Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Storied Weapons?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="topgunice" data-source="post: 7101081" data-attributes="member: 6877823"><p>Something I've been wondering about, but does anyone have any houserules or ideas for storied magic items? I'm not talking about magic items with stories, but items that became magical because of their story or history. By the rules, making magic items tends to be a fairly mechanical affair: spellcasters only, requires a set amount of time and materials, can only create certain items based off the caster's spells. The problem with that is that within the world there are an enormous amount of items that gain their power not from spellcasters or being crafted, but by being attached to great feats or amazing stories.</p><p></p><p>If I'm not being clear, here's a few examples of what I mean (taken from a few of my campaigns): </p><p></p><p>A paladin challenges his enemies to one on one duels. After ever battle, he collects a piece of their armor. After winning his 100th duel, he melts down all the scraps and creates a set of full-plate armor. Now, by the rules, this armor would be nothing special, but the story of how he got the armor, and the act of fighting duels in the name of his god, could potentially imbue that armor with some spark of power. When I ran this game, I ended up having him sacrifice some gold and other materials, as well as forge it within an abandoned temple, resulting in a rather powerful magic set of armor.</p><p></p><p>A druid's clan was attacked and torched, the ancient grove which they guarded burnt to ash. The druid survived the attack, and spent the next month gathering the ashes of her fallen comrades, then carving a staff from the remains of the ancient oak that rested at the center of the grove. The weapon ended up offering great protection, but left her susceptible to flames: the same flames that consumed all that mattered to the druid. </p><p></p><p>I'm sure there are tons of other examples. The traditional "blade quenched in the blood of 1000 enemies" (not how quenching works, I know), or the pendant made with the locks of hair from a heartbroken nymph. A non-crafted example would be a regular sword that killed a vampire lord, the act of heroism enchanting the blade. Really, the examples are pretty endless. </p><p></p><p>So, back to my question: are there rules for this sort of magic item creation? Should I just give out appropriate magic items when these sorts of stories happen? Or should I create my own magic item creation rules, focused on story? I feel like the latter option makes the most sense. Anyway, thoughts?</p></blockquote><p></p>
[QUOTE="topgunice, post: 7101081, member: 6877823"] Something I've been wondering about, but does anyone have any houserules or ideas for storied magic items? I'm not talking about magic items with stories, but items that became magical because of their story or history. By the rules, making magic items tends to be a fairly mechanical affair: spellcasters only, requires a set amount of time and materials, can only create certain items based off the caster's spells. The problem with that is that within the world there are an enormous amount of items that gain their power not from spellcasters or being crafted, but by being attached to great feats or amazing stories. If I'm not being clear, here's a few examples of what I mean (taken from a few of my campaigns): A paladin challenges his enemies to one on one duels. After ever battle, he collects a piece of their armor. After winning his 100th duel, he melts down all the scraps and creates a set of full-plate armor. Now, by the rules, this armor would be nothing special, but the story of how he got the armor, and the act of fighting duels in the name of his god, could potentially imbue that armor with some spark of power. When I ran this game, I ended up having him sacrifice some gold and other materials, as well as forge it within an abandoned temple, resulting in a rather powerful magic set of armor. A druid's clan was attacked and torched, the ancient grove which they guarded burnt to ash. The druid survived the attack, and spent the next month gathering the ashes of her fallen comrades, then carving a staff from the remains of the ancient oak that rested at the center of the grove. The weapon ended up offering great protection, but left her susceptible to flames: the same flames that consumed all that mattered to the druid. I'm sure there are tons of other examples. The traditional "blade quenched in the blood of 1000 enemies" (not how quenching works, I know), or the pendant made with the locks of hair from a heartbroken nymph. A non-crafted example would be a regular sword that killed a vampire lord, the act of heroism enchanting the blade. Really, the examples are pretty endless. So, back to my question: are there rules for this sort of magic item creation? Should I just give out appropriate magic items when these sorts of stories happen? Or should I create my own magic item creation rules, focused on story? I feel like the latter option makes the most sense. Anyway, thoughts? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Storied Weapons?
Top