Board Thread:Midian Ideas/@comment-24302820-20140704031042/@comment-24302820-20141009224737

The following dozen magic items were part of the cache given to the Watchers of the Accord.

Stir the Waters Staff: This driftwood staff can raise the dead. Okay, they aren't brought back to life, but rather brought to the surface. If one end of the staff is dipped into any body of water and moved in a slow circular motion, all dead flesh within fifty yards will float. The remains will continue to bob atop the water as long as the staff wielder continues to stir. The upwards force is fairly powerful, and can even bring up bodies drowned by being chained to blocks.

Baleful Banner: The battle flag of a long-dead sorcerer, everyone who sees it becomes dejected and morose. They will become depressed, apathetic, and fearful. The effects last until sunrise. When brought into battle, opposing forces must make a Willpower check or become too depressed to fight. They will flee, surrender, or even simply sit there and be slaughtered. No saving throw is granted, only the Willpower check. The only way to avoid this is to emblazon the flag's symbol clearly on your person. The symbol vaguely resembles a lowercase 'n' with a long winding tail and three different crosshatches.

Slasher's Defence: A broad metal-plated belt protects against cuts. The wearer gets +20% hacking resistance.

Smoke Staff: Many different types of mystic fumes can be produced by the smoke staff. The staff only measures four feet in length, and is made of brass-bound bamboo. It was believed to be the product of Elven mages long ago, and that scores were made. When the command word 'dilnu' is uttered, fluffy, damp, grey clouds fill a sixty yard radius. With the command 'fagri' the staff emits a small flame from both ends. This causes 1D8 fire damage in addition to the physical blow, and can easily light any flammable material. 'Flani' evokes a haunting sound of the wind through the trees; it's pretty spooky, especially at night. The command 'danmo' causes the staff to emit a toxic choking smoke. Visibility is limited in the twenty yard radius, and everyone save the staff holder must make a saving throw against magic/poison of 14+ or start choking. Choking victims can do little other than crawl slowly. Death occurs after six rounds of exposure, and the save must be made every round. 'Vacri' cancels any effects of the smoke staff, and can dispel fog or smoke. The strangest ability is a hallucinogenic smoke, created by the command word 'tivni'. The saving throw is against a target value of 18, and bonuses against magic and mental attacks apply. Failing the save causes the victim to see themselves--and everyone else in the twenty yard radius who also failed the check--in a strange environment. The surroundings are always hostile, such as a cliff, glacier, or volcano. The hallucination also includes haranguing by Demonic creatures accompanied by strange music. One survivor described the scene as "a gala in Hell". A new saving throw is made every minute, with success freeing the victim. However, dwelling in the affected area requires continued saves.

Starwheel: Dozens of this weapon have been made. It is a silver chakram with stars engraved along the edge. The starwheel flies far, with a thirty yard range increment. Damage dealt is 2D8, and anyone struck must make a saving throw against light flashes (at a 14+) or be blinded for an hour. Repeated strikes do not increase the duration (you can't see them once you're blind). If kept in close proximity to its owner, the starwheel magically returns to the thrower, taking another action. It must be caught (with a +8 bonus) or the thrower is struck by an effective attack roll of ten. There is rumoured to be a cursed variant, the child starwheel. Only one of these was reputedly ever made. This unique item automatically targets the youngest person within its zone (one range increment of the initial target). It will continue to strike once per round, gaining +3 with every action until it hits. Starwheels of all sorts can be used to parry, with a +4 bonus, but both the attacker and user must both save against the blinding flash.

Repellent Shield of St. Itomi: Legend states that this magic shield was borne by a retainer in the service of St. Duncan, one of the Companions of Mammon. If so, it is in surprisingly good condition for a shield that has seen most of the battles depicted in the Book of the Cannon, and centuries of warfare since. It is painted white, with the double-forked trident emblem of the Temple of Light from ages past. No scratches or other blemishes mar its surface, but the leather handle is well worn. If indeed the shield is of elder religious provenance, it must have been repainted and re-enchanted: the Temple of Light did not exist during the life of the Prophet Mammon, and the associated symbol certainly would not have either. The shield increases armour class by five points, and has an additional +8 blocking bonus. When Saint Itomi is called upon to intercede in battle ('Itomi' is the command word) a strong force pushes back any assailants. A saving throw against magic must be made with a target value of 16, or anyone in melee against the wielder of the shield is pushed back ten feet. The force is less gentle the more aggressive the attacker. Most enemies will simply be pushed backwards without risk of losing their balance; the most violent foes will be shoved back forcibly. A Wits check can be used mid-swing to grant an automatic block, if the striker fails the save.

Badarian Slaver's Whip: During the uprising wherein the island nation of Badaria gained its independence, some of the slavers' whips were enchanted to be instruments of justice and freedom. The most notable ability is that these whips can break chains and open doors. A successful Willpower check in conjunction with a successful strike will open shackles, unbar a door, or shatter even permanently riveted manacles. Each successful strike/Willpower check removes one barrier to freedom. However, should the Willpower check fail, that lock is forever resistant to the magic of that whip. As a weapon, the whip does 1D4+1 damage, and causes five times the shock. Let the former masters feel its sting.

Od's Bane: This blade was created for a single battle, two hundred years ago. The Heldannic raider Thor Avisblood sought vengeance against Od Rathgarson for the murder of Thor's brother, Rollo. At first, this weapon appears to be a small knife, of the sort found on any dinner table in the Freeholds. When grasped with a killing intent, it increases in size to a shortsword. The wielder is then given the Berserker background. Should the user go berserk, spikes jut out of the handle and hilt, stabbing through the hand of the berserker. The pain is not yet felt, though three points of damage are caused. Fortunately, Od's Bane temporarily adds ten hit points to the user's maximum capacity. As a short sword, the initiative attack rolls are increased by three points, and damage by five. If the opponent is one who has shed blood of the wielder’s family, the blade increases to a claymore with many small spurs and protrusions along the blade. The previous bonuses are also doubled.

Fortune's Smile: This crescent-shaped pale sickle has been in the possession of many cutpurses and robbers. It grants its owner the traits Very Lucky and Strange Luck, each x2. It can also be used as an improvised lockpick of surprising utility--no penalty is made to the skill check. Ownership of Fortune's Smile is not long retained, however. Should any retest granted by the blade also fail, the result is catastrophic. As an example, a failed retest on the climbing skill will fail inches from the top of the wall, and you'll land on your head.

Crushing Vengeance: A crude weapon, this mace is a large lump of iron atop an iron rod. After using it against an enemy, a saving throw versus curses must be made against a target value of 14. If the roll is failed, this becomes the weapon of choice for the owner; he or she will fight to keep it, and will use it to whack as many heads as possible. Crushing Vengeance does an additional 1D8 damage with each swing, and the user feels no pain or shock while holding it. Over time, the weapon makes its owner as crude as it is: each month of ownership causes a -1 to all attribute checks and challenges except physical ones.

Doctor Osborne's Magnificent Footwear of Overcoming Barricades: These soft-soled low boots grant a +5 to climbing checks. They allow the wearer to stand horizontally on a wall, even walk up it with a total -8 to the roll, after the bonus.

Illwater: This dented old brass pitcher can pour out an endless stream of water. Unfortunately, it's not very good. It's not a definable taste, odour, or colour, but something about the water just seems a bit off. It doesn't seem very thirst-quenching, and isn't appetising at all.