From: Martin Xavier <[m--t--x] at [cosmos2.phy.tufts.edu]>
Newsgroups: rec.games.frp.archives
Subject: RESOURCE: monster powered magical items
Date: 1 May 1996 10:14:06 -0400

This is another (see "Royal Metals" posting) attempt to create magical
items without the use of a Permanency spell (for Const. loss fear or
Specialisation reasons). The alternative method used is to trap a
magical creature (via Binding or Trap the soul) in an object and require
from it that it performs some task while trapped. To be able to tap this
power, a spell is necessary which I have defined as follows.

 Tap the soul
Level:8
Range: touch
Components:V,S,M
Casting time: 1 turn
Duration: Special
Area of effect: Special
Saving throw: none
 This spell must be cast on a trapped creature which owes you a service.
It can be a Trapped extraplanar soul (as for the spell), a creature in
an iron flask if you have the command word, a demon's talisman, a
creature who agreed to serve you (through Geas, Entrapment or cunning)
and was binded (as per the spell)... The object containing the creature
(usually a huga gem) is the material component of the spell (it is not
destroyed). The spell lasts until the creature is released from its
entrapment. When the creature is released, it is not bound (since the
service has already been performed) and is generally enraged. This spell
can only be cast once by service due to the trapped creature.
 The service to be performed must be stated while this spell is cast. It
must be something the creature is naturally able to do. Like for Wish,
the scope of the service must be carefully monitored by the DM.
 Very powerful creatures can have a lightly corrupting influence when
tapped (ex: evil/good temptations, pyromania, killing frenzies...).

 In the case of a service required by a Trap the soul or equivalent,
only one service is due and only one Tap the soul can be performed at a
time. The creature MUST be extraplanar and the spell will fail if the
object is brought to the native plane of the creature (the creature is
not released from its entrapment but its service is up). One well known
example is the Djinni ring.
 
 In the case of a contracted creature, the service(s) must be agreed
upon before. In particular, a duration must be stated (no creature will
pledge itself for all eternity). When the duration is up, either the
creature is released from the Binding (and leaves in peace) or it starts
making ST each year to escape (and is pissed off when it does).
 
In both cases, either a big gem or some specially prepared object of
great value is required to hold the creture.
 
Some possible examples of such Magical Items.
 
*the Fire Pendant: it is a big ruby which is attached to a silver
necklace. The ruby is warm and sheds some red light (it is visible with
both normal vision in dark settings and infravision). Inside the ruby is
trapped a Fire elemental which will enhance all normal and magical fires
existing near it. The smallest size gives a -1 to all ST versus normal
and magical fires cast/wielded by or at the wearer (lends its control of
fire). The next size gives a +1/die to all fire damage inflicted by and
to the caster(lends its own fire to increase the fire). The last version
uses a strong elemental with more intelligence and will only enhance
fire used by the caster (in that case, the pendant must touch the skin
of the wearer). The small size uses a Grue Elemental, the medium uses a
8HD elemental and the large size uses a 12HD elemental. Other creatures
linked to the elemental plane of fire could be considered. This version
is made with use of Trap the soul and when the elemental creature is
released, it will be enraged and attack the wearer. (similar objects can
be made using other elemental or paraelemental creatures).

*the de Cor's blade: this is a long sword finely crafted from high
quality steel by a Master swordsmith. The blade bears the seal of the de
Cor ducal family and the handle is inlaid with their colors gold and
blue. A big Sapphire is attached to the base of the blade. When striking
the coup de grace on the Lich Chemine, the knight Carol de Cor's and all
his elder line were cursed with ill fame (all their sins and misdeed
have an uncanny way to become known and their other deeds are recounted
in the worst light), the curse sealed with the faith of his cult (the
curse can only be lifted when no followers remain). On his deathbed,
Carol de Cor asked that his soul be transferred to his sword to help his
line destroy the cult of the Lich. (this is the binding version).
 The blade is empowered with the battle skill of Carol and any of his
cursed descendant (and only them) can wield it as if he were a master
(+3 to hit/+3 to damage) with the blade and a specialist of 1handed
weapon and weapon-shield combination (extra +1 to AC in both cases).
Because the blade is empowered with his life force, it can affect all
creatures hit by +1 magical weapons. The skill benefit only works when
the blade is used.
 
 *the shadow gloves: these are dark gloves which look like voids (they
absorb all light). They are actually made of shadow dragon hide. When
worn by any creature, the gloves are activated and inflict Chill touch
for as long as worn (don't shake hand with anybody during that time). A
shadow has been trapped in each of these gloves. If the gloves are
destroyed, the shadows are released and attack the nearest person. If
the gloves are worn at that time, each automatically score a successful
on on its hand.
 
*the Beauty shawl: this is the shawl of a Nereid which was stolen and
enchanted to enslave the Nereid. Any female wearing the shawl gains
unearthly grace and is considered to have 18 charisma with respect to
male creatures.

*the headband of dark secrets: this is a simple gold circle bearing a
blue-white diamond in the front which was worn by Carabas the Necromant.
He forced a Malebranche via Ensnarement to lend him his ESP powers for
10 years and bound him in the diamond of the headband. When worn, the
demon will transmit the thoughts of anybody within range to the wearer.
The devil can only transmit thoughts (not talk with the wearer), he is
truthful in transmitting the thoughts but can lie by omission if
specific questions are not asked and will do so if possible to further
evil. In general he prefers to transmit dark thoughts and dark secrets.
After Carabas demise, the headband fell into the hands of unaware
adventurers. Now the 10 years have passed and the Malebranche is trying
to escape his prison each year...