High magic is a tricky thing as the more common you make magic the less special it is. The solution I've found it to make simple magical items common. Stuff similar to dust-busters, radios, toilet-bowl cleaner is for us. You might not think any of that is "magic" but if you were to take any of those things to Medieval Europe you sure as hell would be a witch. The most fun part about this is realizing this just means I rune a "modern" game where tech is magic based instead of circuit based. I just needed to come up with some items that did simple magical tasks that weren't game breaking. Luckily fifth edition already had a tone of those with cantrips so using those as my template I was able to whip up about fifteen magic items that can fall into any game without throwing things out of whack. The best part is since most of them are just flavor they can fit into any system, but for my savage worlds fans out there I did add in the saves you would use for the items that need them.
Crazy Eddie's Gadgets and Gizmos
Unless stated in the item’s description all items roll a
flat d20 without bonuses for their concentration checks when hit. If you roll below a 10 the item malfunctions and shuts off until reactivated.
Dancing Lanterns (Concentration): 500GP
As an action you can light
these four small lanterns to cause them to hover in midair shedding 10ft of dim
light each. As a bonus action you can
move the lights up to 60ft from their current location as long as they remain
within 120ft of their wielder and also be within 20ft of another lantern. If any of the lanterns drifts out of ranges
they lose their light and fall to the ground until lit again. Note: Each lantern has it’s own
concentration check if hit by an attack.
Perfume of Friends: 100GP
As an
action you can apply this perfume granting you the effects of the Friends
cantrip for the next person you speak to.
The effect is identical to the cantrip "freinds" except it does not require
concentration( For SW this grants +2 Charisma for 1minute, but after the subject knows they were being magically influenced). Additionally if applied
the wearer has one hour to use the perfumes effects or they are lost. A bottle has 10 uses.
Gnomish Crank Light: 50GP
As an
action you can crank the handle on this item to charge it for one hour. While charged the item sheds bright light in
a 30ft cone and dim light for another 30ft.
A lantern variant also exists illuminating 20ft of bright light in all
directions with an additional 20ft of dim light as well as versions that emit
different colored light.
Gnomish Claw Bot: 500GP
This
small gnomish automaton is essentially a brass hands with a propeller at the
wrist pared with a small control box.
This item functions the same as mage hand with the exception of the hand
being visible.
Alchemical Mender’s Torch: 500GP
This small welding torch has the ability to repair small breaks and tears in
any object as long as the damaged area is no larger than 1ft in any dimension
leaving no trace of the former damage. This
Item uses an Alchemical Pack with grants 10 uses.
Alchemical Pack: 100gp
This set
of jars and vials can be used to replenish the charges of any item that
requires an alchemical pack.
Wireless Communicator Set: 500GP
This set of two small communicators each rest snuggly into a wearer’s ear. When both pieces are worn the wearer of one
may spend a bonus action to whisper a message up to 120ft to the wearer of the
other which will be heard perfectly.
Spotting a wireless communicator in a character’s ear requires a DC17
Perception (Notice -2 for SW) check if the ear is visible.
Phantasmal Projector (Concentration): 500GP
As an action you can set this small box to project an illusory image
within 30ft of it for 1 minute. While projecting an image the box cannot be
moved. If a creature uses its action to
examine the image the creature can determine it is an illusion with a
successful Intelligence (Investigation) check DC10 (Investigation +2 for SW). A device that can
also produce sound is available for 5,000GP
Portable Flame Modulator: 50GP
As an action you can instantly light or snuff out a candle, torch, or small
campfire within 10ft of you.
Can-O-Clean: 100GP
As an action
you can spray the contents of this can on up to 1 cubic foot of material
instantly cleaning it. This can comes in
two varieties, a limited use can that contains 10 uses. A replenishing can with unlimited uses can be bought for 500GP.
The Instant Chief: 500GP
The 1ft
cube instantly warms and flavors any nonliving material you put in it for the
next hour.
Targeting Monocle: 500GP
As an
action you can use the monocle to gain insights into the defenses of a target
within 30ft of you granting you advantage on your next attack roll. (For SW this item allows a player to take the aim action and move in the same round)
Flaming Palm: Varies
This brass
gauntlet houses alchemical ingredients, allowing it to shoot a jet of flames
60ft long against a single target who must make a Dexterity (Agility)save to avoid the
damage. There are varying quality versions this device each dealing different
damage with different levels of accuracy. Each Gauntlet can hold a single
alchemical pack which grants 10 uses before needing replaced.
-Simple: DC10 (SW +2) deals 1d8Fire Damage 100GP
-Standard: DC12 (SW flat check) deals 2d8 Fire Damage 500GP
-Advanced: DC14 (SW -1) deals 3d8 Fire Damage 5,000GP
-Masterwork: DC17 (SW-2) deals 4d8 Fire Damage 50,000GP
-Simple: DC10 (SW +2) deals 1d8Fire Damage 100GP
-Standard: DC12 (SW flat check) deals 2d8 Fire Damage 500GP
-Advanced: DC14 (SW -1) deals 3d8 Fire Damage 5,000GP
-Masterwork: DC17 (SW-2) deals 4d8 Fire Damage 50,000GP
Freezing Palm: Varies
This silver
gauntlet houses alchemical ingredients, allowing it to shoot a jet of cold 60ft
long against a single target who must make a Constitution (Vigor)save to avoid the
damage. There are varying quality versions this device each dealing different
damage with different levels of accuracy. Each Gauntlet can hold a single
alchemical pack which grants 10 uses before needing replaced.
-Simple: DC10 (SW +2) deals 1d6 Cold Damage and Disadvantage on the targets next weapon attack. 100GP
-Standard: DC12 (SW flat) deals 2d6 Cold Damage and Disadvantage on the targets next weapon attack. 500GP
-Advanced: DC14 (SW-1) deals 3d6 Cold Damage and Disadvantage on the targets next weapon attack. 5,000GP
-Masterwork: DC17 (SW-2) deals 4d6 Cold Damage and Disadvantage on the targets next weapon attack. 50,000GP
-Simple: DC10 (SW +2) deals 1d6 Cold Damage and Disadvantage on the targets next weapon attack. 100GP
-Standard: DC12 (SW flat) deals 2d6 Cold Damage and Disadvantage on the targets next weapon attack. 500GP
-Advanced: DC14 (SW-1) deals 3d6 Cold Damage and Disadvantage on the targets next weapon attack. 5,000GP
-Masterwork: DC17 (SW-2) deals 4d6 Cold Damage and Disadvantage on the targets next weapon attack. 50,000GP
Shock Glove: 500GP
This Martial
Finesse Weapon deals a flat 2d8 Lightning damage on a successful touch attack.
While the weapon does not add its wielder’s ability score modifier to damage
the target does need to make a Constitution save DC12 (Vigor check) or suffer a point of
Fatigue in addition to the damage. If
the weapon scores a critical hit this save is made at disadvantage. Each Glove can hold a single alchemical pack which grants 10 uses before needing replaced.
Instant Bonfire (Concentration): 5,000GP
With an action this small bronze box unfolds into a 5ft wide bonfire. Any creature that is in the space of the
bonfire when it is activate or enter the space while it is burning must make a
DC10 Dexterity (Agility +2) save or take 2d8 fire damage.
The bonfire burns for one hour until it collapses itself needing another
hour to recharge before being used again.
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