Magic Items

I decided to start this page because of the number of D&D supplements I am looting for scenario material. Although some of the plotlines and encounters can be very memorable, there are several problems associated with the usual D&D fare, not least of which is the plethora of magical items. Mostly I convert +1 swords and the like to especially fine (non-magical) versions of mundane equipment. This preserves the exotic flavour of Young Kingdoms magic, while at the same time still rewarding the characters for their efforts. Another thing I have been using is the idea of rune magic from the second Stormbringer Companion when the players find things like scrolls. However, there are other, more interesting items that can be made to fit the campaign milieu with a bit more thought, and this page is for those.


Displacer Cloak
This is a purple cloak that radiates a strong sense of inherent magical power to anyone who succeeds in Witch Sight. This result is caused by the combination of two factors. The first is the innate capabilities of the creature whose skin furnished the cloak in the first place; the second is an enchantment to make the skin retain its powers permanently. The Displacer Beast is a classic D&D monster that sort of resembles a weird black panther. Its (un)natural colour is purple, and it has six legs and two tentacle-like appendages growing from its shoulders. It is a particularly tough creature, and is made doubly difficult to kill because of an innate magical field that it radiates. This causes a sort of shimmer effect - the 'displacement' of the name - that seriously reduces the effectiveness of attacks. If one is killed and the skin suitably treated, it can be made into a cloak that is tied at the neck by the tentacles, or what is left of them after the skinning process. The cloak reduces the chance of success for all physical attacks by 10%, with the added bonus that the first successful attack in a combat round automatically misses because it is negated by the magical field of effect; it also adds +2 POW to the wearer.


Regalia of Pyaray
In my campaign, the players have encountered a race of devil fish men, derived from the Sahuagin of D&D fame. Basically, these are Chaotic Nasty merman type things, which means they fit nicely into the world of the Young Kingdoms. Part of the scenario in which they were encountered involves priestesses with various weapons that seem to be part of their office, so I came up with these stats.

1: Mace of Shocking. This is a Light Mace that does an extra 1D6 electrical damage per hit, or if parried by a conducting weapon. Half is subdual, and half lethal. Carried by priestesses to denote their office.

2: Heavy Mace of Shocking. As above, except that the charge is 2D6. This one is carried by Senior Priestesses. This one really hurts.

3: Staff of the Octopus. This is the badge of office carried by the High Priestess. Basically, it's a metal shod quarterstaff with the head of a little squid thingy on one end. It can be pointed at an opponent to shoot a wide blue ray that cannot be parried. It can be Dodged at half chance. A character can Jump or Tumble entirely out of the way, though, if there's enough space. If it hits, the target takes 2D4 damage (half as subdual) from their general hit point total, and has to resist the POW of the staff's wielder or be frozen in place. Subsequent attempts to return to normal can be made once per combat round. It can also be used in combat as a standard quarterstaff.

All of these carry 64 charges to begin with (8 by 8 - Chaos, see?).

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