Author Topic: Custom Enchanted/Focus items  (Read 3692 times)

The Werewolf

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Custom Enchanted/Focus items
« on: December 14, 2010, 04:37:53 AM »
i figured since no one made a thread i'd start one. so feel free to share items you've made.

Leather Duster
block:6 5/uses or Armor:2
complexity: 9

Onyx Dragon Ring
Earth Def. Power +1
complexity:5

Red Oak Rod
Fire Off. Power +1
complexity: 7
« Last Edit: December 14, 2010, 01:44:11 PM by The Werewolf »

The Werewolf

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Re: Custom Enchanted/Focus items
« Reply #1 on: December 14, 2010, 01:48:29 PM »
snowglobe
uses:1 (breaks when used)
complexity:6
effect: blinds the target for around 2-5 minutes and causes snowfall in a 20 foot diameter of the target.

sticky wand
uses:3
complexity:4
effect: shoots a sticky goo at the target, stop movement and attacks. they are basically sitting ducks!

Offline Wyrdrune

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Re: Custom Enchanted/Focus items
« Reply #2 on: December 14, 2010, 02:21:29 PM »
Glasses of True Seeing
Base Strength: x
This enchanted glasses, shades or monocles give +x on Alertness-checks.

Magnifying Glass of Investigation
Base Strength: x
This enchanted magnifying glass gives +x on investigation checks.

If we use potions in this thread we also used the classical Invisibility potion who gave +x to Stealth.

The more unusual potion was a diving potion that gave the drinker the powers and shape of the monster from the black lagoon (they used it to salvage something from a sunken submarine near the Russian coast). It had a Base Strength of 4 (the physical stress of the wizard who made the potion) and about 7 points of temporary powers (inhuman strength, toughness and speed (catch: only under water), beast change, aquatic and shadow of the beast (some underwater-creature senses like sonar, low light vision). As the wizard was a specialist in transformations he could use it about 4 times.

Later he worked on a similar potion that could turn him to a raven for not having to use public transport. He later made a ring as the potion's taste was somewhat disgusting. In theory he could use the ring 4 or 5 times (not sure) per session, but as he tries to save fate points he does not use it very often.

I left the variables as x as strength and number of uses depends on the wizard who creates the item.

Offline Imp

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Re: Custom Enchanted/Focus items
« Reply #3 on: December 14, 2010, 08:12:58 PM »
Sandman Sand
(potion) When the sand is sprinkled on a being that is ALREADY asleep they will remain asleep no matter what is done to them for 8 hours.
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Dreaming as the days go by, Dreaming as the summers die: Ever drifting down the stream --Lingering in the golden gleam --Life, what is it but a dream-Lewis Carroll

Offline Sanctaphrax

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Re: Custom Enchanted/Focus items
« Reply #4 on: December 14, 2010, 10:10:30 PM »
I think your items may be a bit too strong, Wyrdrune. If magic can add directly to any other skill and add powers so easily then spellcasters are better than everything else combined.

Anyway, here are the foci from the spellcasters on the Generic NPCs thread. Some may seem remarkably similar to one another, since my imagination isn't limitless. Some names have been edited for clarity.

Rakshasa's Ring (+1 curse complexity and control)
Rakshasa's Staff (+1 offensive and defensive spirit power and control)
Catoptromancy Mirrors (+1 divination complexity)
Ritual Knife (+1 blood magic complexity)
Orb Of The Seas (+2 offensive and defensive water power)
Staff Of The Seas (+3 offensive and defensive water control)
Crown Of Coral (+4 Fomor magic complexity)
Throne Of Pearls (+2 Fomor magic complexity)
Coral Staff (+1 offensive and defensive water control and power)
Banner of Seaweed (+3 Fomor magic complexity)
Fomor Evocation Ring (+1 offensive water control and power)
Fomor Thaumaturgy Ring (+1 psychomancy and Fomor magic complexity)
Triangle Chain (+2 offensive power to hellfire)
Square Chain (+2 offensive control to hellfire)
Pentagon Chain (+2 complexity to diabolism)
Diamond Ring (+2 offensive fire control)
Emerald Ring (+1 offensive fire power)
Ruby Ring (+1 defensive fire control)
Topaz Ring (+1 diabolism complexity)
Some Guy's Right Arm (+3 offensive power to Outsider-sponsored evocations)
Some Guy's Eyeball (+1 offensive control to Outsider-sponsored evocations)
Some Guy's Left Hand (+2 defensive power to Outsider-sponsored evocations)
Cthulu Statue (+2 complexity to Outsider-sponsored rituals)
Clock Helmet (+2 chronomancy complexity)
Skull Necklace (+1 complexity and control to necromancy)
Spellbook (+2 offensive spirit power)
Shield Ring (+1 defensive earth control)
Hand Mirror (+2 offensive spirit power)
Skullcap (+2 psychomancy complexity)
Wand of a Witch (+2 control to transformation and disruption)
Hat of a Witch (+2 complexity to transformation and disruption)
Blasting Rod (+3 offensive fire power)
Glasses (+1 offensive fire control)
Gauntlet (+2 defensive fire control, linked to a single spell)
Armband (+2 defensive fire power, linked to a single spell)
Duffel Bag Full Of Calligraphy Gear (+4 complexity to wards)
Summoning Circle Carpet (+3 complexity and control for summoning and binding)
Pipette (+1 crafting frequency)
Burette (+2 crafting strength)
Ritual Mask (+1 offensive and defensive spirit control, +1 control and complexity to diabolism)
Senior Council Member's Staff (+3 offensive water and spirit power)
Senior Council Member's Ring (+2 offensive spirit control)
Wardcrafter's Tome (+4 complexity to wards)
Warden Commander's Left Glove (+1 defensive fire control)
Warden Commander's Right Glove (+1 offensive fire control)
Sponsor's Staff (+1 offensive and defensive control and power to spells cast with sponsored magic)
Four Piercings (+1 offensive and defensive earth control and power)
Warden Sword (+2 offensive and defensive fire power)
Anvil (+1 crafting strength and frequency)
Junior Warden's Gloves (+1 offensive fire control and power)
Lich Lord's Staff (+6 Offensive Spirit Power)
Funeral Mask (+3 Necromancy Complexity and Control)
Sarcophagus (+3 Crafting Power and Frequency)
Wizard's Ring (+1 defensive water control)
Crystal Ball (+2 divination complexity)
Magic Wand (+1 offensive and defensive air control)
Scrying Lens (+1 divination control)
Warden's Left Glove (+1 defensive earth power)
Warden's Right Glove (+1 offensive earth control)
Amulet (+2 offensive earth power)

Offline Mal_Luck

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Re: Custom Enchanted/Focus items
« Reply #5 on: December 15, 2010, 01:04:13 AM »
Tesla Gun [Colt 1911] – Earth [Lightning] Evocation Weapon:2 x 5 Uses, roll Discipline to attack, modified by Guns (in the case of Faraday, this is a +5). (1 Enchanted Item Slots)
Base Strength 5, Crafting Strength 1, 3 Strength converted for Uses.
The gun gathers ambient electrical energy and focuses it into bursts of deadly lightning. Instead of bullets in the gun’s magazine, it is filled entirely with a chunk of rune inscribed copper. Although Faraday made the weapon, the gun is not powered directly from him making the lightning a more normal electric blue color rather than the greenish lightning Faraday wields when throwing around evocations.

Sword Cane Blade (+1 for Offensive Power and +2 Offensive Control for Earth);  Weapon:2 (Sword) or Weapon:2 (Baseball Bat)
The cane is covered with runes and lightning designs carved into it to enhance and control Earth Evocations. On the pommel of the sword (or head of the cane depending upon your perspective) is a small electrum pentacle. The blade is made of electrum to conduct the electricity. The focus is just the blade and hilt (head of the cane); the scabbard is not required for the focus to be “whole.”

Shield Cuff (+1 Defensive Control and +1 Defensive Power for Fire); Used only for Glacia spell
A belted leather cuff on his left wrist with symbols of a shield with the runes of protection and strength stitched into it for enhancing and controlling defensive Fire energies for the Glacia spell.
DV Mal_Luck v1.2 YR3 FR1 BK++++ RP++++ JB TH(+++) WG(-) CL SW(+) BC(++) MC(--) SH [Molly+++ Murphy++]

Offline Warpmind

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Re: Custom Enchanted/Focus items
« Reply #6 on: February 07, 2011, 02:17:15 PM »
Bit old thread, but what the heck...

For my Unseelie Noble Changeling, I've set up a Magical Mirror (works like, well, a homing vidphone, for lack of a better term), which tracks down an object or person and grants two-way communication (auditory and visual), provided there is a mirror in the immediate vicinity. Does not actually provide accurate information on the target's whereabouts, except for immediate audiovisual clues. I'm thinking... 1 Enchanted Item slot for this one? Or does two seem more correct? (For the effect alone - strength augmentations notwithstanding.) Evidently, this is Thaumaturgical Divination-type magic...

Also, there's a little potion I like to call "Midwinter Night's Dream" - which, when sprayed into the target's face, puts them to sleep for a while, and fuzzies up the details of where reality ended and dream began... Not really invasive, just a little help on the way for the mind's natural tendencies to explain away the impossible...

Feel free to point out if my calculations seem... off.
...You know the character is special, when reloading his frying pan is the right thing to do in a battle on the high seas...

Offline bitterpill

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Re: Custom Enchanted/Focus items
« Reply #7 on: February 07, 2011, 02:37:21 PM »
Pretty Painted Fan (defensive Air Magic +1 Power and Control)

Seven Fold Warfan (offensive Air Air +2 Power and Control) Weapon +1

Aeolian harp of Doom ( Weapon 10 Air Attack, 6 times a secession) 6 focus item slots, 12 enchanted item slots 



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Offline Mal_Luck

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Re: Custom Enchanted/Focus items
« Reply #8 on: February 07, 2011, 05:39:20 PM »
I thought this was a new thread until I saw my old post, but since then my items have changed a bit and flavor and are prettier. All enchanted items/potions are made with Superb Lore.




Focus Items (2 Focus Slots)
Sword Cane (Pic 1) (Trope 1) (Trope 2 / Trope 3 / Trope 4)
+1 Offensive Earth Power/Control; Weapon:2 (Sword) or Weapon:2 (Baseball Bat)
Slightly less than a meter long and somewhere between a blasting rod and a short stave, the sword cane is covered with runes and lightning designs carved into it to enhance and control destructive Earth Evocations. On the pommel of the sword (or head of the cane depending upon your perspective) is a small copper hexagram and the blade is made of a conductive metal. The focus is just the blade and hilt (head of the cane); the scabbard (body of the cane) is just decorative and not required for the focus to be “whole.”

Enchanted Items (8 Enchanted Slots)
Lightning Gun (Pic 1) (Pic 2) (Trope 1 / Trope 2) (Trope 3)
Earth [Lightning] Evocation Weapon:3 x 6 Uses, roll Discipline to attack (3 Enchanted Item Slots)
Base Strength 5, 2 Slot for Uses, 1 Strength converted for uses, 1 Strength converted to allow anyone to use.
The gun gathers ambient electrical energy, stories it into a rune inscribed copper power cell, and focuses it into bursts of deadly lightning. These discharges of lightning, like Faraday's evocations, are impossibly green bolts of lightning. Faraday usually wears a shoulder rig to conceal the lighting gun and since it's not actually a gun he normally doesn't get in trouble with it, especially when he pretends it's just a part of a costume.

Spellwoven Jacket (Pic 1) (Trope 1 / Trope 2)
+4 Block or Armor:2 x 3 Uses (2 Enchanted Item slots)
Base Strength 5, 1 slots for Uses, 1 Strength converted to allow anyone to use.
The jacket is made of cloth with many runes and sigils of protective energy stitched and sewn into the jacket. Some of these runes and sigils are made of metal wire to create an ironically appropriate Faraday Cage for redirecting energy. All the runes combined make the jacket able to stop bullets and other nasty things.

Atomic Energy Belt Buckle (Pic 1) (Trope 1)
Acts as a Stimulant Potion (YS304), except it can suppress up to 6 shifts worth of fatigue-related mental and/or physical consequences.
Quote
Effect: Thaumaturgical transformation, makes the consumer a little faster, a little more alert, a little more able to resist the effects of fatigue. Reduces the amount of mental stress casting an evocation does to the consumer by one (though this can’t reduce it below the one-stress minimum); temporarily suppresses up to six shifts worth of fatigue-related mental and/or physical consequences (the consequence is still there; it just can’t be tagged or invoked while the potion is in effect).
Base Strength 5, 1 Slot for Strength, Lasts one Scene (2 Slot Potion)
Although Faraday has a deep reservoir of magical energy, even he sometimes needs a little help. Faraday was taught by a shaman how to store life energy and magic within a talisman, but he forgoes the wooden carvings for a much more stylish belt buckle. Though the the front of the buckle is unadorned by symbols other than the one for atomic energy, the back is completely covered in runes the shaman taught him for Power, Courage, and Hope. When Faraday activates the talisman, stored adrenaline and pure magic rush into his body filling him with immense power and confidence. While activated, the buckle glows in a faint green aura until it runs out of energy and fades back to normal, as if nothing had happened and all the aches and pains from before activation return. To suit the explosion of near-atomic energy, Faraday often hums the 1812 Overture as he proceeds to kick his enemies' asses up between their ears while the buckle is activated.
DV Mal_Luck v1.2 YR3 FR1 BK++++ RP++++ JB TH(+++) WG(-) CL SW(+) BC(++) MC(--) SH [Molly+++ Murphy++]

Offline Warpmind

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Re: Custom Enchanted/Focus items
« Reply #9 on: February 10, 2011, 11:19:27 AM »
Good Night's Sleep
This potion accelerates the imbiber's body through the process of 8 hours' good sleep, with everything that entails. It clears up the Stress trackers and all Mild Consequences in seconds. It also applies the temporary, sticky aspect Well Rested on the imbiber.
The less pleasant aspect of this potion is the fact that the imbiber effectively had eight hours' sleep, rendering them quite unlikely to be able to sleep for the next fourteen to sixteen hours, give or take. Also, other biological functions will come calling immediately. One might wish to make sure there is a bathroom available...
...You know the character is special, when reloading his frying pan is the right thing to do in a battle on the high seas...

Offline Peteman

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Re: Custom Enchanted/Focus items
« Reply #10 on: February 10, 2011, 01:09:16 PM »
Magic Marker of Elbereth
The "potion" is a stored mini-ward contained inside a marker or pen. This potion can be used defensively or offensively by either dropping it at your feet or throwing it at the target, where it will spray its contents around the target, forming a magic circle.

For some reason, it does not work on minotaurs.

Offline Drachasor

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Re: Custom Enchanted/Focus items
« Reply #11 on: February 10, 2011, 07:04:52 PM »
Glasses of Arcane Sight (1 enchanted item slot):  These glasses let the creator make an Arcane Investigation Check at their Lore rating (well, Lore Rating +1 for my character due to specialization).

My guy is going to have this since he doesn't have The Sight yet.  Though, this is actually better than what he could typically do with the Sight as far as arcane investigation goes.
« Last Edit: February 10, 2011, 07:08:39 PM by Drachasor »

Offline Drachasor

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Re: Custom Enchanted/Focus items
« Reply #12 on: February 10, 2011, 07:06:54 PM »
Glasses of True Seeing
Base Strength: x
This enchanted glasses, shades or monocles give +x on Alertness-checks.

Magnifying Glass of Investigation
Base Strength: x
This enchanted magnifying glass gives +x on investigation checks.

There aren't any rules for items that give a flat bonus to checks, unless you meant they make the check as if their skill was equal to X rather than adding X to their skill.  We only have one item in the books that does this and it only does it on something very specific (faerie illusions).

Offline Wyrdrune

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Re: Custom Enchanted/Focus items
« Reply #13 on: February 11, 2011, 08:33:39 AM »
There aren't any rules for items that give a flat bonus to checks, unless you meant they make the check as if their skill was equal to X rather than adding X to their skill.  We only have one item in the books that does this and it only does it on something very specific (faerie illusions).

erm, yes...

you and sancta are right (we traded a few PMs) and in that case, I would say that x substitutes for the skill of the wearer, or a special condition has to be added (like the case of the faerie illusions). i would tend to replace the users skill with x (most of the time the lore of the guy who enchanted the items).