Showing posts with label Rings. Show all posts
Showing posts with label Rings. Show all posts

Monday, December 24, 2018

Use-Impaired Magic Items II

The previous list of “use-impaired" magic items is here. It gets a sequel because these things are just so damned fun to write. If you missed the last one or don't feel like clicking through the link, these are magic items that aren't necessarily useless,  but are inconvenient, non-intuitive, or just plain weird -- as liable to frustrate your players as help them.

Septum Piercing of Luck Exchange

This item of jewelry makes the wearer incredibly, unbelievably lucky. They have advantage on every roll they make, because things just tend to work out for them. Sounds fantastic, right? Well, there are a few drawbacks.

First, of course, it absolutely has to be worn as a septum piercing for it to work. Which doesn't seem like much of a drawback, because septum piercings are badass, right? Right, but that makes getting around all the other drawbacks much more complicated.

Image from this Etsy shop.
See, all that luck can't just be created out of thin air. It has to come from somewhere. This is why Septum Piercings of Luck Exchange always come in pairs, and have to be worn and activated in pairs. So as a result of the first two, it's virtually impossible for an unscrupulous PC to force someone else to wear the other one in the pair -- just imagine one of your players trying to say, “I sneak up and pierce his septum while he isn't looking". And tricking someone else into wearing it will likely occur to them, because the reason the second one is required is to provide a source for the luck -- the wearer of the other ring in the pair has disadvantage on all their rolls.

“Fine, fine," the PCs might say, “we'll pay some random NPC to wear the other one; surely we can afford to compensate them well enough for the inconvenience of bad luck." Well, not so fast. And don't let them call you Shirley (unless that's actually your name). At sunrise every day, the two rings in the pair switch between “lucky" and “unlucky"; essentially, the two people wearing them have to trade off on days of good luck and days of bad luck. So it balances out -- half the time you're supernaturally lucky, half the time you're supernaturally unlucky.

Naturally, PCs will try and find a way to get around this. Maybe they'll suggest hiring a henchman to wear the other one and just swapping each morning so the “lucky" one is always on the PC. First of all, ew; that's a good way to get a nasty infection. Second, well, the GM is encouraged to find any way to keep the "I only wear it every other day" plan from working. These can range from the simple to the hilariously sadistic. Some examples from various points on that spectrum:

  • The enchantment “remembers" who's “supposed" to be wearing each ring, and still works the same if you swap, or refuse to wear it on “unlucky" days. Getting it to stop stealing your luck requires ending your attunement with it, and then you can't re-attune again.
  • Removing one always requires passing a Will save at disadvantage.
  • Just ask yourself, “how would the universe react to a sudden, and increasing, imbalance of bad luck?" Be imaginative. Maybe the bad luck starts to escape the ring, “grounding" itself in anyone nearby with catastrophic results. Maybe it just quietly builds, and builds, and builds, until something massively improbable and fatally awful happens, like the countryside for a mile around getting spontaneously sucked into the Abyss -- hey, sometimes weird planar crap just happens, and it's your bad luck that it happened at the specific place and time you happened to be. Go nuts; I'm sure you can think of something far worse than I can.

Talisman of the First Deception

The Talisman of the First Deception resembles a small egg carved of green stone, slightly smaller than a hen's egg. Careful examination will reveal small, subtle etching near the larger end that says, in some arcane script that would be familiar to any wizard in your campaign setting: 
One lie to be believed by all who hear. Single use only. -- Broneden
Attempts to identify the item will inform the PCs that it is essentially a single-shot, extra-strength, potion of glibness. It will work for exactly one spoken lie, and gives such a massive bonus to the user's Bluff check that you might as well not even roll. (After use, it cracks open, leaving the PC with several shards of green stone eggshell.)

If the PCs are exceptionally skilled, or roll particularly high on identifying the item, they may get the full picture, and information about its additional properties. Otherwise, their knowledge stops with what is above.

The creator of this helpful little device, one Broneden, went just a little bit overboard -- which is why some of these single-use talismans are still just lying around. It works, but it also produces what could be a life-long annoyance. Broneden, see, wanted to make sure that the target of the lie couldn't be set straight by someone else -- if you bluff the prison guard, and he decides to check with his superior, you're screwed -- so he added a sort of contagion effect.

Etching (transcription)
Not only does everyone who hears the lie believe it to be true (Note: everyone. Even people you're not trying to convince. Even people who know for a fact that what you're saying is false. Even people with whom you discussed this plan and whom you explicitly told “I am going to tell the following lie." Everyone), but anyone they speak to will also believe that lie to be true. And then anyone those people speak to. Once the effect gets just a little momentum going, it spreads like a plague. It doesn't even require that those affected speak about the lie -- any communication at all counts. The only person this doesn't affect is the one who told the original lie. (Which means that talking to them doesn't count for the purposes of the lie's contagion -- but talking to their party members probably does.)

The result of this, essentially, is that for the rest of the original liar's life, anyone who's spoken to someone who's spoken to someone who's spoken to someone ... and so on ... who's spoken to someone who's spoken to someone who was present when the lie was told will firmly believe that the contents of that lie are completely true. Even if they have no context for that information, have no idea who any of the relevant people are, &c. &c. If you used the Talisman to, say, convince someone you were a paladin, you will spend the rest of your life running into people who have never met you and don't know anything about you, but as soon as you introduce yourself, they'll respond with “oh, you're a paladin, right?" Because somewhere inside their head it is indelibly written that “[John Smith] is a paladin," and they know you're the [John Smith] in question, but they don't know why they know that.

Ring of Command Insects

This is one of those “exactly what it says on the tin" moments. Once a day, you can use this ring to speak with, and give orders to, any insects within line of sight. The spell wears off as soon as they've done whatever you asked them to do.

Image from this Etsy shop.
There are a couple of catches, however. First, insects are pretty dumb. Technically, by the rules, they're “mindless", so part of the ring's magic is giving them a few temporary Intelligence points just so they can follow instructions. Just a few, though, so your instructions have to be really simple for them to understand.

Second, they may be compelled to obey you, but they resent it. And they resent being briefly given an Int score just to do your bidding. While they can't not follow your instructions to the letter, they will “misunderstand" whenever possible, and honestly won't put a whole lot of effort into doing things right. So you've got to be careful with your instructions and avoid entrusting them with anything too complicated or high-stakes.

This is another item I've actually used in a campaign before; the PCs quickly came to the conclusion that having the insects do anything was liable to backfire, and just used it for information gathering. They referred to it as the “Ring of Ask Bugs".

Axe of the Apostle

This is an elaborately-decorated masterpiece of a weapon, sharp and sturdy, in every aspect the perfect axe for someone who wants to cut some seriously bloody swathes across the landscape. It is also so holy that anyone sensitive to these things can feel sheer Good rolling off it in waves. This, you see, was once the weapon of one of the greatest travelling clerics of her generation, St. Ujali, and functions as a +3 holy battleaxe.

St. Ujali showing the axe to a travelling companion.
(Actually detail from this painting)
So what's the catch? Well, St. Ujali was a pacifist. A full-on, uncompromising, “sweep the ground in front of you so you don't step on bugs" pacifist. And her axe carries on that legacy. It is physically impossible to use the axe to harm anything living OR anything with an Intelligence score -- so it can basically only be used on undead or constructs, and even then only the mindless varieties. If anyone tries to use the axe against anything that doesn't fit that description, the axe will deform and flow like liquid, shifting so no part of it actually comes into contact with the intended target. It is thus completely impossible for the axe to physically harm a living and/or sentient being of any kind, and any attempts by the wielder to get around this property of the axe are unlikely to work; the axe has been known to manifest previously-unknown properties in order to maintain its absolute pacifism.

Of course, it is an intrinsically valuable item, being beautiful, magical, and historically significant, so you could probably sell it for a good sum. Finding a buyer who is willing to pay its value might be difficult -- St. Ujali's order all take a vow of poverty, so you're not going to sell it to any temples. Really, the only realistic option is to hope some eccentric private collector really, really wants this thing. Plus, it's not exactly labelled; there's no reason the PCs would know it has historical significance unless they do some research first -- or someone makes a really good bardic knowledge roll.

Actual size.
(Image from the Smithsonian NMAI)

Talisman of Deanatification

This small duck, woven from dried reeds, can cast break enchantment. There is no limit on how often it can be used per day, or how many charges it has. However, it only works if the enchantment being broken involves being turned into a duck. If someone has baleful polymorphed you into a duck, this is exactly the magic item you need, but -- barring potential fringe cases -- that's pretty much the only situation in which it's useful at all. 

Thursday, July 27, 2017

Ring of the Imposter

In the most recent session of the “Prophecy of the Hungry Sky" campaign, Aster rolled a 30-something when casting identify on a certain ring, so she has all the details about how it works now. Since I now don't have to worry about information leaking to my players, I can share the item with y'all and cause no end of trouble for players in any game you GM.

Ring of the Imposter

This tarnished bronze ring has a series of crude faces embossed upon it. (The “faces" may be meant to represent masks.)

This ring allows you to cast a variant of the spell alter self once per day. The effect of the ring differs from the familiar version of the spell in the following ways:

  • Range: Personal Range: Touch
    • In order to use the ring, you must be in physical contact with a living individual of your creature type. You mimic the form of that specific individual.
  • Duration: 1 min. / level Duration: Instantaneous
    • After the ring’s effect has taken hold, you are your new shape, and will remain in that form as long as you wish.
      • Detect magic will therefore not show anything amiss.
      • Dispel magic has no effect, for the same reason.
      • You may not dismiss the effect at will, for the same reason.
      • The ring will allow you to resume your true form, but it counts as your 1/day use — so if you use the ring, you’re stuck like that for the rest of the day, and when you change back, you can’t use the ring again until the next day.
        • The ring “remembers” the true form of the people who use it, so that you can change back. However, you can only return to your true form if you’re wearing the ring. 
        • Another ring with the same enchantment doesn’t count.
  • If the form you assume has any of the following abilities… 
    • You do not gain any abilities of the form you mimic, and you receive no bonuses or penalties to your ability scores.
    • You retain all abilities you had before changing; however, if you do anything that the form you are mimicking would not be able to do, there is a highly noticeable visual effect.
      • For example, if you mimic the form of someone who is missing an arm, and then try to use the “missing” arm, witnesses might observe a new arm growing out of the stump, performing whatever task, and then retracting.

In addition to alterations of the text of the spell, users of the ring should be aware of the following rules: 
  • It is surprisingly easy to lose the ring; it has a tendency to slip off your fingers when they change shape.
    • When changing, you must roll under your Dexterity in order to keep the ring on.
    • If you fail and the ring falls off, you must make a DC 10 Perception check to notice you’ve lost it.
  • You can choose to mimic the target’s clothing as well, but doing so requires a certain amount of mental focus.
    • Roll under your Wisdom to do so successfully.
      • Fail by 5 or more: Your clothes do not change at all, and probably don’t fit the new form. This is also the result if you decide not to roll.
      • Fail by less than 5: Your clothes change to fit the new form, but otherwise look the same.
      • Succeed by less than 5: Your clothes change, but only superficially. Close scrutiny — DC 30 Perception — will allow people to notice there is something odd about them.
      • Succeed by 5 or more: Your clothes look and feel exactly like the clothes your target is wearing.
    • Just as you retain all your abilities when changed, your clothing retains all of its properties, magical or otherwise.
      • If you are unarmored and mimic the form of someone wearing full plate, even if you succeed in the check to have your clothes change with you, your AC will not increase; attackers may be surprised by how easily their blade splits your armor.
      • The reverse is also true; someone heavily armored copying the clothing of someone unarmored may end up with a silk robe that swords inexplicably glance off of.
Note:
  • You do not receive any of the target's memories; you had best dispose of the target right away, because you're going to lose any “which Jethro is the real Jethro" conflict that might arise.
  • To GMs: Yes, this is basically an item that lets a villain of your choice play “doppelganger".
    • And, as written, would allow, e.g., a storm giant to pretend to be a halfling while retaining every bit of its dangerous abilities, up to and including its ludicrously high strength score and ability to call lightning... imagine the results if you can delay that reveal until the worst possible time.
  • To fans of a certain young adult book series: Yes, it would be hilarious if one of your PCs essentially became a nothlit as a result of this ring. For people with that sense of humor, I would suggest removing the creature type restriction and making the roll to keep the ring on much harder when changing creature types.