My Magic Item Entries

Erik Tenkar is hosting an OSR Superstar contest. It ballooned way past what he expected, with hundreds of entries. The first round involves up to three magic items. Here are mine!

Syveld Silk. Syveld grubs spin silk, and its color depends on the diet of the grubs (it cannot be dyed.) Special iridescent colors and combinations of colors require unusual foods, so grubbers are always on the lookout for tough errand-runners. The silk has certain peculiar disruptive properties.
* Enough silk for a cravat or ascot renders the wearer immune to “Detect Evil” or other alignment-based detection spells.
* Enough silk for a hat or jacket renders the wearer immune to “ESP” and locating spells.
* Enough silk for a suit grants the wearer +1 to saves against spells and magical effects.

Lifting Disk. A silver disk, with strap and handle so it can be used as a shield. The disk also has three dials on the inside. When placed against a target, and all three dials turned (a full round action with no movement, for the target and the user) then the shield seals in place. It can negate up to 250 lbs. of weight. If it negates more weight than the object has, it will be rendered buoyant (but it will not rise on its own.) When it has a fresh charge, it can hold the weight for 6 turns. Each time it is activated, roll 1d6; if rolling the current number of turns it can support, or higher, reduce the number of turns it will work by 1. If it is returned to the gray men who sell it, they can add charge back to the dynamic battery for 50 gp per maximum turn. (To go from 3 turns maximum to 6 turns maximum costs 150 gp.)

Burner. Like a wand with a grip handle, this sleek silver pistol looks dangerous. It has a range of 10 yards per die size, and it starts out inflicting d8 damage up to 30 yards away. The first time it rolls an 8 for damage, it drops to inflicting d6 damage up to 20 yards away. The first time it rolls a 6 for damage, it drops to inflicting 1d4 damage up to 10 yards away. The first time it rolls a 4, the battery is drained. If it is returned to the gray men who sell it, they can add charge back to the dynamic battery for 100 gp per die size. (To go from dead battery to d8 costs 300 gp.)

The first one is a (possibly alien) textile that would support a local noble court. When it is the fashion for the aristocracy to wear these, then that inclines them to normal mischief knowing that magic may not easily sort them out.

The second two were scientific curiosities of the gray men, shared with humans and others in Crumbling Epoch. I am experimenting with having batteries for these objects that work in this way, for a consistent power method on different items. I thought it was a fun experiment.

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