Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Thursday, January 11, 2024

The Folly of Alchemists is Believing Man is Perfectable - Fantastic Implants

Originally intended to be GLOGTOBER content, but that ship has long since sailed, ho-hum.

Inspired by this incredible post (and excellent blog overall).

The sorcerers of old were ever searching of ways to transcend their feeble biology, to allow their bodies to match the transcendant powers their minds were able to encompass. Of these practices the rite of lichdom is by far the most enduring, but in the tombs of sorcerers who sought to expand their powers rather than prolong their lives can be found relics of another tradition - the replacement of mundane flesh with fantastical artifice.


d66 Eye Replacements
11. Adamant Orb: Completely indestructible, ignore any facial wounds that target this eye. You will never be permanently blinded while you have it.

12. Apatite Deciever: Brilliant blue faceted apatite. Allows you to cast an illusion over your face, letting your features appear however you wish.

13. Autochthonic Eye: Mummified eye of an elder race, like the serpentmen or gigantes, set in amber. Lets you read their language and understand the purpose and operation of their artifacts instantly by sight.

14. Balorian Marker: Emits an eye-wateringly bright but narrow red beam of light. Anyone you make eye contact with must save or be dazzled. If implanted on your dominant side, allows you to aim ranged weapons with startling accuracy (+2 to hit). Makes stealth impossible in the dark unless you wear a patch over it - the light is visible even through your eyelid.

15. Bibliographic Oculus: Marble orb, bound with brass rings, set with a quartz lens. Records up to five thousand pages worth of text that has been presented before it, allows you to recall it to your vision at will. Can function as a spellbook.

16. Cathexic Monitor: Polished welo opal, set with a ring of rosegold on one side to imitate a iris. Allows you to see how much emotional energy is invested in objects, by a roseate glow about them. Things nobody cares about are unlit, while something considered very important is limned with a rosy flame.

21. Clay Eye: Simple orb of fired river clay, with a stylus-marked sclera and pupil. Lets you identify the presence of motive force in animated objects, golems and the like without having to see them move.

22. Coalblack Sphere: Carved and resin-varnished coal, perfect in every detail right down to the veins on the surface of the eye. Staring at something intently and squinting causes it to catch fire as if a lit torch had been pressed up against it, thrice per day. 

23. Daguerrotypic Lens: A sphere of polished tin, set with a dark lens of smoky quartz. Lets you perfectly memorize up to 15 images and recall them to memory. If implanted on the same side as your dominant hand, you can sketch or paint the scene from memory in photorealistic detail in a tenth of the time it would normally take an artist to depict.

24. Diamond Gaze: Faceted and uncomfortable, the socket it is placed in weeps metalic gold resin that collects like candlewax around the lower eyelid. You may determine the market value of gems automatically, and identify magical gems and jewellery.

25. Excogigating Oculus: A perfect sphere of hardened glass, within which can be seen moving thousands of intricate clockwork mechanisms and miniscule diamond lenses. Roll a d20 at the start of the day, at any time thereafter you may swap the result of this die with any other made by yourself or anyone within your field of vision.

26. Fane Orbit: Brass, with a cinnabar lens, intricately inscribed with minute Adamic script. Can be possessed by a noncorporeal being, allowing them to see through it and communicate telepathically with the wearer. The wearer gains the possessing being's visual abilities, if any.

31. Gorgonized Sphere: Polished granite, with a jagged vein of malachite running through like a serpent's slit-eye. Closing your other eye (if present) and looking through it alone makes you immune to the petrifying gazes of basilisks and medusae. 

32. Hoarfrost Orb: Clear crystal sphere filled with a viscous liquid and flecks of silvery powder. The wearer's vision is not obscured by snow or fog, no matter how thick.

33. Habile Eye: Ivory inlaid with silver in geometric patterns radiating out from an aquamarine lens. Guides the bearer's hand-eye coordination, increasing their skill in delicate tasks such as trap-disarmament and similar tasks, as if they were a Thief of the 3rd level (or giving a Thief +3 levels worth of skill improvements in Climbing, Disarming and Lock Picking).

34. Isocratic Orb: A clear glass sphere, changes its surface to match exactly the wearer's original eye. Persons making eye contact with the wearer automatically assume them to be of equal social status to themselves, regardless of their current attire or familiarity, until given reason to suspect otherwise - at which point they may make a Save vs. Devices to shake off the enchantment.

35. Jacinth Apotropaic: Bright orange cabouchon with a cat's-eye reflectivity. Renders the bearer immune to disease-like curses such as mummy rot, lycanthropy and wasting sickness caused by a Bestow Curse spell and magically induced fear.

36. Karyote Stone: Looks like a bacterium the size of a grape, firm and slightly rubbery to the touch with organelles swimming within. When placed inisde the eye socket will slowly divide into smaller and smaller subdivisions over the course of a week, eventually forming a new biological eye of random colour and possibly belonging to another species, which divides once more to produce a copy of the stone. 

41. Lachrymose Spherule: Marble with a bloodstone cornea. Once per day on command it will weep a single tear of an oily crimson fluid which will act as a Cure Disease potion to anyone who imbibes it within an hour of it forming, and emits a subtle scent in the immediate area which drives vampires and other blood-drinkers into a berserk frenzy, throwing off their human guises and bearing their snarling fangs openly.

42. Malediction Optic: Obsidian inlaid with minute geometric patterns of silver. Allows the wearer to percieve curses on beings and objects as floating achromatic notation in the language of bygone Koth. If the wearer doesn't speak Kothic they can still see curses in this way, but if they also speak the language it will provide details on the nature on the curse and has a 2:6 chance of revealing a non-spell method for removing the curse.

43. Nacreous Spheroid: A beautiful pearlescent orb, optical distortions on its surface give the impression of a rainbow-coloured swirling iris when viewed from the right angle. Amplifies the bearer's charisma to superhuman levels, doubling their hireling limit and loyalty and allowing them to cast Suggestion a number of times per day equal to their Charisma bonus, if any.

44. Numiform Eyecap: An ancient electrum 1 Obol coin, such as those placed over the eyes of the dead. Placed in an empty eyesocket it will affix in place and allow the bearer to see through the ghost of their lost eye. This ghost-eye can see into the spirit world and allows the bearer to percieve invisible undead.

45. Oriform Orbit: Horribly organic, looks like a ball of human gum-tissue with a double row of tiny teeth on one side. Unlike other eyes on this list it provides no replacement vision in the lost eye, however once in place the bearer may open the 'mouth' and if the eye of a dead being is placed in it the bearer may see through it, gaining any special vision modes they once possessed, or allow the Oriform Orbit to chew it up and eat it, allowing the bearer to see the last 5 seconds of the dead's life.

46. Paynim Ocule: Basalt, iris is an incised triskele. The bearer is able to read Ogham and has their alignment move one step toward Chaotic.

51. Quern Gaze: A short cylindrical ring rather than a sphere, granite with a borehole in the centre. Can exert a tortional force on whatever it is directed at, crushing it to a fine powder. This acts as a Disintegrate spell that only functions on brittle, non-living substances, thrice per day.

52. Relucent Cusp: Mirror-shined and featureless. Gives a 50% chance of reflecting back any gaze attacks directed against the bearer.

53. Sable Stone: A light-drinking black stone with a bright star at its centre acting as a pupil. Thrice per day it may absorb all light in a given area, acting as a Darkness spell. However, before the Darkness effect may be cast again, the absorbed light must be first expelled, either diffusely as a Light spell or as a penetrating beam of laser light - dealing 3d6 damage in a 120ft line, save vs. wands for no damage.

54. Setiferous Sensor: Resembles a fossilised sea urchin. When inserted into the eye socket it exudes spines in all directions, painfully embedding itself in the cavity beyond the capacity to be removed without a Regeneration or Heal spell to save the patient from dying in the process. While unsightly, it does provide the bearer with subtle senses beyond the limits of human perception - the bearer gains the ability to detect vibrations in the air produced by moving objects, giving them a 5:6 chance of detecting ambush and negating the attack bonus to sneak attacks.

55. Telestic Witness: Appears to be a piece of midnight sky fashioned into a sphere, with a tiny swirling nebula as its iris and a black hole as its pupil. Once per day permits the bearer to identify the exact nature and function of any kind of weird dungeon shit they find - magic mirrors, sinister altars, bottomless wells of chaos, that kind of jazz. No mucking about, just tell them exactly what it does.

56. Thelemic Monocule: A plain white marble marked with a hexagrammatic ideogram on one side. Acts as proof against any visually-induced mind control effects, such as Hypnotic Pattern or the entrancing gaze of a vampire.

61. Ultion Glare: Initially appears to be a nondescript glass eye that changes to mimic the bearer's original, but when in sight of monstrous humanoids it becomes a baleful slitted and bloodshot red, twisting the bearer's face involuntarily into a snarl and filling their mind with images of slaughter. The bearer gains a bonus equal to their level to damage against orcs, goblins, ogres, giants and other such marauding humanoids, exactly as a Ranger does. They automatically reroll any friendly result on reaction rolls with such creatures.

62. Vaticidal Oculus: Smoky quartz with a flower-spray inclusion of iron oxide at its core. The bearer is immune to any effect that alters luck, fate or probabilities, such as Bless/Bane or portent dice, seeming to step through impossible parabolas of time and space to disregard such oracular chicanery.

63. Willemite Revealer: A brilliant yellow-green gem. Permits the bearer to percieve strange radiations - including magic but explicity excluding curses and illusions - as flourescences within their field of vision, and with practice and experimentation to tell them apart.

64. Xylotomous Eye: Tungsten steel with a spiral screw-head pattern as its iris. Permits the bearer to see through wooden surfaces. Even a coating of paint will obstruct this sight, so it's less useful in seeing through buildings than might be expected but it could allow someone to spy through floorboards with great ease, and is exceptionally useful in spotting things hidden in a forest, granting a +2 bonus to surprise rolls in forested environments.

65. Yantra Stone: A brilliantly coloured enamel sphere covered with a circular geometric diagram. A Cleric who bears this eye treats their effective Wisdom as 4 points higher for purposes of determining bonus spells per day.

66. Zendic Orb: Gold-bright brass, set with the ideogram for "Truth" in the ancient tongue of High Acheron. Divine magic washes off the bearer like water from a duck's back, granting them 80% magic resistance against Clerical or Druidic spells. 

d12 Tooth Replacements
1. Aeviternal Molar: A flawless recreation of an actual human molar (actually slightly larger than modern human, due to the creator having a greater concentration of neanderthal blood than is common in the present day), cast in indestructible black adamant. Grants the bearer immunity to the failure chance of potions of longevity - they can prolong their life indefinately though the use of such potions without the cumulative chance of the effect being reversed.

2. Aerobic Incisor: Coffee-brown and horribly pitted along the inner side. Produces enough oxygen to allow the bearer to survive without an external source of air as long as their airway is not obstructed (such as by being strangled).

3. Bacchanalian Cuspid: Carved from crimson Alexandrite. Allows the bearer to throw off the effects of drunkeness with a moment's thought and acts as a Neutralise Poison spell that only affects ingested toxins.

4. Canicidal Canine: Sharp, conical, formed of gray alien metal shot through with silvery streaks of unknown provenance. The bearer's bite injects a save-or-die poison on any dog or wolf-like creature, including werewolves, wolfweres, wargs and the like.

5. Demephitising Dental: A row of flanged and rugose alagdonite mandibular incisors. Purifies the bearer's breath, both inward - allowing them to ignore poisonous gasses and spores by simply breathing through the mouth - and out; eliminating halitosis.

6. Eclipsis Razor: A maxillary central incisor of titanium-capped cerulite. Allows the bearer to make their speech silent to specific individuals, as many as they choose - though they must be aware of them at the time this power is invoked.

7. Furibund Fang: Silver, longer and sharper than human and intricately cast with symbols of baying wolves, packed together tight as sardines. Allows the bearer to enter into a berserker rage, wherein they increase their To Hit and Melee Damage by +2, decrease their AC by -2, and gain 2d6 temporary hit points for 3 rounds. User must consume several handfuls of raw red meat before using this power again.

8. Grammarye Tusk: Ametrine lower canine, inset with a tiny silverwork shrine to Yig the serpent god. A magic-user with this tooth may once per day choose to increase one of the numerical variables of their spells (such as range or damage) by 50% before casting.

9. Hamartia Taster: An oddly sharp ammolite molar. By tasting the flesh of a creature you can determine any special vulnerabilities or resistances it has. 

10. Irroborating Molar: Lead-gray and metallic. Grows into and through the bones of the user's skull, converting the bone into living steel. The bearer has a 2:6 chance of ignoring critical hits, due to the added internal protection.

11. Tentiginous Mandibular:  Crystal-clear mellite incisor. Increases the bearer's Charisma by 2 points and allows them to cast Dominate by kiss once per day - only one target can be Dominated in this way at any given time, the prior victim being freed from influence if another is targetted.

12. Winterkill Fangs: Replaces both the user's maxillary canines with translucent white feldspar fangs. The bearer's breath mists in hot weather but doesn't in cold. Grants resistance to harm from cold weather, reduces damage from cold-based spells by half, and allows the bearer to breathe a Cone of Cold once per day per point of Constitution bonus.

d12 Fingernail Replacements
1. Batrachian Touch: Patterned like a poison arrow frog. The bearer's attacks inject lethal poison on a critical hit, requiring a save vs. death.

2. Drepanoid Talon: Squamous and reddish brown, like the back of a pangolin. On command extends into a curled sickle-blade. Acts as a dagger in melee combat, and gives the bearer advantage on grappling and climbing rolls.

3. Evirating Claw: Pointed and porcelain-like, shot through with pulsing crimson veins. With a touch the victim must save vs. death or suffer a great langour and muscular ache, reducing their melee damage by -4.

4. Foveate Plate: A plate of horribly pitted leaden metal, like the surface of the moon. Bestows 2d6 bonus hit points, rerolled each dawn, from a paramagnetic field encasing the bearer's skin.

5. Hastate Nail: Shaped like the head of an assegai, cast in dark bronze. The bearer's arm can extend 10ft with a whiplike speed, striking as a spear in melee combat.

6. Kinematic Claw: Mirror-shined and intricately inscribed with geometric diagrams. The bearer can perfectly replicate any hand motion they observe. Amongst other uses, this can allow them to copy a person's writing while observing them from a distance.

7. Nebulising Nail: Initially translucent and colourless, spotted along its surface with tiny pores. By touching it to a liquid substance the nail will absorb it, taking on the same colour. Thereafter it will emit the absorbed substance as a gaseous puff in a 90-degree 3' spray.

8. Obsidian Tecpatl: Razor-sharp and black as night, carved with a side-profile of a skeletal face, could easily cut through a binding rope with a minute's work. If dipped in the blood of a freshly-killed sapient humanoid, holds a charge that can be used to activate any other implant that has limited uses per day.

9. Puissant Finger: Silver-chrome and inset with the constellation Orion in tiny diamonds. The finger it is attached to can be slowly pressed through any solid surface like it was made of wet clay. Useless in combat as it must be pressed in the same place for a few seconds before it will take effect, but can make peep-holes or slowly cut through any surface less than a finger's thickness.

10. Quaffing Digit: Striated and porous like pumice. Allows the user to taste potions to determine their properties by placing their fingertip in the liquid. If tasting would ordinarily reduce the potency of the potion, it is not affected in this case, if the potion is poisoned, cursed or caustic the nail can be sacrificed instead of conferring its penalty to the victim - it turns black, shrivels up and drops off, allowing the victim's normal nail to eventually regrow.

11. Smiting Nail: Silvered, bearing the image of a warrior saint's deathmask. Once per day enwreathes a weapon held in the hand that bears the nail with a radiant silver flame, adding +2d4 damage to the next attack made with it and forcing the target to Save or be stunned with agony for 1 round.

12. Upheaving Claw: Black iron thumbnail, squared like a chisel. Endows the arm that bears it with tremendous strength for purposes of lifting only. The bearer could haul an oxcart off a trapped person one-handed but would not be able to carry it even a single step.

Wednesday, July 20, 2022

Magic Item Shoppes

The Magic Item Shop seems to be an artifact of many people's teenage flounderings with the game, one that seems to be almost universally scorned in these Latter Days. A lot of campaign settings I own explicitly state that such a thing as a place where enchanted goods are freely bought and sold does not exist, often in an attempt to reinject mythic quality to these wondrous objects. It's a laudable instinct, but I prefer to rehabilitate ideas rather than exclude them. To whit, here's a couple of Magic Item Shops I think could be additive to the wonder value of their wares;


Penfold's Discretionaries is a family owned boutique that has - quite coincidentally - existed for almost as long as the Assassin's Guild. It is on the surface an invitation-only tailor and purveyor of gentlemens and ladies' appurtenances, and absolutely not a dealer in tools of covert murder. Every purchase at Penfold's is accompanied by an elaborate etiquette; there is no customer and salesman, only emptor and factor, money is rarely discussed openly and never to the emptor's face. Following a sit-down consultation over coffee with a member of the Penfold family, an itemised quote slipped discreetly to their valet is about as crass as the business' owners - twin brothers Silace and Linus Penfold (both illusionists), along with their sister Ambrosia (a necromancer) - can stomach without scandal. Buying from Penfold’s is akin to being tailored for a new suit or a piece of bespoke jewellery, full of consultations, measurements and adjustments to guarantee the emptor's complete satisfaction. The actual intended function of the device being sold is only ever skirted around in euphemistic terms, with discussion focusing on the workmanship and aesthetics of each piece. The results, however, are always satisfactory in the extreme. If one is ever in need of a way to place a half-foot needle of envenomed stygian steel through the eye of someone who has offended you with pinpoint accuracy from across a crowded ballroom without it drawing comment, accept no substitute.
Roleplaying: The three Penfolds speak in elaborate circumlocutions when it comes to their wares, accompanied with subtle sexual innuendo - the only form of risqué behaviour they allow themselves. Their snobbery is extreme - these are the sort of people who would consider the Queen of England common for using French loan-words - but so is their susceptibility to flattery, especially from those they consider the right sort.
“Would sir care to note the precision craftsmanship clearly visible on the arms and tensile elements? Would it be improper to mention that this item could place a projectile through the eye of a needle at twenty paces? That is, were the gentleman so inclined - and one could not possibly comment on whether he would be, ah-ha. And if sir would roll his sleeve down, he would note how this particular piece makes no impact on the shape of his cuff. Hardly noticeable, in fact. It is important that accessories not ruin the lines of one's ensemble. Such a crass bulge is an insult to the tailor.”
Specialities: Clothing, jewellery & light weapons, with enchantments that emphasise disguise, grace, protection and lethality. Many Penfold originals take more innocuous forms than usual, but are no less effective - a black pearl hatpin that functions as a Dagger of Venom, a Cloak of Invisibility in an elegant frock coat, a Staff of Withering in the form of a sleek ebony walking cane.
Prices: Very high, add 20-50% on to the market price. Try to haggle and you might get it lowered just because the Penfolds hate arguing over money (it's just so plebian), but will also be refused any repeat business. They may even send discreet letters of apology to any clients of theirs who were present for the unpleasantness (and they have a lot of professional assassins on their client list, all of whom would love to get on their good side). Emptors who show sincere and knowledgable appreciation for their craftsmanship receive better rates.
Quality: Impeccable. The Penfolds would rather drink poison than let a cursed or flawed item leave their premises, unless the emptor had specifically requested such - as a gift, perhaps? Items are often subtly superior to common examples of their kind, such as an invisibility granting device also masking scent.
Aesthetics: Penfold's distains chasing fashion, preferring timeless elegance that only the cultured eye can appreciate. Colours are muted, favouring shades of sable, argent, arsenic and midnight blues. Decoration is fine and understated; a delicate filigree of golden ivy, a cabouchon jet, a trim of finest lacework. Hard fixtures are in blued steel, brushed brass, ebony and bone. A discerning emptor will note an absence of anything that twinkles or catches the light.


Pecksniff's Relics is a dimly lit, cramped, dusty and haphazardly organized antique shop run by the titular Mr. Bladislav Pecksniff, an almost impossibly aged and wizened man of indeterminate species (stats as a lich, with cleric and druid spells and immunity to Turn Undead). Scuttlebutt holds that he was once a conman on the pilgrim roads, selling old bones and coffin nails to those with more faith than sense, until he came across the real thing in an ancient desert tomb while following a crusade, and realised that his theological specialty could be put to better and more profitable use. This dusty store holds some of the most holy relics in all creation. The original hand-penned epistles of St. Numbus to the Dendarians, the wooden skeleton of Archdruid Pandelmon, the golden thumbs of Sister Briaccus and other long-thought-lost items of reverence can be found here. Mr. Pecksniff himself tolerates idle browsing with thinly veiled suspicion, being quick to remind customers that his store is not a museum (he even has a sign indicating such, one of many) and will angrily swat the hands of anyone he deems unworthy away from his goods if they try to lay their grubby mitts on them.
Roleplaying: Once a cynical con-artist, long familiarity with objects of undeniable holiness has rendered Bladislav Pecksniff something of an omnitheist, though it has done little to improve his temper. He is almost resentful to part with items from his collection, doing so almost out of long habit than any real need (he's long since amassed a misers hoard), and will look for any opportunity to refuse service. Those looking to sell, on the other hand, can expect an unctuous greeting. Pecksniff is an unequalled expert in holy relics of all kinds, and is more than happy to wax on at length about the provenance, legends and powers of anything brought to him.
"Eh? What have we here...ohhh, the cloak of Adolphus the Tristylite, which sheltered him from the slingstones of the Nemerians and the fetid breath of Bendalaphon the Ochre, without interrupting his meditation. One second... Oi, I've told you lot before; you touch it, you bought it! Don't make me call your abbot! Fucking acolytes..."
Specialities: Pecksniff's stock is as eclectic as it is ecclesiastical. He carries few weapons - though there are one or two saint's swords and sacrificial knives about the place - but has umbrella stands full of holy staves, sandalwood cases full of vestments, robes and cloaks (and mothballs), and all manner of amulets containing fragments of saint's bone. He favours the relics of Lawful deities, but has a few eldritch artifacts of the primal gods of Chaos locked up in his basement for those who insist on such things.
Prices: Average, but increasing by 10% every time a party member does something to annoy Mr. Pecksniff. He is very easily annoyed, and careful attention to his multitude of signs ("Look, don't touch", "Silence is golden" , "No spitting, smoking or cats", "Wipe yer feet", among others) is essential in ensuring a good price. Part-exchange is also available.
Quality: Highly variable, some of the relics in Pecksniff's store are items of extraordinary power, on par with a Holy Avenger or Staff of Healing, but quite a few of them are variously cursed or function only for those of Lawful alignment (20% chance of either), and many are actively sought after by sanctioned relic thieves and iconoclasts (3:6 chance that the next random encounter a customer faces is a band of 2D4 Thieves with a zealous glint in their eye).
Aesthetics: While saintly incorruptibility goes a long way, dust and wear still means that much of the stock bears the stamp of its age. Most of them are of clearly archaic design, with bronze or plaited iron instead of steel and pennanular clasps instead of folding pins.

Thursday, October 28, 2021

GLOGTOBER - Collab with theisticGilthoniel - Spell Charms

Here be a selection of spell charms for theisticGilthoniel's Hypogeum magic users, in turn inspired by my old post of MtG: Arena wozerd-duellists. Spells being tangible items is cool and fun and you should use it wherever possible.

MtG Piracy Charm

  1. An arrowhead crafted from transparent aluminium on a delicate silver chain (magic missile).
  2. Feathers of an eagle, a raven and a hummingbird, bound together at the quill with a gold-set aquamarine (flight).
  3. An ouroboros carved from jadeite on a leather thong. (raise dead).
  4. A tiny articulated marionette of rosewood with silver wires connecting to its crossbar. (animate object)
  5. A thumb-sized polished pewter bell with no clapper (silence).
  6. An orb of quartz carved with intricate abstract striations, pierced by a silver nail (read minds).
  7. A sunburst amulet of red gold (fireball).
  8. An onyx pendant carved in the shape of a bat (darkness).
  9. A platinum coin etched with a smiling face on one side and a snarling one on the other (control emotions).
  10. A leather pouch containing a number of small figurines, each carved from a tooth in the form of the creature of origin (summon monster).
  11. A thimble-sized iron cup (shield).
  12. Two seated figures like chesspieces, carved from ivory and ebony, bound together with a copper wire (telepathy).
  13. A silver phylactery containing a scroll scribed with 101 blasphemies (lightning bolt).
  14. A blocky, almost cubic fist carved from a piece of magnetite (telekinesis).
  15. A lamp with an age-blackened patina of soot and oil, hardened to a lacquer (grease).
  16. A turquoise flute, carved with depictions of birds in flight (gust of wind).
  17. A bracelet of beads carved from human finger bones (chill touch).
  18. An obsidian disc polished to a mirror shine, in a gold frame (scrying).
  19. A leaden hand-stamp bearing the Adamic character for "acquiescence" on one side and "denial" on the other (open/close).
  20. An ostentatious vermeil ring inset with a cabouchon sapphire (elemental blast: cold).
  21. A set of cloisonne nesting dolls (shrink/grow).
  22. A stylus made from a spar of fulgurite (explosive runes).
  23. A perfectly symmetrical and unadorned cube of black basalt (dispel magic).
  24. A corked silver tube containing a stick of glimmering gypsum chalk (circle of protection).
  25. A plumb line with a bronze bob engraved with dwarves runes (wall of stone).
  26. Anointing oil in a green glass phial, moulded with intricate patterns of coiling serpents (cure wounds).
  27. Two full-finger rings of black-lacquered copper with sharpened nails (spider climb).
  28. A short chain of five silver wire links; a circle, a triangle, a square, a pentagon and a hexagon. (intangibility).
  29. A black half-mask with a mirrored interior (disguise).
  30. A large ruby surrounded by pearls, meant to be worn over the ajna chakra (burning ray).
  31. A green jade needle, capped by a gold lotus finial (restoration).
  32. A crystal alembic the size of a chicken's egg (distill magic).
  33. A wand crafted from braided spars of copper, black iron and tin (sorcerous blast).
  34. A circular amulet bearing the relief of a three-headed hound (barrier).
  35. A mummified firefly, encased in a tubular glass reliquary the size of a man's smallest finger (create light).
  36. A two-sided mirror, one side silvered, the other gold (illusion).
  37. A signet ring with a blank iridium coin as its face (mark).
  38. A polished orb of tigers-eye in a maroon velvet pouch (arcane eye).
  39. A tangerine-sized spherical brass censer on a chain, the smoke holes of which are in the shape of Adamic characters (conjure).
  40. A crystal phial of anointing oil, despite its clarity the oil smells discernibly of blood (magic weapon).
  41. A purple ribbon embroidered with golden runes of nobility and uprightness (regalia).
  42. A small silver aspergillum and aspersorium set (enchant).
  43. A hollow teak figurine of a carrier pigeon (message).
  44. A necklace of hard animal remains - claws, skulls and fangs on a rustic leather thong (beast form).
  45. An anthracite figurine of a crusader knight (set ablaze).
  46. The fossilised larynx of a prehistoric lion-analogue, painted with red lacquer (beast speech).
  47. A brass amulet with a gurning, oddly lifelike human face (anthropomorphize).
  48. A chisel blade, intricately engraved with stylised vines and leaves (woodwork).
  49. A copper rooster charm, depicted mid-crow (control weather).
  50. A set of miniature pan pipes, each pipe carved from a different bone (call to animals).
  51. A cartouche containing a crude clay face, with polished stone eyes and teeth (mouth of the earth).
  52. A steel square-rule, with the measurements marked with giantish characters (giant growth).
  53. A doeskin pouch of assorted seeds marked with a symbol that could be a downturned sickle or the curve of a pregnant belly (fertility).
  54. A brasse-taille locket containing a depiction of an enthroned Emperor on one side and a cutting from his cloak under glass on the other (glory).
  55. A tuning fork that resonates with human speech (reveal falsehood).
  56. A bracelet of antique gold, dotted about its circumference with enamel eyes (angelic form).
  57. A river pebble polished smooth in a waterfall plunge pool, carved with a lighting bolt rune (voice like thunder).
  58. A dagger of purified silver, every millimetre of its blade inscribed with exhortations against unclean forces (banish).
  59. A maroon silk napkin embroidered all over with the hieroglyphic depictions of servants cooking (miracle feast).
  60. A black velvet bag containing two large silver coins with a death's head on one face and an hourglass on the other (fear).

Sunday, May 23, 2021

Magic items for Sorcerers

 Wizards get wands, scrolls & potions, what do sorcerers get?

Jewelled Amulet, MTG Basic

Soulstones
Take a large gemstone - no, bigger...bigger...BIGGER! - stare into it like the kind of madman who can bend the world over his soul, realign its atomic structure until it resonates with your will. A soulstone has a capacity of 1SD per 200gp of the gem's value, up to a maximum equal to your number of Sorcerer templates. Once per day you can spend an hour staring really fucking hard at your soulstone to give it 1SD. This counts as a use of your sorcererous powers for determining your current Instability Dice.

The SD stored in a soulstone can be used for two purposes - either added to the [sum] and [dice] of a sorcerous effect or to offset Instability Die gains for increasing the scope and duration of sorcerous effects. 

A sorcerer can only have one soulstone at a time, if they try to take another the stones get jealous and refuse to work at all until the sorcerer chooses a favourite.

Disrupting Scepter, MTG 7th edition

Sceptres
A sorcerer is royalty of the soul, a sceptre helps the world to get the message and fall in line behind the idea. A sceptre is attuned to either Harm, Alter or Create. When a sorcerer with a sceptre creates an effect that utilises the sceptre's attunement, they can freely expand the effect's scope (targets, duration, etc.) as if they had added +1 Instability Die. This does not add any additional Instability dice to future Soul Casting rolls. More elaborate sceptres might add +2 or even +3, though these are generally the property of ludicrously megalomaniacal sorcerer-kings and quickly dismantled and their pieces scattered to the bottom of various forgotten and haunted places by their relieved subjects after their deaths.

Black Lotus, Posted by u/mj3017

Lotus
The lotus in its many varieties - most notably the black, yellow, golden and purple - has long been cultivated in sorcerous gardens for its narcotic properties and processed into incenses, resins, liquors and essences. Whatever the method the sorcerer chooses, a dose of lotus costs about 1gp and the trip lasts about 15 minutes - it's a bit like a DMT, though much less disorienting as it doesn't cause hallucinations at all, instead it polishes clean a sorcerer's spiritual eye. A sorcerer who does not have soul vision gains it while under the influence of lotus, a sorcerer who does have soul vision can reroll 1 Instability die per turn.

Sorcerers often try to outdo eachother with the extravagance of their lotus consumption. Click below for how your sorcerer prefers to get hepped up on goofballs (made with https://slightadjustments.blogspot.com/p/generator.html);

GLAUGUST #3 - Futility of categorization (Microfiction)

"The first thing you must disabuse yourself of is that there is any such thing as magic." Spake the old wizard Kaitos. It was, hi...