Ive done this idea somewhere before but was in mood....
As wielder proves worth the item grows in power
Rod of the Hellions or Hell's Rod
As wielder proves worth the item grows in power
Rod of the Hellions or Hell's Rod
LE Intelligence 14 but wont communicate with anyone under 5th on non aligned
1st Is a +1 d6 Club
1st Is a +1 d6 Club
2nd Command spell as a cleric once per day
3rd Darkness spell as a cleric once per day
4th 2d4 base weapon damage +1, the rod can turn into a impressive cruel looking mace
5th Communicate telepathically with rod spirit knowledgeable on occult lore 3rd Darkness spell as a cleric once per day
4th 2d4 base weapon damage +1, the rod can turn into a impressive cruel looking mace
6th Becomes a +2 weapon
7th May summon a Imp once per day for one turn to do your bidding for a lire of blood
8th Cast Tongues spell as a cleric once per day
9th Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th Becomes a +4 weapon
14th Gain a extra melee attack with the weapon
16th May summon a lesser devil once per day for one turn to do your bidding for a human sacrifice, the more innocent and healthy, the more the devils HP are
18th Once a year summon a greater devil to for fill a wish as best it can for one hour
The rod encourages the wielder to make pacts with devils, perform greedy mean deeds and legitamise them. It will give deceitful advice to non LE wielders. Summoned entities will be worse at interpreting commands from non LE beings.
Wand of the Holy Faerie
CG Intelligence 13 can speak aloud
1st Is a +1 d4 Stick
1st Is a +1 d4 Stick
2nd Cast Faerie Fire spell as a druid once per day
3rd Can see in darkness
4th d6 base weapon damage +1, looks unchanged
5th Cast Cure Light Wounds spell as a cleric once per day4th d6 base weapon damage +1, looks unchanged
6th Becomes a +2 weapon
7th May summon a sprite once per day for one turn to do your bidding for a lire of wine
8th Cast Cure Light Wounds spell as a cleric three times per day
9th Becomes a +3 weapon
10th Level protection +1 effects on AC and all saves
12th Becomes a +4 weapon
14th Stick does 2d4 base damage
16th Commune with the faerie queen receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour
The wand has the spirit of a puckish faerie lad always encouraging wielder or anyone nearby to relax, have fun, go to parties, get drunk, dance and rebel against bullies and bosses.Especially human ones as it never questions fae folk. It warns against harming others and overdoing hedonism too often and legions of hell conspiracies for control
Crown of the Sun
LG Intelligence 12 but wont communicate with anyone under 5th on non aligned
1st Grants +1 Charisma
2nd Cast Light spell as a cleric once per day
3rd Cast Magic Missile as a wizard once per day
4th Cast Protection vs Evil spell as a cleric once per day
5th Cast Hold Person spell as a cleric once per day4th Cast Protection vs Evil spell as a cleric once per day
6th Grants +2 Charisma
7th Cast continual Light as a cleric once per day
8th Cast Blindness spell as a cleric once per day
9th Grants +3 Charisma
10th Level protection +1 effects on AC and all saves
12th Detect Lies spell as a cleric once per day
14th Cast Flame Strike spell as a cleric once per day
16th Commune with the sun god receiving seven words of replies to questions a day
18th Once a year summon a faerie noble to for fill a wish as best it can for one hour
The crown starts as a simple gold ring and gains more detail and finery as the wearer grows in power. The crown encourages the wearer to aid good and law and may with hold magical abilities if wearer does not comply. The standards of the crown are other worldly and too perfectionist for most wearers. Their is a cult dedicated to serving the wearer but they don't usualy discover the wearer till they reach 6th level.
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