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Quests Of Change
Quests Of Change

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Magic Items Vol. Five (Alpha 0.1)

Whip Of Domination

Magic Weapon: (Rare Whip) While quite rare within the Realm of Mortals, they are a common sight within the Realm of Corruption and are frequently wielded by high ranking fiends and those that aim to bend other to their whim. In addition to boasting the long rang that whips are known for, a Whip of Domination can be used to ensnare a target's body or their mind, allowing allowing the whip's wielder to restrain a threat or gain a temporary ally. Within the Realm of Mortals, while they aren't the most common, they can be found in the hands of demons who'd entered this realm or by those who may've stuck foul bargains with such fiends.

Rank: Gold

Two-Handed

Range: 2 (hits three horizontally adjacent spaces that are two spaces from the attacker)

Accuracy: 1d6 + 3 + Finesse (roll individually for each target)

Damage: 1d4 physical + 2d8 Psychic + Strength 

Critical Potential: Yes

Additional Abilities: When a creature is dealt damage by this weapon, its wielder may pay 10 MP. (If this attack hits several creatures at once, the whip's wielder may pay an additional 10 MP for each additional creature). If this MP is paid, the whip's wielder chooses Charm or Bondage. If Charm is chosen, the target must roll 1d6, adding their resolve. If the total result is less than the wielder's Mind, that creature becomes charmed by the whip's wielder until the end of that creature's next turn. If Bondage is chosen, that creature must roll 1d6, adding their finesse. If the total is less than the wielder's mind, the target's movement is reduced to 0 for as long as that creature remains within the whip's range.

Sphere Of Purity

Magic Item (Very Rare): Highly sought after by adventurers that regularly deal with transformative monsters, a Sphere of Purity is an orb of condensed magic that is the byproduct of the magics of angels and demigods. Completely composed of the most holy and purifying of magics, a Sphere of Purity is highly regarded for its two capabilities: its ability to provide adventurers with a temporary safe haven, and the ability to conveniently provide the effects of a Ritual of Purification. Though these glowing gold spheres are quite difficult to find, they are sometimes given to adventurers by angels or high ranking members of the church of purity as payment for completing an arduous task on their behalf or for putting an end to particularly dangerous demons.

This Orb has three charges. Once a charge is expended, this lost charge is regained after twenty-five days have passed.

At the cost of one charge, a creature can spend one hour to perform a Ritual of Purification, or they may spend one hour to Ward the surrounding area (every space within 10 spaces of the orb) from Demons, Fairies, and any specific creatures named while this ward is being created. Creatures affected by this ward can not willingly enter this space. Additionally, creatures within the warded area appear invisible to affected creatures. This area remains warded this way for 24 hours.

Override Dagger

Magic Weapon: (Very Rare Dagger) An Override Dagger is a small dagger with a blade composed of a shard harvested from deep within a gem cavern of the Realm of Corruption. While these daggers are incapable of dealing much physical damage to another creature, they are incredibly dangerous due to their possessive properties. If this dagger is plunged into another creature, the blade absorbs the soul of the target, transferring the wielder's soul into the body of that creature. Unlike the majority of possession-based magic, this effect lasts indefinitely unless either the blade is shattered or if the possessed creature is defeated in combat. Despite their rarity, this ability has led to them being viewed as among the most desecrated and unholy objects in existence by the Church of Purification. The church's hatred of these blades is of such a significant degree that they are willing to pay those who can reclaim them and bring them to the church for safe destruction.

Rank: Gold

One-Handed

Range: 1

Accuracy: 2d4 + finesse

Damage: 1 + Strength

Critical Potential: Yes

Additional Abilities: If a humanoid creature is dealt damage by this dagger, the target's soul becomes trapped within the dagger as long as it isn't already occupied by another soul. The dagger's wielder then possesses the target's body, until the dagger is either destroyed via a Ritual of Purification, or the Possessed creature is defeated. While possessing a creature this way, a creature maintains its Will, MP, Mind, Resolve, and Finesse, using the possessed creature's HP, Strength, Defense, and Speed.

Celestial Lantern

Magic Item (Uncommon Gear): Commonly found within temples and churches Celestial Lanterns are ornate glass lanterns blessed by an angel. While their shapes may vary greatly, the flames of these lanterns vary in color, reflecting the type of angel that had blessed it. When carried by a creature, in addition to shedding light in a three-space radius, cutting through darkness produced by magical effects, these Lanterns can ward against the offenses of demons.

While a creature carries this weapon in one hand, all damage dealt to that creature is reduced by 3. Additionally, if that creature would roll a dice to resolve a mind-altering or transformative effect, the Lantern's wielder adds +3 to that roll.

If this Lantern is being wielded by a creature with five Class levels of Priest, once every 24 Hours, that creatures may spend a two-handed action to produce spectral angelic wings for 1d4 turns. While these wings are active, the creature is capable of flight and gains +1 movement.

The House Always Wins

Magic Weapon: (Legendary Longsword) The House Always Wins is an incredibly powerful  blade, choosing to be wielded by the most fortunate gamblers in the realm, abandoning the wielder if their luck ever runs out. This ornate silver blade is engraved with various images of cards and dice which glow when held by its wielder. Capable of teleporting between realms and anywhere within them, nobody has ever chosen to wield this blade; rather it ends up in the possession of its wielder by some sort of happenstance such as being won as alternative payment in a game of cards from a mysterious traveler or being found within a secret crevice of a potent foe's horde. 

Rank: Platinum

One-Handed

Range: 1

Accuracy: 1d12 + Finesse

Damage: 3d4 Physical + 1d12 Lightning + Strength

Critical Potential: Yes

Additional Effects: At the beginning of each dawn, this weapon's wielder gains three rerolls that may be used to affect any rolls that character would make that day. Unused rolls do not carry over to the following day. Additionally, if this sword's wielder would roll dice in order to gamble, they may roll twice, choosing which result to use. Furthermore, whenever this blade's wielder arranges a bet with another creature they gain +5 to Diplomacy rolls made to up the ante, and the blade telepathically communicates how much gold an opposing creature currently has in their inventory.

If this Sword's wielder loses a bet, 1d10 +5 of that creature's class levels are replaces with levels of Bunny. The sword immediately teleports to an unknown destination in order to be discovered by a luckier creature.  If one week passes and the Sword's wielder has not made a wager or bet, it teleports to an unknown destination this way, though the wielder's class levels are not replaced with levels of Bunny.


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