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<blockquote data-quote="MarkB" data-source="post: 7815898" data-attributes="member: 40176"><p>Two homebrew items I've introduced for the players' current venture into the Mournland:</p><p></p><p><strong>Living Spells</strong></p><p>Similar to the Wild Magic check, players (and the DM) roll a d20 when casting a spell. On a natural 1, the spell still takes effect normally on the caster's turn, but then becomes a Living Spell. In certain areas of the Mournland, spells may come alive more easily, extending the range to 1-2 or even 1-3.</p><p></p><p>Living Spells are creatures formed of coalesced magic, generally visible as either a manifestation of the spell's normal effect or a swirling clump of magical energy. They use the caster's spellcasting ability modifier as their bonus to all saves and ability checks, and have hit points equal to 1d6 plus caster's ability modifier per spell level (cantrips only get the modifier, minimum 1).</p><p></p><p>The only action a Living Spell can take is to re-cast or maintain their spell effect. They do so at their own whim - their nature is capricious, bordering on malevolent, though they're generally not very smart.</p><p></p><p></p><p><strong>Living Magic Items</strong></p><p>If spells can come alive in the Mournland, why not other magical effects, such as magic items? Living Magic Items act as Animated Objects, using the nearest equivalent object in the Monster Manual - so a weapon would act similarly to an Animated Sword, and a cloak or other garment might act like a Rug of Smothering.</p><p></p><p>Additionally, they can make use of their innate magical properties. So an animated Mace of Disruption would use the mace's damage and special effects, and an animated wand could fire its spell. An animated magical armour or shield would gain the item's defensive bonuses.</p><p></p><p>In the encounter I ran with these I used an animated +1 sword, shield and suit of chainmail, and an animated wand of web. The first three pretty much followed their counterparts in the Monster Manual, with the twist that their deceased former owner started out still holding them, so gave the appearance of actually being an undead opponent.</p><p></p><p>The wand used the Animated Sword stats, but could also cast Web periodically. I gave it a recharge roll similar to a dragon's breath weapon, and on the intervening turns it would try to smack people in the head.</p><p></p><p>As I ran it, there was no way to 'redeem' a living magic item - the only way to 'kill' them would be to destroy the item. If you wanted to give your players the option of turning them back into a regular item, probably a good way would be to find some means of containing the item, then taking it outside the Mournland and casting Dispel Magic on it.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7815898, member: 40176"] Two homebrew items I've introduced for the players' current venture into the Mournland: [B]Living Spells[/B] Similar to the Wild Magic check, players (and the DM) roll a d20 when casting a spell. On a natural 1, the spell still takes effect normally on the caster's turn, but then becomes a Living Spell. In certain areas of the Mournland, spells may come alive more easily, extending the range to 1-2 or even 1-3. Living Spells are creatures formed of coalesced magic, generally visible as either a manifestation of the spell's normal effect or a swirling clump of magical energy. They use the caster's spellcasting ability modifier as their bonus to all saves and ability checks, and have hit points equal to 1d6 plus caster's ability modifier per spell level (cantrips only get the modifier, minimum 1). The only action a Living Spell can take is to re-cast or maintain their spell effect. They do so at their own whim - their nature is capricious, bordering on malevolent, though they're generally not very smart. [B]Living Magic Items[/B] If spells can come alive in the Mournland, why not other magical effects, such as magic items? Living Magic Items act as Animated Objects, using the nearest equivalent object in the Monster Manual - so a weapon would act similarly to an Animated Sword, and a cloak or other garment might act like a Rug of Smothering. Additionally, they can make use of their innate magical properties. So an animated Mace of Disruption would use the mace's damage and special effects, and an animated wand could fire its spell. An animated magical armour or shield would gain the item's defensive bonuses. In the encounter I ran with these I used an animated +1 sword, shield and suit of chainmail, and an animated wand of web. The first three pretty much followed their counterparts in the Monster Manual, with the twist that their deceased former owner started out still holding them, so gave the appearance of actually being an undead opponent. The wand used the Animated Sword stats, but could also cast Web periodically. I gave it a recharge roll similar to a dragon's breath weapon, and on the intervening turns it would try to smack people in the head. As I ran it, there was no way to 'redeem' a living magic item - the only way to 'kill' them would be to destroy the item. If you wanted to give your players the option of turning them back into a regular item, probably a good way would be to find some means of containing the item, then taking it outside the Mournland and casting Dispel Magic on it. [/QUOTE]
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