Magic Item creation system

LostSoul

Adventurer
Here's a magic item creation system that I cooked up. It relies on random tables and then an injection of DM creativity. The items created will not be balanced; that's not a goal of this system. The goals are to give the DM inspiration for making an interesting item with unique powers and to reveal the history of the setting through the item.

How to create magic items:

1. Roll on the Item Type table to determine the type of magic item.
2. Roll on the related Item Power sub-table to determine the powers of the magic item.
3. Roll on the Item Creator table to determine who created the item.
4. Roll on the Item Purpose table to determine why the item was created.
5. Roll on the Cursed table to determine if the item is cursed.
5a. Roll on the Desire sub-table to determine the goal of the curse.

At this point you'll have a number of terms that looks like this:

Item type: arms; power: quality; creator: ancient humans; purpose: law; cursed: yes; curse goal: conquest

Take that item and apply your creativity and imagination to it. Here are some possible interpretations of the above item:

-Bracers of Justice: These bronze bracers, of ancient make, are built to fit human-sized arms. They have a law inscribed on them in a lost language; a check is required to understand the law, the DC set by the level of the bracers. When worn, the wearer gains a bonus to attack rolls based on the level of the bracers. However, the bracers of justice bear a powerful curse: if the wearer breaks the law inscribed on the bracers, the wearer gains a -2 penalty to all checks. This curse remains until the wearer completes a Minor Quest: bring another who broke the same law to justice. The level of this quest is equal to the criminal. While the curse is in effect, the bracers cannot be removed.

-Bracers of Snake Destruction: These bronze bracers are obviously ancient. They are inscribed with images of heroes slaying giant snakes and snake-men. When worn, the wearer gains a bonus to attack rolls based on the level of the bracers. When the wearer encounters a snake, cultist of Zehir, murderer, assassin, or yuan-ti, the true purpose of the bracers are revealed: all the wearer's attacks gain an additional +2 bonus to attack rolls and damage is increased by 1d6 per plus of the bracers, but the wearer is compelled to attack these creatures. If the wearer chooses not to attack, the bracers will attempt to force such action, making an attack roll (level + 13) against the Will defence of the wearer. If the attack succeeds, the wearer must attack all such creatures until they are defeated or five minutes pass.

-Bracers of Conquest: These ancient bronze bracers are tarnished. When worn, they provide the wearer with a +1 bonus to attack rolls regardless of level. The wearer may also, once per day, call upon the bracers to reveal the nearest cultist of Zehir as though a View Location ritual was cast (though no components are required). Once this is done, the wearer is compelled to seek out the cultist and bring him or her to justice; if the wearer does not take the first opportunity to complete this Minor Quest, the wearer suffers a -2 penalty to all checks until back on track.

*** MAGIC ITEMS ***

Item Type
01-15 Potions and Scrolls
16-28 Armour & Shields
29-35 Weapons
36-40 Holy Symbols
41-45 Orbs
46-50 Rods
51-55 Staffs
56-60 Wands
61-65 Arms
66-70 Feet
71-75 Hands
76-80 Head
81-85 Neck
86-90 Waist
91-96 Wondrous
96-99 Rings
00 Artefact

*** Item Power ***

Potions: Potions deal with the gut - base emotions and concerns.
1 Stamina
2 Lust
3 Hate
4 Fear
5 Poison
6 Animal Nature

Scrolls: Scrolls are used to record important knowledge.
1 Secrets
2 Legends
3 Technical
4 Maps

Armour & Shields: Armour and shields offer a degree of protection between the wearer and the cold, hard world.
1 Camouflage
2 Mimicry
3 Flight
4 Resistance
5 Fear
6 Regeneration

Weapons: Weapons are tools that give their weilders what is needed to get the job done - at any cost.
1 Will
2 Strength
3 Anti-
4 Desire (roll on the Desire sub-table)

Holy Symbols: Holy Symbols are physical representations of a god's divine world-view.
1 Liturgical
2 Ritual
3 Oath
4 Desire (roll on the Desire sub-table)

Orbs: Orbs deal with time and imposing your will on someone.
1 Slow
2 Fast
3 Compulsion
4 Stasis

Rods: Rods are used to channel energy and to aid in the fulfillment of a specific desire.
1 Elemental
2 Radiant
3 Vampric
4 Desire (roll on the Desire sub-table)

Staffs: Staffs provide defence.
1 Shielding
2 Stamina
3 Resistance
4 Flight

Wands: Wands channel destructive energies.
1 Destruction
2 Hate
3 Discord
4 Division

Arms: Items that fit on the arms - such as bracers - enhance the wearer's skill.
1 Precision
2 Quality
3 Swiftness

Feet: Items that fit over the feet - boots and the like - deal with movement and travel.
1 Flying
2 Running
3 Jumping
4 Stealth
5 Swimming

Hands: Items that fit over the hands - gloves and gauntlets - enhance the wearer's skill, manual dexterity, and ability to project force.
1 Detail
2 Speed
3 Legerdemain
4 Force
5 Distance

Head: Helmets, headbands, circlets, and crowns - these deal with leadership, knowledge, and wisdom.
1 Awe
2 Judgement
3 Discernment
4 Secrets
5 Mind

Neck: Items worn around the neck offer protection to vital areas and strengthen relationships.
1 Heart
2 Attraction
3 Resolve
4 Breath

Waist: Belts and girdles enhance the strength and stability of their wearers.
1 Stability
2 Durability
3 Power

Rings: Rings deal with pacts, oaths, and pure, raw power. Roll twice on the following sub-table.
1 Oath
2 Pact
3 Authority
4 Aptitude
5 Force
6 Influence

Wondrous: Wondrous items may take any shape, form, and function. Roll twice on any item purpose table to determine the wondrous item's function.

Artefact: Artefacts are intelligent items with goals and desires of their own. Roll twice times on any item purpose table to determine the artefact's function, and once on the Desire sub-table.

*** Item Creator ***
1.1 Primordial
1.2 Dragon
1.3 Giant
1.4 Primordial Dwarf
1.5 Ancient Yuan-Ti
1.6 Proto-Human
1.7 Ancient Human
1.8 Ancient Drow
1.9 Ancient Elf (Spring Court)
1.0 Ancient Eladrin (Summer Court)
2.1 Fomorian
2.2 Imperial Hobgoblin
2.3 Mind-Flayer
2.4 Angel
2.5 Archon
2.6 Deephold Dwarves
2.7 Ancient Eladrin (Autumn Court)
2.8 Minotaur
2.9 Devil
2.0 Divine
3.1 The Divine Empire of Mira
3.2 The Forgotten Empire of the Ziggurat:
3.3 Turoth
3.4 Bael Turoth
3.5 Arkhosia
3.6 Nerath
3.7 Necromancers
3.8 Dwarves
3.9 Elves
3.0 Eladrin (Winter Court)

*** Item Purpose ***
1.1 Primordial: Made at the beginning of the world by the ancient primordials, these items are infused with the raw power of creation.
1 Balcoth, The Groaning King (dead): arcane research and mental study
2 Baphomet, The Horned King: destruction, savagery, and beasts
3 Bryakus, Father of Serpents: posion, snakes, regeneration
4 Castanamir, The Shattered Khan: tyrrany
5 Demogorgon, The Prince of Demons: rage, anger, hatred
6 Eke-Hus: The King of Terror (dead): terror
7 Haemnathuun: The Blood Lord (dead): blood and vitality
8 Imix, The Fire Lord: fire
9 Mual-Tar, The Thunder Serpent (imprisoned): dragons, thunder
10 Olhydra, The Rain Queen: water
11 Orcus, Demon Prince of Undead: undead
12 Shangar, The Uncrowned: chaos, rebellion
13 Solkara The Crushing Wave (imprisoned): permeability, inexorable
14 Vezzuvu, The Burning Mountain (imprisoned): change, creation, lava
15 Yeenoghu, The Beast of Butchery And Ruler of Ruin: beasts
16 Nehushta (dead): architecture, defence
17 Moradin (became a god): forges, mining
18 Tabrach-Ti, the Queen of Bronze (dead): two-from-one
19-20 DM's choice

1.2 Dragon: These items were created near the beginning of the world, when dragons still had the desire to craft their own objects.
1 Beauty
2 Greed
3 Elemental Forces
4 Sloth

1.3 Giant: The primordial's first creation, giants were built to help their lords construct the world. They still consider themselves masters of the world, but are deeply melancholic after losing the Dawn War.
1 Creation
2 Elements
3 Strength
4 Primal Forces

1.4 Primordial Dwarf: One of the first races to be created, dwarves enslaved by primordials and giants built items that have lasted through the gulf of time.
1 Control
2 Alloy
3 Status
4 Creativity

1.5 Ancient Yuan-Ti: Humans transformed by Zehir through ritual ruled the world for a time built items in worship of their snake-god.
1 Slavery
2 Sacrifice
3 Murder
4 Darkness

1.6 Proto-Human: Ancient humans, slaves of the Yuan-ti, made functional items for their masters.
1 Hidden Weapons
2 Tools
3 Luxury
4 Altered States

1.7 Ancient Human: After throwing off the yoke of yuan-ti oppression, ancient humans began to build their own cultures. Items made during that time reflect this progress toward civilization.
1 Liberty
2 War
3 Agriculture
4 Law

1.8 Ancient Drow: After the sundering of the elven races, the drow fled into the bowels of the earth where hatred and deception consumed Lolth. Their items reflect Lolth's passions and their new environment.
1 Lies
2 Poison
3 Shadow
4 Slavery

1.9 Ancient Elf: Following Corellon as he roamed the world, the elves of the Spring Court moved into the world. Elven items from this time emphasize his desires and their new environment.
1 Beauty
2 Arcana
3 Spring
4 Hunting

1.0 Ancient Eladrin: The ancient eladrin followed Sehanine to the Moon, where they worshipped her in their fickle, fey manner. In the Feywild, the Anauli Empire and the Realm of the Twin Queens rose and fell with their capricious desires. Items from this time were made at the height of eladrin culture and civilization, the Summer Court.
1 Moon
2 Art
3 Love
4 Summer

2.1 Fomorian: ??

2.2 Imperial Hobgoblin: Long ago, the hobgoblin race - the first to master animal husbandry - conquered most of the world and a good part of the Feywild. Items from this time represent their brutal, austere, militaristic society.
1 War
2 Imprisonment
3 Order through tyranny
4 Animal Husbandry

2.3 Mind-Flayer: The world has not always been cursed by the presence of the illithid race. There was a time when these monsters simply did not exist. Sadly, that time passed long ago, and the mind-flayers have left many horrible relics scattered across the aeons.
1 Mind-control
2 Insanity
3 Selective Breeding
4 Darkness

2.4 Angel: Birthed in the Astral Sea, angels fight for specific ideas. They forged many items to aid them in their struggle during the Dawn War, and the lucky adventurer can still find them.
1 War
2 Order
3 Obediance
4 Awe

2.5 Archon: Created by the primordials to fight the Dawn War, these industrious creatures left signs of their presence all over the world.
1 War
2 Chaos
3 Mercenary
4 Elemental

2.6 Deephold Dwarves: After the Dawn War, the dwarves found themselves freed by their former masters. They dug deep and greedily into the earth - and thus caused their own demise.
1 Mining
2 Alcohol
3 Greed
4 Industry

2.7 Ancient Eladrin (Autumn Court): The Empire of Cendriane, watching the eons pass, foresaw the ending of the world yet still struggled against it. After countless years, even those eladrin who were dedicated to holding on to life gave up on it and became decadent and fickle creatures.
1 Inevitability
2 Beauty
3 Fey
4 Moon

2.8 Minotaur: An industrious folk, minotaurs built great, labyrinthine cities around the world. They fell prey to their bestial nature, swayed by the creed of Baphomet, the Horned King: "Unleash the beast within." Now all that remains are their maze-like creations.
1 Mazes
2 The Beast Within
3 Engineering
4 Civilization

2.9 Devil: Fallen from grace, these creatures grant mortals powerful magic items - for a cost.
1 Authority
2 Exploitation
3 Cruelty
4 Temptation

2.0 Divine: After the Dawn War, the gods had their followers create items in their honour. This was known as the Golden Age, and it was all too brief - soon the gods warred among themselves.
1 Avandra (change, luck, trade, travel)
2 Bahamut (justice, honour, nobility, protection)
3 Erathis (civilization, invention, laws)
4 Ioun (knowledge, prophecy, skill)
5 Kord (storms, strength, battle)
6 Melora (wilderness, sea)
7 Pelor (sun, summer, agriculture, time)
8 Raven Queen (death, fate, winter)
9 Tharizdun (annihilation, madness)
10 Tiamat (wealth, greed, vengeance)
11 Torog (underdark, imprisonment)
12 Vecna (undeath, secrets)

3.1 Divine Empire of Mira: After the Dawn War, the gods had their followers create an empire with one purpose: to make sure the primordials never rose again. The Divine Empire of Mira, made mostly of humans, left behind many magical items before it collapsed in holy war.
1 Order
2 Law
3 War
4 Fodder

3.2 The Forgotten Empire of the Ziggurat: Little is known of this human empire save the black three-tiered basalt ziggurats they left behind. This is probably for the best, if the few relics that remain are any indication - relics that delight in madness, sacrifice, and the terror of the stars. Few seem magical, though there is no other way to explain their effects.
1 Madness
2 Stars
3 Sacrifice
4 Technology

3.3 Turoth: The human Empire of Turoth was a bright shining beacon of civilization. They built cities of glass and steel and left behind strange items telling the story of an ever-expanding, growing, and curious society. Eventually this civilization stood on the brink of chaos, through internal and external threats, and became Bael Turoth.
1 Rational
2 Technology
3 Arcane
4 Industry

3.4 Bael Turoth: The decadent remains of the Empire of Turoth, formed after its ruling class signed blood pacts with devils to preserve the Empire. These compacts transformed Turoth, in body and spirit.
1 Devils
2 Decadence
3 Power
4 Ruin

3.5 Arkhosia: A civilization of dragonborn. Their legendary commitment to honour persists to this day. Destroyed by Bael Turoth in a war that ruined both civilizations, relics nevertheless persist.
1 Elements
2 Gilded
3 Honour
4 Order

3.6 Nerath: Out of the ashes of war, the civilized races banded together to form the cosmopolitan empire of Nerath. Ruling for nearly a thousand years, Nerath expanded across the world before falling to massive gnoll hordes. Only one city still remains - the city of Stormwatch.
1 Community
2 Expansion
3 Exploration
4 Justice

3.7 Necromancers: The secret society known as the Black Tower of Vumerion, formed during the early days of Bael Turoth, saw a rebirth during the Empire of Nerath. They uncovered ancient rites and rituals that would let them control death itself. Even after the fall of Nerath, they may yet be active...
1 Death
2 Undeath
3 Sacrifice
4 Shadow

3.8 Dwarves: The current dwarven civilization is but a remnant of its former glory, yet the industrious creatures still work at their forges day and night.
1 Industry
2 Melancholy
3 Mining
4 Engineering

3.9 Elves: Scattered in small communities in the forests and wild places of the world, elves possess an affinity for making items that combine the primal forces of the natural world with beauty and arcane magic.
1 Primal
2 Arcane
3 Beauty
4 Stealth

3.0 Eladrin (Winter Court): In the twilight of their years, the immortal eladrin have become bored and withdrawn from life. Their items are powerful yet petty and fickle things.
1 Decadence
2 Art
3 Fickle
4 Petty


*** Curses ***
1-3 Cursed (roll on the Desire sub-table to determine the goal of the curse)
4-6 Uncursed

Desire
1 Community Establish a new one or protect an existing one
2 Conquest Conquer a land or territory in the name of the creator
3 Corruption Corruption of the wielder
4 Ruin As corruption, but focused on larger communities
5 Worship Requires setting up a cult or religion to the patron
6 Creation Requires creating something that will last – a great black tower, an artefact, or a pervasive meme
 

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hmm, interesting... that definitly looks like something that would get some cool ideas for inspiration.

Thats a lot of tables, sub-tables and sub-sub-tables and etc though..
Also, I dont think a 1 in 2 chance for the cursed status is ideal.. 1 in 3 is better (on a 5 or 6 on d6) but I'd go for 1 in 6 (6 on a d6)

The idea of a 'curse' or a conditional shouldn't be significant to the point that you can expect halve your items you find to be cursed ;)

I feel that the 'weapons' category on the itemlist needs to have a bigger chance of appearing.. 7/100 chance isnt that great for something like that.. should at least be as likely to appear as armour.

Also, you could merge the implements of staff, orb & rod just as an implement category.. just like weapon & armour is a single category, so should those implements imo. The item power tables for those are nice, so you should keep those, but the specific type should be left to the DM instead of dice.. making up all kinds of different items is all nice and good, but eventually you want to have items that your pc's are in the end acutally going to use instead of just pawn of to the nearest shop ;)

Other than that, thats some good work, I feel it needs some more polish & tweaking, but it's definitly good already.
I'm going to try and see what results I can come up with tomorrow :)
 

This is a really fun idea! Obviously not for every item, but one per adventure could be done like this. I'll try it some time and tell you what I come up with!
 

Yeah, I could probably collapse implements into one category, then have a sub-table for the specific type.

"Cursed" items aren't actually supposed to be (necessarily) bad; the idea is that the item has its own goal and motivation and wants something, and if that doesn't line up with the owner's goals it will cause a problem. "Cursed" is probably the wrong word. I was thinking more along the lines of intelligent weapons.

This system shouldn't be used with magic item shops or the idea of an easy market for buying or selling magic items. Maybe it could, but I didn't consider that.
 

Hmm. I think I'll run a campaign were all magic items are intelligent and have their own agendas. These tables could be helpful (they certainly are evocative!).

Edit--I'd give you XP, but I need to spread some around first.
 

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