Two new magic items

Jürgen Hubert

First Post
Here are two new types of magic items I have developed for Urbis, and I'd like to have some feedback on them:



Bloodstones: Some magic items, such as golems, normally only work for their creater. And sometimes, the creater of a magic item only wants it to be useable by one or several selected people. Bloodstones help with both of these.
When a magic item is created, the creator can craft one or more bloodstones (which usually use a crystal for the base material) at the same time. After that, a creture must bond with the bloodstone by pouring its own blood over it. This costs 1 hp times the caster level of the bloodstone. After this, the creature that bonded with the stone is considered one of legetimate users of the magic item, and no one other than a legetimate user of such a magic item can use or activate it. If several legetimate users who all have bonded with different bloodstones tied to the same item struggle for control of it (like several users trying to give orders to a golem), resolve the situation by requiring Concentration checks. The character who rolls the highest Concenctration check result can use the item or give it a command during that round.
The bond with a bloodstone can be destroyed by successfully casting dispel magic on the bloodstone versus the caster level of the bloodstone. After this, the bloodstone can bond with a new user.

While weaker enhancements usually aren't worth the added cost of a bloodstone, they are very common for the more powerful ones. They are especially prevalent with golems. Golems work on all sorts of tasks, and it simply isn't practicable to force the creator of a golem to constantly supervise it when he could do more important things (like creating more golems). On the other hand, no one wants just anyone to be able to order a golem around, since they can be devastating in the wrong hands. The bloodstones allow trusted people to control them, but if necessary, their control can be quickly taken away with a simple dispel magic. Needless to say, the bloodstones of powerful items are normally kept at very secure locations...

Moderate Divination; CL 7th; Craft Wondrous Items, locate creature; Price: caster level x 160 gp.


One-shot enhancement: It is possible to create cheap versions of enhancements that only work for a single use. One-shot weapon enhancements will work for a single attack, while one-shot armor enhancements and similar defensive items will only work against a single attack or effect - the first such attack or effect the wearer is subject to. The prerequisites for this kind of enhancement are identical to the normal version, but the basic cost is only 1/50 times the normal cost. The magical aura surrounding a one-shot enhancement is one level weaker than usual, down to a minimum of "faint".
One-shot weapon enhancements are popular with assassins and other people who need to make their first hit count. Combining this with bane enhancements is popular. One-shot armor and similar defensive enhancments (such as items that grant bonuses to saving throws) are popular with public figures and other people who have to fear assassins. It will only protect them from one attack, but that one attack is often all their attackers have. They are less useful to adventurers and other people who find themselves frequently under attack, as the enhancement doesn't discriminate between various attacks by how dangerous they are, but simply triggers at the first attack, no matter how weak it is.
 

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No benefit, apart from the dispel chance. It's a tradeoff - do you want to be able to dispel the bond easily, in case the current user of the item goes rogue/becomes mind-controlled?

Or do you want to stay in control of the item, no matter what?
 

I like the one-shot enhancements idea, though it would also be great for adventurers too. Going to fight some undead? Buy a few one shot undead bane maces of disruption to use on anything that gives you problems. Hell, with a handy haversack, you could have a whole collection of bane weapons just in case something nasty shows up. Especially nice for things it is usually tough to deal damage to, like constructs, undead, and demons. The cost of the weapon itself is pretty negligible, and like I said, extradimensional spaces make inventory problems much less of a... problem.

I like the bloodstone idea too, I'll probably be using it in my campaign.
 

azmodean said:
Going to fight some undead? Buy a few one shot undead bane maces of disruption to use on anything that gives you problems. Hell, with a handy haversack, you could have a whole collection of bane weapons just in case something nasty shows up. Especially nice for things it is usually tough to deal damage to, like constructs, undead, and demons. The cost of the weapon itself is pretty negligible, and like I said, extradimensional spaces make inventory problems much less of a... problem.

Drawing a new one-shot weapon for each new attack does provide an interesting and entertaining image... ;-)
 

For the bloodstone instead of a Concentration check, I'd use a Charisma check with each person vying for control gaining a circumstance bonus equal to the CasterLevel of their Bloodstone.

If you're creating multiple Bloodstones for a golem, this give you something of a "chain of command".

Also, given that Bloodstones will (frequently/occasionally) be given to low HD nobles/supervisors/etc, I think 1HP is sufficient regardless of CL.

Instead of a One Shot enhancement, I think it'd be more efficient all around to use an oil that granted the intended effect for x rounds.
 

Pyrex said:
For the bloodstone instead of a Concentration check, I'd use a Charisma check with each person vying for control gaining a circumstance bonus equal to the CasterLevel of their Bloodstone.

I thought of doing something like that, but I also wanted it to be something that experienced spellcasters would be better at than non-mages. And Concentration checks came closest...

Also, given that Bloodstones will (frequently/occasionally) be given to low HD nobles/supervisors/etc, I think 1HP is sufficient regardless of CL.

Well, I think that blood bonds are something that shouldn't be done lightly. For low-level supervisors, the bonding process might very well be a traumatic experience. They probably have some healers standing nearby, but still...

Instead of a One Shot enhancement, I think it'd be more efficient all around to use an oil that granted the intended effect for x rounds.

But what about "lucky charms" that help you to get out of something once? A politician isn't going to know in advance just when an assassin shoots an arrow or casts a fireball spell at him. With defensive one-shot enhancements, defending against these is possible, while using your oil would be impractical...
 

Very interesting items.

The fact that a bloodstone need not be touched to be used to control the magic item seems... troubling. It has a certain flair to it, but I'm not conivnced it's a good choice. It effectively means that the bond can never be broken: you just have to place the bloodstone in a place so secure that anyone able to break in would be several CRs above your level - if he can do that, you're no match to him anyways. And that's not too hard to arrange, in principle. So I think the item would work best if it required touch.
I'm imagining Joe Shmoe, the operator of the construction golem from the Royal Mines, going mad and ordering his golem to destroy the city. The local wizards were unable to aid the populace as the golem was all but immune to their magic and Joe hid the bloodstone in his aunt's appartment. Hmmm :\
I understand your reasoning regarding the Cha/Concentration check. It's a pretty good solution.

As for the one-shot enchantments, I think it's a good idea but I would place their cost higher. They're much more useful than one-use items, since they operate on their own, and 1/50 reminds me of charges and wands. I'll add a requirement for some divination spell (augury?), and double the cost.

Very nice ideas.
 

Interesting ideas. I've dabbled in one-shot metamagic items in the past, but never considered them for weapons. This is very similar to having a miriad of arrows with those given properties, except it applies to melee weapons as well. Not sure if I would allow it IMC, though. I'm tempted to say that these time of items will govern the game, particularly given the price. It's also largely dependant on what type of game you run. In low-combat games that one-shot item of defense becomes that much more valuable.

Pinotage
 

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