Wednesday, March 19, 2014

Magic Items and Enchantments

I'm a much better sword swinger than spell slinger, so forgive me if what follows isn't earth shattering. I have never been one to ooh and aah overmuch when it comes to magic in games and stories. My characters are typically straightforward fellows preferring to use a well-crafted weapon in their own two hands. But that's not to say that magic doesn't have its uses. Flipping through my DM guide gave me a few ideas in areas that I've previously and sometimes purposefully avoided.

First off, what is the basis of magic in the world? Is it without form from another plane, or drawn from the swirling elements of the world around you? Is there good magic and bad magic? Laws, abuses, taboos?

In the game world my chums and I are developing we're thinking that magic is much more elemental - like "weaving" in Robert Jordan's Wheel of Time series. The somewhat Ptolemaic construct is this:


Beginning at the center is the focus of Light, then Air, Earth, Water, Fire, Spirit, and finally Shadow. They are arranged as such because air is between the earth and the sun. Water encircles the land. Deep beneath the earth is were rivers of fire flow. Spirit surrounds everything, separating the realms of life and death. Delving too far into the spirit world, or using the Aether/Ether for malicious purposes leads to corruption of Spirit, which is Shadow. I haven't decided if Light is actually a school of magic that can be used by mortal beings. Maybe it is a tool that only gods can use.

Keeping in line with the random roll concept, if you can't decide on which school your character or an NPC favors, just toss a d6 and see what you come up with.
1. Air
2. Earth
3. Water
4. Fire
5. Spirit
6. Shadow

Or let's say you're party knows nothing of magic until they come across magic items in a treasure hoard.
Roll a d10 to determine what they find.
1. Potion - a simple concoction that grants a bonus like healing, stamina, etc.
2. Gem or crystal - a raw or cut jewel which can be imbued with magic.
3. Amulet - a necklace (simple or complex) made of various materials and adorned with a set magical stone.
4. Ring - a smaller and/or more intricate version of an amulet. It's assumed rings take more skill to craft.
5. Rod, wand, or staff - either a simple stick topped with a crystal or a very intricate staff festooned with mysterious runes of warding. Such an item would focus powers much more than a piece of jewelry.
6. Scroll - a single page of runes and/or illustrations that teach the reader magical secrets...assuming it can be deciphered.
7. Weapon - an enchanted sword, axe, bow, arrows, etc. that give the wielder additional powers.
8. Shield - just as it sounds, it is a shield enchanted with extra protection against attacks both physical and/or magical.
9. Armor - it can be enchanted with added protection, just as a shield is, or it grants added strength, stealth, fortitude, etc.
10. Tome - an entire book of spells would be quite the valuable find!

**Revised list for 2d6

2. Armor
3. Shield
4. Rod, Wand, or Staff
5. Cloak or Boots
6. Crystal or Gem
7. Potion
8. Amulet
9. Ring or Jewelry
10. Scroll
11. Weapon
12. Tome

As for enchantments placed on shields and armor, these are just a few I've come up with.
Enhanced Fortitude - roll 1d4 to determine the HP bonus.
Enhanced Strength - the armor weighs 1d4% as much, or your carrying capacity is boosted by 1d4%.
Increased Speed, Stealth, Agility, Dexterity - this would depend on whether the item is a cloak, boots, or gloves.
Elemental/Magical Resistance - attacks against you with magic do 1d4 less damage.
Sonic Deflection - when struck the shield or armor makes a loud noise that stuns the attacker like a flash-bang grenade. Perhaps this could also have a blinding effect with a flash of light.

Some other generators I'm fond of are:
Inkwell Ideas Magic Item/Shop Inventory
Donjon Random Magic Shop
RoleplayingTips.com Shop Inventory - this is an Excel download for mundane and magical items.

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