Magic items and artifacts.


log in or register to remove this ad

Count me as among those without a problem with 4e magic items.

Ditto.

In previous editions, my PC's would be kitted out with various +X weapons, +X armors and +X rings. 3E introduced the +X amulet and +X cloak. Sure, there were decanters of endless water and folding boats and whatnot, but they were the exception.

Even at 3rd level the PC's in my 4E game have more interesting options. The +X weapons burst into flame, put enemies to sleep or teleport enemies around the battlefield.

I think the real problem is that 4E tends to overvalue wondrous items.
 

I think more complex and powerful items would naturally go hand-in-hand with fewer items, and thus, each item feeling more "special" - which may be yet another advantage to certain gamers.
Yup. It would be cool if characters would only need one, two at the most three magic items that would grow with them and have various abilities to "boost" them.

Maybe one could actually create a new type of magic system. "Items of Legacy" or "Bound Items" or something like that.

Flaming Sword (Bound Item):
Most Longswords 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. 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.


Wielder Level 1-5:
+1 enhancement bonus to attacks and Armor Class.
Property (At-Will, Minor Action): All attacks you make with the weapon deal fire damage. You can end this effect as a minor action.
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:
+2 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 5 Fire and Cold.
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.
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:
+3 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 5 Fire and Cold.
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.
Bound Item Power (Encounter, Standard Action): You can make a ranged basic attack with this weapon, treating it as a light or heavy thrown weapon with a range of 5/10. The attack deals 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:
+4 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 10 Fire and Cold.
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.
Bound Item Power (At-Will, Standard Action, Weapon Power): Ranged 5/10: Strength or Dexterity vs Reflex, 1[W] fire damage.
Bound Item Power (Encounter, Standard Action): You can make a ranged basic attack with this weapon, treating it as a light or heavy thrown weapon with a range of 5/10. The attack deals 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:
+5 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 10 Fire and Cold.
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.
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, Targets enemies only: Strength or Dexterity vs Reflex. 1[W]+STR or 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+:
+6 enhancement bonus to attacks and Armor Class.
Bound Item Property: You gain Resist 15 Fire and Cold.
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.
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, Targets enemies only: Strength or Dexterity vs Reflex. 1[W]+STR or 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).
 
Last edited:

I think that items that emulate the design of artifacts is a pretty neat idea. Recently the PC's in the game I'm running have started to accumulate some "artifacts" that don't really follow the 4e model. These items sort of "do stuff" that don't require much in the way of game mechanics. I like items along those lines because I want the PC's to have some magic items that have non-combat applications in addition to the stuff that helps them win battles.
 

I think that items that emulate the design of artifacts is a pretty neat idea. Recently the PC's in the game I'm running have started to accumulate some "artifacts" that don't really follow the 4e model. These items sort of "do stuff" that don't require much in the way of game mechanics. I like items along those lines because I want the PC's to have some magic items that have non-combat applications in addition to the stuff that helps them win battles.
This reminds me of something. There should be some "mundane" features associated with such items that mostly exist for flavor, not with much in-game effects but stuff in the "mundane tool" category.

Flaming Longsword:
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.

---

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:
+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:
+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:
+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:
+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:
+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:
+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.

EDIT: http://www.enworld.org/forum/4e-fan...2-bound-items-new-category-magical-items.html for a more detailed description of my ideas. It's just a first take ...
 
Last edited:

In 3e I preferred the 'Weapons of Legacy' approach, i.e. items that grow in power as their wielder becomes more powerful. AV has a section describing that option. Even so, I don't think every item should worl like that. One or at max two of these items per character should be sufficient.

Artifacts, however, are really best used as story devices, not as standard magic items.
 

Remove ads

Top