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...