steeldragons
Steeliest of the dragons
To appear in the World of Orea [tm] RPG Adventurer's Set (levels 1-5) Dungeon Master's Guide, I give you a segment of the Magic Items section...
Wuttaya think?
From "Rods, Sceptres and Staves":
From Magical Weapons:
From "Wondrous Items"...
Wuttaya think?
From "Rods, Sceptres and Staves":
Sceptre of Beguiling
Used by: any class.
Charges/# of Uses: 10 +2d6 charges when found. A Charm Person spell cast by a 7th or higher level caster will replace 1 charge each casting. Hypnotic Pattern or Suggestion cast by a 7th or higher level caster will return 3 charges each casting.
Appearance: The Sceptre of Beguiling is a simple golden shaft, roughly 3.5’ long, that appears to bloom into gold and silver leaves at the top. Set upon each leaf is an emerald (on gold leaves) or topaz (on green leaves) of varying size.
Abilities: The Sceptre of Beguiling is able to perform the following functions, 1 at a time, 1 per round:
Hypnotism: No charge.
Charm Person or Animal, Forget: 1 charge
Hypnotic Pattern, Suggestion: 2 charges.
With or without usable charges, the value of gems and materials of the sceptre, itself, is 6,000 gp.
Staff of Healing
Used by: any Priest class
Charges/# of Uses: 10 +5d6 charges when found. The Staff of Healing is a 5-6’ staff of smooth white wood. The top of the staff, either in wood, silver or alabaster in the shape of a white rose bud, the symbol of the goddess of healing. The staff can be recharged by the casting of the appropriate healing spell by a cleric of Gilea of 9th or higher level. Each casting replaces as many charges as the spell tier: a Cure Wounds I will return 1 charge, Cure Wounds III replaces 3 ,etc...
Abilities: The Staff of Healing is commonly found in the possession of high ranking Daughters of Gilea in the service of the goddess of healing. They are sometimes granted to less powerful Daughters of Gilea or donated to parties undergoing a quest furthering Gilea’s temple or followers. Whether bequeathed by the temple or discovered in a dungeon, when touched to an injured creature the Staff of Healing can perform the following functions, 1 at a time, 1 per round:
Cure Wounds I: 1 charge.
Cure Affliction, Neutralize Poison: 2 charges
Cure Wounds III, Restoration*: 3 charges.
Raise Dead**: 10 charges. 3 times maximum.
The staff’s power of Restoration will return 1-3 points of ability damage, remove magical effects, and/or regrow severed limbs (not the head!) per use (3 charges).
Regardless of charges remaining, any single Staff of Healing can only raise dead a maximum of 3 times before expending all of its energies. A staff that uses these 3 chances will crack and shatter after the third raising has been completed.
*Restoration is a powerful cleric spell that heals ability damage, energy drain, or will replace 1 lost limb (other than the head) per use.
**Raise Dead is a powerful cleric spell that returns 1 creature that has been dead for up to 24 hours to life.
Staff of Illusion
Used by: Mage, Illusionist or any Gnome.
Charges/# of Uses: 10 +5d6 charges when found. The staff can be recharged by the casting of the appropriate spell by an Illusionist of 9th or higher level capable of enchanting items (possessing the Enchant Item spell). Each casting replaces as many charges as the spell tier: a Color Spray will return 1 charge, Invisibility will recharge 2, etc...Cantrip spells provide no charges.
Appearance: The Staff of Illusion is a 6’ long staff of greyish wood. The top of the staff is a coil of silver and copper that twines up and holds a small crystal sphere of one rainbow color in place. At close inspection, within the sphere, all colors seem to shift and swirl constantly.
Abilities: The Staff of Illusion is able to perform the following functions, 1 at a time, 1 per round:
Dancing Lights, Silent Image, Detect Illusion: No charge.
Chromatic Orb, Color Spray, Wall of Fog: 1 charge
Detect Invisibility, Invisibility, Mirror Image: 2 charges.
Dispel Illusion, Hallucinatory Terrain, Phantasmal Force III: 3 charges.
A fabled treasure for any Illusionist, the Staves of Illusion are reputed to be first created by the ancient archmagess, Zarcha, who also founded the formal Illusion school of magic in R’Hath, the Sanctema Phantasma.
It is believed there are no more than 7 of these staves at any given time: one each with a crystal sphere of red, orange, yellow, green, blue, indigo or violet atop them. These staves are alleged to be in the possession of Orea’s 7 most powerful illusionists.
From Magical Weapons:
Piercing Weapon
Used by: any relevant weapon proficient.
Charges/# of Uses: n.a.
Appearance: This weapon appears as a standard, well-made weapon of its type, with a particularly well-crafted tip.
Abilities: The Piercing enchantment is the “next level” of magical weaponry, beyond standard “Enchanted” weapons. It is almost solely applied to missiles (arrows or crossbow bolts) or weapons used for stabbing (like daggers or spears), as opposed to slashing weapons (like swords or axes), and never found on “blunt” weapons (like maces or hammers) though has been known to enchant morningstars, rarely.
While the enchantment offers no bonus to damage, it makes the weapon +2 to hit.
To create randomly, roll d10 to determine the type of weapon:
1-3: d6 arrow/s
4-6: d6 crossbow bolt/s (standard or hand)
7: dagger (or dirk)
8-9: spear (or halberd)
10: morningstar
Seeking Weapon
Used by: any long or short bow, crossbow or sling-proficient.
Charges/# of Uses: n.a.
Appearance: This weapon appears as a particularly well-crafted weapon of its kind. Any markings or engraving on it are purely decorative and hold no correlation or clue to the weapon’s power.
Abilities: This enchantment is applied to missile weapons and/or the missiles themselves. If a bow, crossbow or sling, any missile fired from it becomes +2 to hit and +2 damage. If applied to a missile, itself (arrow, bolt or sling stone), the enchantment works only for 1 firing, becoming thereafter a standard +1 to hit and damage enchanted arrow, bolt or stone.
To create randomly, roll d12 to determine the type of weapon:
1-2: sling
3: d10 sling stone/s
4-5: crossbow (d10: 1-9 standard, 10 hand)
6-7: d6 crossbow bolt/s (standard or hand)
8-9: d6 arrow/s
10-11: short bow
12: long bow
Spear of Command
Used by: any spear-proficient.
Charges/# of Uses: 5 +d10. The mystical means to recharge it have been long lost to Orea’s mages and priests.
Appearance: This weapon is clearly of lordly quality with a solid dark wooden haft and extra large and broad bladed tip of impressive, even “otherworldly”, designs and craftsmanship. One depiction of such a weapon is crafted with a blade/spearhead boasting the god Astar’s holy 4-pointed star.
Abilities: The Spear of Command is endowed with both the Enchanted and Piercing magics, making it +3 to hit and +1 damage on all attacks. Also, upon the wielder’s desire, the wielder of the Spear can invoke a Command spell (using 1 charge), as the cleric spell, with effects as if they were a cleric double the wielder’s level. When all charges are used, the Spear of Command retains its attack and damage bonuses.
The Grinlian warlord of the Lost Age (those years of turmoil and darkness following the Godswar), who would become the first Grand Duke of Denil, was rumored to possess such a weapon. Other legends tell of generals and battle-chiefs of the Tankuun Empire (prior to the Godswar) having similar weapons of power.
The actual number of Spears of Command in the world is unknown. It is widely believed that one in possession of such a weapon is destined to lead great armies and build empires.
It is also alleged that the original weapon of this type (with a wide variety of additional powers) was one of the fabled Gifts of Doron, entrusted to and subsequently taken from, one of the great heroes/lords of Men during the Chaos Ages.
There are legends that tell of similar Spears (or halberds or tridents) specific to a particular type of creature, commanding only aquatic creatures or only goblinoids. One specific legend refers to a “Spear of Surthyrm” that was said to command giants. The DM, if they wish, should roll a d% with a result of 1-3% indicating such a “specialized” Spear of Command (the type at the DM’s discretion).
Sword, Defender
Used by: any relevant sword proficient.
Charges/# of Uses: n.a.
Appearance: This sword is a thing of surreal beauty with gleaming edges and a golden hilt set with a jeweled designs of shields and/or circles. It seems to shine with golden light whenever it is drawn.
Abilities: This weapon is heavily imbued with abjuration magics. In addition to +2 to hit and damage, the wielder of this sword is +2 to their Armor Class (AC) whenever it is on their person.
Furthermore, the Defender Sword can invoke the following powers, once per day, each: Protection Circle, as the spell, to a range of 10’ radius around the blade; Cure Wounds I, as the spell (25% of total hit points + 10 hp of healing), upon the holder of the sword; or Sanctuary, as the spell to a range of 10’ radius. All powers operate (expect as noted) with a caster level of 10. The invocation of these powers uses the wielder’s turn (i.e. they can not attack in the same round).
To create randomly, roll d10 to determine the type of weapon found:
1-3: short sword
4-9: longsword
10: two-handed sword
From "Wondrous Items"...
Amulet of Mind Shielding
Used by: any class.
Charges/# of Uses: 10 +d10 charges when found. One charge of the amulet can be recharged by the casting of the Nondetection spell by any wizard class of 9th or higher level capable of enchanting items (possessing the Enchant Item spell).
Appearance: The Amulet of Mind Shielding can be a medallion of any size, shape or design or appearance. The only requirement is that the pendant possesses a minimum of 5 coins’ weight worth of lead.
Abilities: While worn, the Amulet of Mind Shielding does just that, shields the mind. The wearer of the amulet can not have their mind read or attacked, be it through the Detect Thoughts spell, other various telepathic powers or enchantment abilties or spells that influence the mind such as Charm Person or a harpy’s song. The wearer can not be scried or sensed by standard magical or psychic means. For each time such an intrusion/mind-reading is attempted, the amulet loses 1 charge. The person wearing the amulet is mentally aware that a charge has been lost and the source of the attempted intrustion.
Bag of Holding
Used by: any class.
Charges/# of Uses: n.a.
Appearance: The Bag of Holding appears as a completely normal belt-pouch or small sack. They are often a plain grey or brown material, but might appear as any pouch or purse one might wear on their hip or easily conceal in a pocket.
Abilities: The Bag of Holding contains a small “pocket dimension” into which materials can be stored and carried, without actually weighing anything. Any item up to about 6’ long and/or 3’ x 3’ (figure around an average shield or small chest). The item, magically, shrinks to fit into the bag’s normally small opening. Anyone can reach into the bag and remove a desired object.
The most common versions of this wondrous device, will carry 100 lbs. (1,000 coin weight) worth of materials without the bag appearing to weigh any more than 2-5 lbs.
Other varieties (about 1 in 100) of these items have been known to hold as much as 500 lbs. while still feeling like no more than 10 lbs. is being carried.
Rumors tell of a Bag of Holding that was crafted as a Backpack. This rare treasure is said to appear like any normal well-used backpack. You feel like you carry up to the usual 100 lbs. weight , while actually stashing a full 1,000 lbs. (10,000 coin weight) worth of equipment.
Note that the pocket dimension is a small void, a lightless airless space, i.e. living creatures can not be kept [alive] in a Bag of Holding any longer than it could hold its breath. By the same token, food or water kept in the bag will never go bad.
Boots of Elfkind
Used by: any class.
Charges/# of Uses: n.a.
Appearance: The Boots of Elfkind are normally crafted as the soft brushed buckskin boots that lace/tie about mid-calf in the typical elfin style. They are commonly a pale silvery grey, grey-green, or golden tan but can be made with any style, color or ornamentation the creator desires.
Abilities: When worn, the Boots of Elfkind grant the wearer completely silent footsteps in any setting (through brush, leafy forest pathways or hard stone, over sand or snow, etc...) Any Stealth rolls to move silently while wearing Boots of Elfkind, if some situation arises that a roll would be required, receive a +15 bonus.