weapon can be of any sort ( Bazin prefers long swords) at will
Reflect magical attack 4\wk

Erect barrier of force 25ft sphere 4\wk


Fertois staff of energy

+1 saving throws, armor class, thaco, level 6 spells
+3 attack
+2 actions

twice a day

sleep
fog
energy beam 6d8
teleport

Once a day

Teleport
Mind probe
Flame charge (4d6 each attack 1d10 rounds)


Box of Transmogrification




The box is the size of two very large chests side by side. It also has two doors and a partition separating it into two sections the extraction side (right) and the reception side (left).
This item is used to strip the powers and abilities of one magical item and transfer them to another. This box only seem to work twice in a 30 day period.
Example: If a long sword +3 with cone of cold once a day is put into the right side of the box and a long sword +2 with lightening bolt is on the left when the box is activated you would be left with a normal long sword on the right and a long sword +3 with lightening bolt and cone of cold on the left. Objects can only receive powers twice. No item that was once the benefactor of the power transfer could later be placed in the extraction side.

Despite the power of this item and the possibilities it has to enhance any item. It has a 1 in 10 chance to absorb all abilities of any one of the two items placed in side.

(no mater how hard Thothe tried to perfect the box he was never able to remove the random devouring of his items. He later figured it was a way the box powered its self to perform the function.)
 
Last edited:

log in or register to remove this ad

Armando

First Post
Pretty neat. Though I hope it was freaking expenxive.

It actually reminds me of some fun effects I made up for the weapons used by a chaos mage... Good times.
 

Borthos

First Post
Wow that is...confusing to say the least. Very interesting, very cool, but very confusing. Why is it that quite a few abilities give a -3 to the save?

Every three rounds there is a one in ten chance that the user will laugh or giggle for one round making them incapable of casting spell or lose the spell they currently casting. Every five rounds there is a one in twenty chance the Lufwahfamajig will reappear in its box and remain unusable for the rest of the day. Every eight rounds there is a one in six chance that it will teleport to a random location the user has visited in the past week continuing to cast effects for one full day.
Why the weird variance in random effects?
round:
3: laugh or giggle. Maybe
5: 5% chance to lose item the rest of the day
6: laugh or giggle. Maybe
8: 1/6 chance teleport to random location and "continue to cast spells all day for one full day"? what does that entail exactly?
10: 5% chance to lose item all day
12: laugh or giggle:
15: 5% chance to lose item/laugh or giggle

and so on and so forth. Granted, most combat lasts like what, 5 rounds? but still, keeping track of that would be tedious and confusing at best because eventually, they'll start overlapping

Cool effects though, not gonna lie.
 
Last edited:

Noctos

First Post
why the random strange effects? becuase to make an item perfect of this power would require several years. the -3 on saving throws are for the creatures that might be effected they roll against it not you. the random mis-haps make it funner and much faster to make.
you asked why it teleports away and cast spells all day & what that means simple all it's possible effects it will do in a constant cycle for the next 24 hours. so if the only place you had been was your home in the last week. you might not have one in about ten minutes or if you visted your friends home or even a kings castle. there for bad things are about to go down were ever it goes. (no one wants lava in there living room)
 
Last edited:

Borthos

First Post
If you notice, though I asked about the variance in how often the effects trigger, because that many random effect and how often you have to roll for them has to be a pain to keep track of. Yeah i know the -3 is to enemy saves, but why?
 

Noctos

First Post
If you notice, though I asked about the variance in how often the effects trigger, because that many random effect and how often you have to roll for them has to be a pain to keep track of.

not really this item was seldomly use for a number of reasons.
first it was for mass combat (undead hordes, legions of men, the war, exe....)
second the whole teleporting away casting it's attacks for 24 hours was very bad since you never knew where it went.
third the player honestly forgot about even using it
plus to teleaport away was 1 in 6 chance often when it wasn't teleported away the first time the player put it away

Yeah i know the -3 is to enemy saves, but why?
becuase to make it -5 to saving would had cost twice as much and taken 2 more years
 

Kazgorr

First Post
It still doesn't make sense why it'd give penalties to the enemies' saves. Is it just a weird way of saying what the DC is?
 

Noctos

First Post
he wanted to ensure that the enemy creature that were struct had higher rate of being effected. he also want to ensure me the dm had a difficult time keep the enemies alive.
 

Voidrunner's Codex

Remove ads

Top