New magic item : Dominion blade

A dominion blade looks like a long bone that has been fashioned into a dagger. It acts like a <i>dagger +1</i> until it gets a critical hit on a target. When a dominion blade scores a critical hit, it locks itself into the flesh of the target, and attempts to <i>dominate</i> them. Each round, the target must make a Will save DC 20 or be affected by the daggers dominating power. The dagger can be pulled out with a strength check DC 20, causing 1d6 damage to the target.

The magic of the dagger, if it takes effect, dominates the target to the will of the original crafter of the dagger. It also opens a permanant telepathic link with the crafter, through which their new slave can be given orders. The domination effect will affect anything even vaguely sentient, even if it is normally immune to mind-affecting magic. The telepathy allows the crafter to command the target, even if they don't share a common language. The effect can only be dispelled by removing the dagger as above or killing to crafter (See below.)

In order to make a Dominion blade, a small amount of bone matter from the crafter is required. This causes a permanent loss of 1 hit point. Any magic which restores this lost hit point causes the dominion blade to lose its powers, as does killing the crafter.


I'm unsure as to caster level, spell requirements and cost.

So, what do you think?
 

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Infinite Monkey@Work said:
So, what do you think?

I love everything but this...

Infinite Monkey@Work said:
The domination effect will affect anything even vaguely sentient, even if it is normally immune to mind-affecting magic.

You can't even pull that off with epic level magic, so it's not really appropriate. Other than that, I really like the idea behind this. By the way, what Dominate spell is released upon the target? Dominate Person or Monster?
 

I dunno which dominate spell is used. The problem I have here is that one of these daggers has already turned up in my campaign, controlling a clay golem. Golems are normally immune to mind affecting magic, so I figured that the dagger must somehow be able to affect normally immune targets.

Maybe instead of a dominate-like ability, the balde could have a puppet-like effect. That is, the crafter gains remote control over the victims body. This might require concentration to use (so if the crafter isn't concentrating on controlling youm you are free to act how you want), and may or may not give fine control over expression and vocal chords and so on.

Thoughts?
 

What if you have different version each used to control only creature type.

Or you can have weapons that make the target a puppet and a different weapon that has the dominate ability.
 

OK, so how about these:

<b>Dominion Blade</b>
A dominion blade looks like a long bone that has been fashioned into a dagger. It acts like a <i>dagger +1</i> until it gets a critical hit on a target. When a dominion blade scores a critical hit, it locks itself into the flesh of the target, and attempts to <i>dominate</i> them. Each round, the target must make a Will save DC 20 or be affected by the daggers dominating power. The dagger can be pulled out with a strength check DC 20, causing 1d6 damage to the target.

The magic of the dagger, if it takes effect, dominates the target to the will of the original crafter of the dagger. It also opens a telepathic link with the crafter, through which their new slave can be given orders. The telepathy allows the crafter to command the target, even if they don't share a common language. The effect can only be dispelled by removing the dagger as above or killing to crafter (See below.)

<b>Puppet Blade</b>
A puppet blade looks like a long bone that has been fashioned into a dagger. It acts like a <i>dagger +1</i> until it gets a critical hit on a target. When a puppet blade scores a critical hit, it locks itself into the flesh of the target, and attempts to turn them into a puppet them. Each round, the target must make a Will save DC 20 or be affected by the daggers power. The dagger can be pulled out with a strength check DC 20, causing 1d6 damage to the target.

The magic of the dagger, if it takes effect, causes the victim to become a puppet under the control of the original crafter of the dagger. Controlling a puppet requires the crafter to concentrate on doing so. In order to have fine control over the puppets movements (combat, speech, facial expressions) requires a Concentration check (DC 20) each round. If this check is failed or not attempted, the puppet has a -2 penalty to all rolls that round. The crafter can command a puppet over any distance, so long as they are on the same plane. Also, while controlling the puppet, the crafter senses everything the puppet does except pain, but is unaware of his own bodies sensations. The effect can only be dispelled by removing the dagger as above or killing to crafter (See below.)

In order to make a Dominion blade or Puppet blade, a small amount of bone matter from the crafter is required. This causes a permanent loss of 1 hit point. Any magic which restores this lost hit point causes the dominion blade to lose its powers, as does killing the crafter.


Better?
 

I like these very much. However, if you want these to be effective agained Golems and other creatures immune to crits, you should probably state that they can be effected by these weapons.
 

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