Magic Items idea.

Inconsequenti-AL

Breaks Games
I had this idea for an item, was wondering whether:

a)It's sensible. Needs changing?
b)Should/could be expanded for other items.
c)How much it would cost?
d)Should X have a cap?
Edit: e)Would your character want to use it?

The example item:

The All Seeing Eye.

Ring that can cast Detect Scrying once per day with a caster level of 5. If you remove the ring, the power instantly ceases and can't be activated unitl the next day.

All simple so far.

As per the spell, when it detects scrying, you get a chance to see the person scrying you if you win an opposed level check. My idea was that you could siphon your own life force into the ring to make this more effective:

You can choose to take XD4 damage to raise the caster level of the item by X for the purposes of this check. The total caster level cannot exceed your character level.


Given ready access to healing and outside of combat, this might not be much of a drawback... So I was considering other options:

a)Does a single point of ability burn damage. Like psionics, can only be fixed by natural rest. Which stat?

b)1 HP of each damage dice is HP burn damage. Like a), it's only restored by rest.
 
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Weere you seeing this as a one of a kind item or something that could have several that exist?

It seems to me like it is certainly interesting but I might keep it as a totally unique item. Then again, I usually have most magic items in my game as totally unique.
 

Keeper of Secrets said:
Weere you seeing this as a one of a kind item or something that could have several that exist?

It seems to me like it is certainly interesting but I might keep it as a totally unique item. Then again, I usually have most magic items in my game as totally unique.

There might well have been a few made, but it's unlikely the PCs would run across more than 1 of them. Was thinking of using this mechanic with a few other items, if it seems OK.

I tend to allow most stuff to be bought and sold... the stuff they buy or comission is generally per DMG guidelines. I do throw in a fair few items with slightly strange powers. Found it encourages them to keep stuff! Makes it a little more interesting.
 


At the moment it's in the posession of Bredon - a Dwarven Psionic Warrior - the guy may be an Illithid hunter, but he's also a twisted evil little guy - been viciously robbing merchants to fund his operations.

The friendly neighbourhood mind flayer is going to see if he can get the players into doing his dirty work. Last time he faced the guy he got some bad luck and lost his two front tentacles - not keen on meeting him again, but would really like to see him dead.

The flayer is a relatively powerful Seer - Bredon has been using this item so he knows when to switch his Escape Detection power on.


So, it'll probably end up as treasure if the players don't find out what's going on in time... :)
 


Inconsequenti-AL said:
I had this idea for an item, was wondering whether:

a)It's sensible. Needs changing?
b)Should/could be expanded for other items.
c)How much it would cost?
d)Should X have a cap?
Edit: e)Would your character want to use it?

a)Sounds sensible to me, but veiw on that is considered to be skewd
b)Maybe chnge it to a pendant, seem better flavourwise but no other reasons.
c)somewhere between 6,000-10,000 seems resonable. For some reason.
d)Yup, maybe 5 or 10 ish.
e)Maybe, I dunno if it'd be used though.

Inconsequenti-AL said:
Given ready access to healing and outside of combat, this might not be much of a drawback... So I was considering other options:

a)Does a single point of ability burn damage. Like psionics, can only be fixed by natural rest. Which stat?

b)1 HP of each damage dice is HP burn damage. Like a), it's only restored by rest.

Both look reasonable.
 
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