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*Dungeons & Dragons
Legend of Zelda inspired campaign
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<blockquote data-quote="GMforPowergamers" data-source="post: 6755291" data-attributes="member: 67338"><p>here are 3 Zelda inspired items... mixed with silver arrows (just normal silver arrows) a suit of armor that gives ressitance to all non poison damage, and a sword that can make ranged attacks but only at full hp</p><p>Ruby Cane</p><p>This cane made of ruby with a sliver of adamantine was a gift from the fire god Din to a long lost lover. </p><p> It is a +1 Mace, and if you have the ability to cast fire or force spells you do so with +1 to hit and damage if an attack, +1 to AC if it is a protection, or double the duration.</p><p></p><p> Once attuned it gains the true master craft abilities to shape fire and stone. It regains 1d3+ users cha mod per month in charges, and can hold a max of 1/2 there level.</p><p></p><p> Move earth 6 charges</p><p> Wall of Stone 5 charges</p><p> Wall of Force 5 charges</p><p> Stone shape 4 charges</p><p> Wall of fire 4 charges</p><p> Conjure Minor Elemental 4 charges</p><p></p><p> Once attuned as long as you hold at least 1 charge it also negates any attempt to slow or hinder your movement.</p><p> Once attuned as long as you hold at least 1 charge it also gives advantage on any checks for architecture </p><p> Once attuned as long as you hold at least 3 charges (after use if the staff is the source of the spell) any wall spells are automatically permanent. </p><p></p><p></p><p>Light Arrows</p><p>wooden arrows with a hinge instead of a head, when you knock these mighty arrows the hinge swings and forms a brilliant white glowing arrow head...</p><p> These arrows have 2 powers, and deal 1d10 damage each.</p><p></p><p> - if your target is evil you have advantage on attacks with these arrows</p><p></p><p> - if you hit with this arrow the creature loses all immunities and resstances until the start of your next turn... and these arrows gain the benfit of ignoreing it...</p><p></p><p></p><p></p><p>Magic Powder bag</p><p></p><p>This pouch of dust is a miracle waiting to happen. </p><p> When found, or when unatoned roll 1d6, it has that many charges unless it had less before. You can use it without attuning it, but then when it is gone it is gone.</p><p></p><p> Once attuned each month it regains 1d12 charges. </p><p></p><p> When an attuned owner makes a death save, 1 charge is automatically spent to give them advantage.</p><p></p><p> You can mix one charge with water to make a potion that if drunk within the next 48hrs the drinker regains 1d3 Hit dice</p><p></p><p> You can apply a charge to an open wound, and heal it 2d6hp</p><p></p><p> You can apply 2 charges to a non-magic weapon the weapon gains +1 damage bonus until the end of the encounter. </p><p></p><p> You can apply 3 charges to a non-magic weapon or armor it becomes +1 until sundown</p><p></p><p> You can throw 3 or more charges at an enemy, the enemy makes a CON save DC 8+ number of charges spent or be polymorph into a potion of greater healing…</p><p></p><p> You can apply 15 charges to a body of a person who died within the last 15 minutes, and bring them back from the dead.</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6755291, member: 67338"] here are 3 Zelda inspired items... mixed with silver arrows (just normal silver arrows) a suit of armor that gives ressitance to all non poison damage, and a sword that can make ranged attacks but only at full hp Ruby Cane This cane made of ruby with a sliver of adamantine was a gift from the fire god Din to a long lost lover. It is a +1 Mace, and if you have the ability to cast fire or force spells you do so with +1 to hit and damage if an attack, +1 to AC if it is a protection, or double the duration. Once attuned it gains the true master craft abilities to shape fire and stone. It regains 1d3+ users cha mod per month in charges, and can hold a max of 1/2 there level. Move earth 6 charges Wall of Stone 5 charges Wall of Force 5 charges Stone shape 4 charges Wall of fire 4 charges Conjure Minor Elemental 4 charges Once attuned as long as you hold at least 1 charge it also negates any attempt to slow or hinder your movement. Once attuned as long as you hold at least 1 charge it also gives advantage on any checks for architecture Once attuned as long as you hold at least 3 charges (after use if the staff is the source of the spell) any wall spells are automatically permanent. Light Arrows wooden arrows with a hinge instead of a head, when you knock these mighty arrows the hinge swings and forms a brilliant white glowing arrow head... These arrows have 2 powers, and deal 1d10 damage each. - if your target is evil you have advantage on attacks with these arrows - if you hit with this arrow the creature loses all immunities and resstances until the start of your next turn... and these arrows gain the benfit of ignoreing it... Magic Powder bag This pouch of dust is a miracle waiting to happen. When found, or when unatoned roll 1d6, it has that many charges unless it had less before. You can use it without attuning it, but then when it is gone it is gone. Once attuned each month it regains 1d12 charges. When an attuned owner makes a death save, 1 charge is automatically spent to give them advantage. You can mix one charge with water to make a potion that if drunk within the next 48hrs the drinker regains 1d3 Hit dice You can apply a charge to an open wound, and heal it 2d6hp You can apply 2 charges to a non-magic weapon the weapon gains +1 damage bonus until the end of the encounter. You can apply 3 charges to a non-magic weapon or armor it becomes +1 until sundown You can throw 3 or more charges at an enemy, the enemy makes a CON save DC 8+ number of charges spent or be polymorph into a potion of greater healing… You can apply 15 charges to a body of a person who died within the last 15 minutes, and bring them back from the dead. [/QUOTE]
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