magic item generator
Oct 12, 2022 15:38:59 GMT -5
The Semi-Retired Gamer and The Perilous Dreamer like this
Post by hengest on Oct 12, 2022 15:38:59 GMT -5
Item generator. It makes the outline, you fill in the awesome details. Generator can also be used in worldbuilding (make the item, then the setting).
Roll 5d4. Then coinflip to see whether to roll another d4. One result from that table may send you to yet another d4.
Shape
1 - round
2 - irregular
3 - looks like normal object (ring, comb, your choice)
4 - human or animal figurine
Magic level
1 - near-trivial, amusing
2 - useful
3 - powerful
4 - reroll. On another 4, item is a little too powerful.
Magic type
1 - elemental effect on environment or beings
2 - personal effect on user
3 - mind magic
4 - violates space or time
"Battery"
1 - charges
2 - user's will controls effect, burning through finite power reserve
3 - item recovers from usage, slowly, unless pushed too hard, in which case it may burn out permanently
4 - reroll. On another 4, item always functions 2x / day. On another 2 4s, item always functions.
Origin
1 - fairy item
2 - ancient human (or other known race)
3 - recent manufacture
4 - reroll. On another 4, alien tech in native 'housing'
Special (coinflip to see whether to roll here)
1 - painful to use
2 - moves about under own power at times
3 - talks (see below for Personality)
4 - allergic to other magic
Personality (for talking items)
1 - dislikes being used, tries to talk owner out of using it
2 - friendly and helpful
3 - grumpy
4 - fearful
Examples:
1,1,2,3,3 (1 on 1d2, no roll for Special)
round, near-trivial, personal effect, recovers from usage, recent manufacture, no special
Sand-Dollar of Harsa
These items are common enough, and are sold to visitors, in the seaside town of Soundton. Their magic removes salt and water from clothing, skin, and hair, but has no healing effect. Some can be activated more than once a day, but may burn out if over-used. They are made by the Witch of Soundton, a hereditary position held by the mistress of the Sand-Hut, which is a "shotgun" dwelling that opens onto the beach and extends back well past the dune, eventually 'diving' into the packed earth. The Witch always looks young. She fulfills local ceremonial functions much as a mayor or minor lord might.
2,4 (reroll: 4),2,3,4 (reroll: 1) (1 on 1d2, no roll for Special)
irregular, too powerful, personal effect, recovers, fairy item, no special
The Queen's Sickle
The sickle looks like a rusty, poorly-maintained mess. In the hands of an angry woman (not a child) of any fairy blood, however, it is a extremely powerful item, transforming her into a warrior few among Men can withstand. It does not grant protection, and the user can be injured or even killed in this state, but she is likely to slay all who challenge her directly, while many will simply flee. The effect lasts up to a day or until the anger and combat have fully passed.
The unfortunate side effect is a kind of madness that can strike. With each opponent slain, there is a 5% chance that the madness will come upon the wielder for the remainder of the effect period. If the madness strikes, she will be unable to reliably distinguish friend from foe and extremely unlikely to give quarter or withdraw from combat. Her own will flee from before her face. An experienced user, however, may be able to hide the signs of the madness, but not to resist the madness itself. For this reason, when the sickle has been in regular use, the users have tried to wield it judiciously or to avoid actually killing opponents. There is a tale, however, that Lord Bock's daughter, although forbidden to touch the sickle, slew countless foes in her madness, her father's men falling back and watching from a safe distance as she destroyed the enemy force, first killing them in battle on the field and then hunting the groups that tried to escape. She was found the next morning, they say, seated on a stone by the edge of the Red River not far from the body of her last opponent, still clutching the hilt in her white fingers.
Whether the item can in fact be burned out by any practical usage is not really known. As the marks on the sickle betray, the item is clearly of fairy origin, and it is also not known how it was meant to function in the hands of one of their folk, if indeed its maker had an intent such as we could understand.
Roll 5d4. Then coinflip to see whether to roll another d4. One result from that table may send you to yet another d4.
Shape
1 - round
2 - irregular
3 - looks like normal object (ring, comb, your choice)
4 - human or animal figurine
Magic level
1 - near-trivial, amusing
2 - useful
3 - powerful
4 - reroll. On another 4, item is a little too powerful.
Magic type
1 - elemental effect on environment or beings
2 - personal effect on user
3 - mind magic
4 - violates space or time
"Battery"
1 - charges
2 - user's will controls effect, burning through finite power reserve
3 - item recovers from usage, slowly, unless pushed too hard, in which case it may burn out permanently
4 - reroll. On another 4, item always functions 2x / day. On another 2 4s, item always functions.
Origin
1 - fairy item
2 - ancient human (or other known race)
3 - recent manufacture
4 - reroll. On another 4, alien tech in native 'housing'
Special (coinflip to see whether to roll here)
1 - painful to use
2 - moves about under own power at times
3 - talks (see below for Personality)
4 - allergic to other magic
Personality (for talking items)
1 - dislikes being used, tries to talk owner out of using it
2 - friendly and helpful
3 - grumpy
4 - fearful
Examples:
1,1,2,3,3 (1 on 1d2, no roll for Special)
round, near-trivial, personal effect, recovers from usage, recent manufacture, no special
Sand-Dollar of Harsa
These items are common enough, and are sold to visitors, in the seaside town of Soundton. Their magic removes salt and water from clothing, skin, and hair, but has no healing effect. Some can be activated more than once a day, but may burn out if over-used. They are made by the Witch of Soundton, a hereditary position held by the mistress of the Sand-Hut, which is a "shotgun" dwelling that opens onto the beach and extends back well past the dune, eventually 'diving' into the packed earth. The Witch always looks young. She fulfills local ceremonial functions much as a mayor or minor lord might.
2,4 (reroll: 4),2,3,4 (reroll: 1) (1 on 1d2, no roll for Special)
irregular, too powerful, personal effect, recovers, fairy item, no special
The Queen's Sickle
The sickle looks like a rusty, poorly-maintained mess. In the hands of an angry woman (not a child) of any fairy blood, however, it is a extremely powerful item, transforming her into a warrior few among Men can withstand. It does not grant protection, and the user can be injured or even killed in this state, but she is likely to slay all who challenge her directly, while many will simply flee. The effect lasts up to a day or until the anger and combat have fully passed.
The unfortunate side effect is a kind of madness that can strike. With each opponent slain, there is a 5% chance that the madness will come upon the wielder for the remainder of the effect period. If the madness strikes, she will be unable to reliably distinguish friend from foe and extremely unlikely to give quarter or withdraw from combat. Her own will flee from before her face. An experienced user, however, may be able to hide the signs of the madness, but not to resist the madness itself. For this reason, when the sickle has been in regular use, the users have tried to wield it judiciously or to avoid actually killing opponents. There is a tale, however, that Lord Bock's daughter, although forbidden to touch the sickle, slew countless foes in her madness, her father's men falling back and watching from a safe distance as she destroyed the enemy force, first killing them in battle on the field and then hunting the groups that tried to escape. She was found the next morning, they say, seated on a stone by the edge of the Red River not far from the body of her last opponent, still clutching the hilt in her white fingers.
Whether the item can in fact be burned out by any practical usage is not really known. As the marks on the sickle betray, the item is clearly of fairy origin, and it is also not known how it was meant to function in the hands of one of their folk, if indeed its maker had an intent such as we could understand.