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<blockquote data-quote="LostSoul" data-source="post: 5864556" data-attributes="member: 386"><p>I use a different method of generating magic items in my 4E game. Basically, you roll a couple times to generate some inspiration.</p><p></p><p>Here are some:</p><p></p><p>[sblock] <ul> <li data-xf-list-type="ul">These (10th) Boots of Swimming are made of a strange black leather. They are completely waterproof. When immersed in water, they turn into flippers. They allow the wearer to swim as fast and as easily as if he were walking on solid ground. They also allow the wearer to hold his breath for up to an hour. </li> <li data-xf-list-type="ul">(7th) +2 Longbow of Ice. Crafted by archons, this bow is made of ice and lacking a string. When held it allows the wearer to ignore bitter cold. When "drawn", the bow fires bolts of ice that can either pierce (vs AC, 2(5) dmg) or immobilize the limbs it hits (vs. Ref, 2(4) hits + limb is frozen).</li> <li data-xf-list-type="ul">(8th) Girdle of Desert Sands, a leather girdle made by Arkhosian artisans. It grants a +2 bonus to checks made against desert terrain hazards, a +2 bonus to defenses against desert terrain hazards, and the wearer's feet don't sink into sand or any other fine particulate matter.</li> <li data-xf-list-type="ul">sickle of strength made by ancient drow for shadow<br /> (10th) +2 Sickle of Shadow Strength<br /> M blade is always a matte black, never giving off a reflection<br /> M concealed as easily as a hairpin <br /> H strengthens night vision by one step (normal -> low-light -> darkvision)<br /> H while cloaked in shadow, strength is increased to the greater of 18 or +2</li> <li data-xf-list-type="ul">maul of strength made by Shangar, The Uncrowned, a primordial of chaos and rebellion, cursed by creation<br /> (9th) Shangar the Uncrowned's +2 Maul of Earth Shattering<br /> H pulverizes stone & earth at twice the normal rate, dealing crits to earth elementals<br /> H grants the skill Cannot be Caged: You gain great strength when trying to cast off bonds<br /> C in order to activate the powers the wielder must destroy a creation of stone</li> <li data-xf-list-type="ul">(13th) +3 Leather armour of spell theft: This elf-crafted leather armour was made by a brash elf wizard whose community was under seige by powerful drow magics. The armour strengthens the wearer's resistance to magic (+2 Will and Fort), and it "learns" any arcane spell cast against the wearer. Once "learned", the wearer can remove the spell from the armour and transcribe the spell into a spellbook or scroll. However, the elf who created this magic item reached too far; when a spell is removed from the armour, a group of spiders spawns somewhere in the same hex. The spider's total XP value equals the XP value of an encounter of the removed spell's level.</li> <li data-xf-list-type="ul">(9th) Gloves of Will-Breaking: These drow-made gloves are crafted from spider silk yet as strong as steel. When worn, they grant the wearer the skill Pain Breaks the Will: You have great skill with any torture implement held in your hands, and you can break the will of anyone under your knife. In addition, when attempting to subdue someone, you can strike as hard as you want and you will never land a killing blow - but if the gloves believe the target would be a valuable slave, they will not allow you to land a killing blow.</li> <li data-xf-list-type="ul">(8th) Iron Girdle of Authority, a heavy iron girdle with the symbol of Asmodeus. When worn, the Girdle causes submission in others, granting a +1 bonus to Reaction rolls; a +2 bonus to Will Defence; and the skill "The Iron Hand of Authority: When you exert your authority over another, you gain great strength. Your strength is increased by 2 or to 18, whichever is greater, and your hands become as hard as iron. You can bend iron and crush rocks and your unarmed attacks deal 2 hits damage."</li> <li data-xf-list-type="ul">(8th) Elixer of Necrotic Protection: This elixer is always cold to the touch. It was made by the Necromancers of Vumerion to aid acolytes in the control and hunting down of loose undead. It forever grants the drinker a feeling of unease whenever undead/necrotic energy is nearby, increases speed by +2 when fleeing from undead or necrotic energy, and grants a +5 bonus to defences against undead/necrotic mind-control.</li> <li data-xf-list-type="ul">(9th) Bane's Elixer of Beast Mastery: This foul-smelling liquid is stored within an iron vial engraved with the symbol of Bane. Drinking it forever grants the the ability to communicate with animals, the skill Beast-Master: You can tame any beast; but beasts tamed with this skill turn to Bane - evil, obsessed with war and conquest.</li> <li data-xf-list-type="ul">(10th) +2 Periapt of Baphomet: This periapt, crafted by minotaurs from congealed demon-blood, grants a +2 bonus to Fort, Ref, and Will defences. In addition, when worn, the wearer can gain sustenance from any sort of raw meat, their nails grow into claws (improvised weapon, prof +3, 1d6 damage). The peripat grants two powers, one of which can be used once every five minutes: the wearer can transform into a creature of savagery for five minutes: size increases to large, horns grow from the head (Str +4, hit: 4(7) dmg), strength increases to 21 or +2, whichever is greater; or the wearer can transform into a creature of wrath: immediate reaction, when bloodied or hit when bloodied, make a basic melee attack against the character who hit you. The periapt is cursed: when the wearer is in stressful, emotionally-charged social situations, the periapt will attempt to transform and control the wearer (1/encounter, +15 vs Will, hit: transformation occurs and the character is controlled by the DM (save ends); first failed save: the effect lasts five minutes)</li> <li data-xf-list-type="ul">(11th) +3 flail of serpentine transformation: this shimmering emerald-green flail appears to have been made to resemble a serpent - the handle and chain the serpent's body, its head fanged. When held, the serpent springs to life and writhes in its wielder's hand: this weapon was not forged, but created by the Primordial Bryakus, the Father of Serpents. The serpent acts as a +3 flail and has a terrible power: when the teeth of the serpent penetrate a creature's skin, a poison is injected into their system (+17 vs Fort). Over the next 30-50 minutes (1d4+2x10) the target is transformed into a chaotic evil snake, the type of which depends on the target's level. The target, once transformed, obeys the commands of the wielder.</li> <li data-xf-list-type="ul">6th scroll of secrets made by angels for obedience<br /> H the Supernal Word of Truth - allows someone to learn the Word, if fluent in Supernal and studied for a week (DC 19 check to learn); once learned, the character can compel another to speak truth to a question</li> <li data-xf-list-type="ul">7th sickle of will made by erathites for civilization; cursed with community<br /> M when you cultivate plants with the sickle, you enjoy it; allows NPCs to work at PC rate<br /> H any raw herbs cultivated by this sickle are instantly transformed into ritual components<br /> C the powers do not function unless the wielder works with the sickle in a settlement at least one day per week</li> <li data-xf-list-type="ul">8th feet of jumping made by nerath for expansion; cursed with community<br /> M never fatigued from walking<br /> M terrain modifiers for overland movement are halved<br /> H can make great leaps; jump at double speed<br /> C the powers only function while the character is protecting their settlement</li> <li data-xf-list-type="ul">9th morningstar of will made by ancient drow for slavery; cursed with worship<br /> H characters subdued by this weapon become loyal to the wielder<br /> H can forge blood oaths as per the ritual, but requires a strike that draws blood<br /> C gains the oath "Seek the death of elves and eladrin at every opportunity"</li> <li data-xf-list-type="ul">(10th) +2 bloodseeker drake hide armour that was made by Bael Turothian armourers out of the hides of many bloodseeker drakes who were slaughtered while driven into a blood frenzy. While worn, the armour grants the toughness and ferocity of bloodseeker drakes: +2 Fort, allows a blood frenzy once every five minutes (situational modifiers to melee and thrown attacks), prevents bleeding, and it allows the wearer to fight on even if past 0 hits.</li> <li data-xf-list-type="ul">(5th) The Eye of Stone: A large, translucent green stone run through with veins of purple that seem to writhe when not looked at directly. The Eye has but one power: if someone spends five minutes staring into it while underground and in the dark, it will reveal a secret (as Consult Mystic Sages, with a modifier of +22). When this is done, it will steal a secret from the user in return determined by the DM. It may choose to impart this secret on any it has made contact with, no matter the distance; it can be appeased by an execution by pressing, with the Eye being the last stone placed.</li> <li data-xf-list-type="ul">10th holy symbol of corruption made by devils for exploitation; cursed with corruption<br /> M food always tastes too sweet<br /> M always look clean-cut<br /> H learn weaknesses<br /> H convince others to give into their weaknesses<br /> C when mercy is shown, bad things happen; some sort of disease, and cruelty is the only way to get rid of it</li> <li data-xf-list-type="ul">11th leather armour of mimicry made by deephold dwarves for mining; cursed with community<br /> P allows the wearer to take the form of an umber hulk once per day for up to five minutes: HP unchanged; AC 29, Fort 27, Ref 14, Will unchanged; speed 5 burrow (tunneling 2); darvision, tremorsense 5; claw melee 2 atk 1/2lvl+13 vs AC, 10 dmg; str 26, dex 8, con 20<br /> C there is a cumulative 1-in-6 chance each time the power is used that 3000-3499 XP worth of umber hulks will hunt down the wearer</li> <li data-xf-list-type="ul">12th rod of vampirism made by dragons for sloth<br /> M mage hand at-will<br /> M tenser's floating disk w/o components or ritual caster<br /> P draws the will of the creature into the rod, dominating it (+17 vs Will); only one will can be held at a time, releasing the other when used on a new creature</li> <li data-xf-list-type="ul">13th greatclub of strength made by angels for war<br /> H 18 or +2 strength, whichever is greater<br /> P can demolish any fortifications, like the horn of jericho</li> <li data-xf-list-type="ul">(21st) Armour of the Dread Golden Dwarf: This +5 wyrmscale armour was crafted by deephold dwarves long ago for their dreaded emperor. Made from the golden scales of Io after Erek-Hus, the King of Terror, killed the god of dragons with his wicked axe, this armour has a dread power: when donned it allows the wearer to read the secret fears and desires of anyone within 5 miles (+29 vs Will) simply by concentrating on that person. The armour bears a curse; it needs to have its wearer hoard away valuables for good (one RMTP of the wearer's level per week, never to be used again) else its effects may fail or be warped.</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5864556, member: 386"] I use a different method of generating magic items in my 4E game. Basically, you roll a couple times to generate some inspiration. Here are some: [sblock][list][*]These (10th) Boots of Swimming are made of a strange black leather. They are completely waterproof. When immersed in water, they turn into flippers. They allow the wearer to swim as fast and as easily as if he were walking on solid ground. They also allow the wearer to hold his breath for up to an hour. [*](7th) +2 Longbow of Ice. Crafted by archons, this bow is made of ice and lacking a string. When held it allows the wearer to ignore bitter cold. When "drawn", the bow fires bolts of ice that can either pierce (vs AC, 2(5) dmg) or immobilize the limbs it hits (vs. Ref, 2(4) hits + limb is frozen). [*](8th) Girdle of Desert Sands, a leather girdle made by Arkhosian artisans. It grants a +2 bonus to checks made against desert terrain hazards, a +2 bonus to defenses against desert terrain hazards, and the wearer's feet don't sink into sand or any other fine particulate matter. [*]sickle of strength made by ancient drow for shadow (10th) +2 Sickle of Shadow Strength M blade is always a matte black, never giving off a reflection M concealed as easily as a hairpin H strengthens night vision by one step (normal -> low-light -> darkvision) H while cloaked in shadow, strength is increased to the greater of 18 or +2 [*]maul of strength made by Shangar, The Uncrowned, a primordial of chaos and rebellion, cursed by creation (9th) Shangar the Uncrowned's +2 Maul of Earth Shattering H pulverizes stone & earth at twice the normal rate, dealing crits to earth elementals H grants the skill Cannot be Caged: You gain great strength when trying to cast off bonds C in order to activate the powers the wielder must destroy a creation of stone [*](13th) +3 Leather armour of spell theft: This elf-crafted leather armour was made by a brash elf wizard whose community was under seige by powerful drow magics. The armour strengthens the wearer's resistance to magic (+2 Will and Fort), and it "learns" any arcane spell cast against the wearer. Once "learned", the wearer can remove the spell from the armour and transcribe the spell into a spellbook or scroll. However, the elf who created this magic item reached too far; when a spell is removed from the armour, a group of spiders spawns somewhere in the same hex. The spider's total XP value equals the XP value of an encounter of the removed spell's level. [*](9th) Gloves of Will-Breaking: These drow-made gloves are crafted from spider silk yet as strong as steel. When worn, they grant the wearer the skill Pain Breaks the Will: You have great skill with any torture implement held in your hands, and you can break the will of anyone under your knife. In addition, when attempting to subdue someone, you can strike as hard as you want and you will never land a killing blow - but if the gloves believe the target would be a valuable slave, they will not allow you to land a killing blow. [*](8th) Iron Girdle of Authority, a heavy iron girdle with the symbol of Asmodeus. When worn, the Girdle causes submission in others, granting a +1 bonus to Reaction rolls; a +2 bonus to Will Defence; and the skill "The Iron Hand of Authority: When you exert your authority over another, you gain great strength. Your strength is increased by 2 or to 18, whichever is greater, and your hands become as hard as iron. You can bend iron and crush rocks and your unarmed attacks deal 2 hits damage." [*](8th) Elixer of Necrotic Protection: This elixer is always cold to the touch. It was made by the Necromancers of Vumerion to aid acolytes in the control and hunting down of loose undead. It forever grants the drinker a feeling of unease whenever undead/necrotic energy is nearby, increases speed by +2 when fleeing from undead or necrotic energy, and grants a +5 bonus to defences against undead/necrotic mind-control. [*](9th) Bane's Elixer of Beast Mastery: This foul-smelling liquid is stored within an iron vial engraved with the symbol of Bane. Drinking it forever grants the the ability to communicate with animals, the skill Beast-Master: You can tame any beast; but beasts tamed with this skill turn to Bane - evil, obsessed with war and conquest. [*](10th) +2 Periapt of Baphomet: This periapt, crafted by minotaurs from congealed demon-blood, grants a +2 bonus to Fort, Ref, and Will defences. In addition, when worn, the wearer can gain sustenance from any sort of raw meat, their nails grow into claws (improvised weapon, prof +3, 1d6 damage). The peripat grants two powers, one of which can be used once every five minutes: the wearer can transform into a creature of savagery for five minutes: size increases to large, horns grow from the head (Str +4, hit: 4(7) dmg), strength increases to 21 or +2, whichever is greater; or the wearer can transform into a creature of wrath: immediate reaction, when bloodied or hit when bloodied, make a basic melee attack against the character who hit you. The periapt is cursed: when the wearer is in stressful, emotionally-charged social situations, the periapt will attempt to transform and control the wearer (1/encounter, +15 vs Will, hit: transformation occurs and the character is controlled by the DM (save ends); first failed save: the effect lasts five minutes) [*](11th) +3 flail of serpentine transformation: this shimmering emerald-green flail appears to have been made to resemble a serpent - the handle and chain the serpent's body, its head fanged. When held, the serpent springs to life and writhes in its wielder's hand: this weapon was not forged, but created by the Primordial Bryakus, the Father of Serpents. The serpent acts as a +3 flail and has a terrible power: when the teeth of the serpent penetrate a creature's skin, a poison is injected into their system (+17 vs Fort). Over the next 30-50 minutes (1d4+2x10) the target is transformed into a chaotic evil snake, the type of which depends on the target's level. The target, once transformed, obeys the commands of the wielder. [*]6th scroll of secrets made by angels for obedience H the Supernal Word of Truth - allows someone to learn the Word, if fluent in Supernal and studied for a week (DC 19 check to learn); once learned, the character can compel another to speak truth to a question [*]7th sickle of will made by erathites for civilization; cursed with community M when you cultivate plants with the sickle, you enjoy it; allows NPCs to work at PC rate H any raw herbs cultivated by this sickle are instantly transformed into ritual components C the powers do not function unless the wielder works with the sickle in a settlement at least one day per week [*]8th feet of jumping made by nerath for expansion; cursed with community M never fatigued from walking M terrain modifiers for overland movement are halved H can make great leaps; jump at double speed C the powers only function while the character is protecting their settlement [*]9th morningstar of will made by ancient drow for slavery; cursed with worship H characters subdued by this weapon become loyal to the wielder H can forge blood oaths as per the ritual, but requires a strike that draws blood C gains the oath "Seek the death of elves and eladrin at every opportunity" [*](10th) +2 bloodseeker drake hide armour that was made by Bael Turothian armourers out of the hides of many bloodseeker drakes who were slaughtered while driven into a blood frenzy. While worn, the armour grants the toughness and ferocity of bloodseeker drakes: +2 Fort, allows a blood frenzy once every five minutes (situational modifiers to melee and thrown attacks), prevents bleeding, and it allows the wearer to fight on even if past 0 hits. [*](5th) The Eye of Stone: A large, translucent green stone run through with veins of purple that seem to writhe when not looked at directly. The Eye has but one power: if someone spends five minutes staring into it while underground and in the dark, it will reveal a secret (as Consult Mystic Sages, with a modifier of +22). When this is done, it will steal a secret from the user in return determined by the DM. It may choose to impart this secret on any it has made contact with, no matter the distance; it can be appeased by an execution by pressing, with the Eye being the last stone placed. [*]10th holy symbol of corruption made by devils for exploitation; cursed with corruption M food always tastes too sweet M always look clean-cut H learn weaknesses H convince others to give into their weaknesses C when mercy is shown, bad things happen; some sort of disease, and cruelty is the only way to get rid of it [*]11th leather armour of mimicry made by deephold dwarves for mining; cursed with community P allows the wearer to take the form of an umber hulk once per day for up to five minutes: HP unchanged; AC 29, Fort 27, Ref 14, Will unchanged; speed 5 burrow (tunneling 2); darvision, tremorsense 5; claw melee 2 atk 1/2lvl+13 vs AC, 10 dmg; str 26, dex 8, con 20 C there is a cumulative 1-in-6 chance each time the power is used that 3000-3499 XP worth of umber hulks will hunt down the wearer [*]12th rod of vampirism made by dragons for sloth M mage hand at-will M tenser's floating disk w/o components or ritual caster P draws the will of the creature into the rod, dominating it (+17 vs Will); only one will can be held at a time, releasing the other when used on a new creature [*]13th greatclub of strength made by angels for war H 18 or +2 strength, whichever is greater P can demolish any fortifications, like the horn of jericho [*](21st) Armour of the Dread Golden Dwarf: This +5 wyrmscale armour was crafted by deephold dwarves long ago for their dreaded emperor. Made from the golden scales of Io after Erek-Hus, the King of Terror, killed the god of dragons with his wicked axe, this armour has a dread power: when donned it allows the wearer to read the secret fears and desires of anyone within 5 miles (+29 vs Will) simply by concentrating on that person. The armour bears a curse; it needs to have its wearer hoard away valuables for good (one RMTP of the wearer's level per week, never to be used again) else its effects may fail or be warped.[/list][/sblock] [/QUOTE]
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