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View Full Version : 1001 Somewhat Game-Breaking Godly Magic Items



qazzquimby
2012-09-08, 11:21 PM
I was wondering if anyone had some ideas to turn over a campaign. Magic items that can almost define a character. They can be completely over powered, but ideally they don't make the game outright stupid. Used safely, I find some of these can actually be used in a campaign, as long as you're ok with them being used to their full extent.

1. Time Rifle (pathetic name)
On hit the target is pushed back one month in time, not dealing damage. This removes the current threat, but may make things harder, as the target has a whole month to plot its revenge, and knows exactly where you're going to be. Can also be used on allies and self. (Note that this can be extremely hard to implement realistically. It may be a good idea to give it to an npc.)

2. Astral Blade
A great sword dealing permanent, never healing damage. Essentially lowers max hp on a target. Players fear this like nothing else. Also in my campaign is the only weapon capable of slaying a god (supposing you can get a god to low enough hp to kill it).

3. Book of Reality
I'm not going to go through the complicated rulings on how to use the book, but essentially it lets you make fundamental changes to the universe. Eternal changes from the beginning to the end of time. You can make all trees taller or gravity weaker, ect. Over time you can have a pretty messed up planet.

Der_DWSage
2012-09-08, 11:52 PM
4.The Book of Scales

You turn into Pun-Pun for one hour. Enjoy having your world as you know it go bye-bye.

Lord Raziere
2012-09-09, 12:27 AM
5. The Crown of Kirzizix
You can now telekinetically control anything that can be considered a weapon when you wear it. give it to some random beggar NPC and watch them become emperor with it and your PC's new villain.

LordErebus12
2012-09-09, 01:44 AM
6: The Cursed Staff of Wild Magic

Its basically a wild magic effect on any spell cast within 100 ft. per caster level of the wielder.

As chaos ensues, so does the wielder rise in infamy, seeming to bring a curse with him.

This cursed staff cannot be broken, misplaced, discarded, or stolen. It can only be removed by losing it in a game or bet. If this is done with a lawful deity, one who must be unaware of its properties until after its handed over, causes the staff to disintegrate into dust (no save).

The party members within 100 ft. all gain a constant True Seeing effect.

7: The Seven Shards of Diamond Edge
This +4 Diamond Great Sword has been broken, divided into seven shards, the largest piece has the handle and is treated as a medium dagger or small short sword. When brought together, the blade repairs itself, becoming ready for use.

The complete blade is incredibly light, capable of being wielded by a medium sized character with one hand without penalty or a small creature with two hands with no penalty. The crystal clear blade is extremely sharp and durable, ignoring hardness less than 30, the blade having 100 hp and hardness 35.

This weapon is treated as being Archaic, Axomatic, Holy and Unholy at the same time, dealing damage based on the target's alignement. While drawing and holding this weapon in hand, the wielder's alignment shifts to pure neutral until sheathed.

Spell-Like Abilities
At will - Detect Alignment
1 / year - Wish

After the wish has been made, the blade breaks into seven pieces and are teleported to different locations within the material plane (with all pieces remaining on one planet).

Noctis Vigil
2012-09-09, 04:00 AM
8: Book of Mad Power
This book looks like a standard spell book, but a cursory view will reveal all the spells to be...off somewhat, though one couldn't say how if questioned. The spells that the book contains are random, but it should contain at least two spells of every level. Spells may be prepared from this spellbook as normal, but any spells prepared from this book immediately cause the book's curse to affect the caster as soon as the first spell prepared out of the book is finished being cast.

The caster goes permanently insane, as the effect by the [/I]Insanity[/I] spell, save that the actions they take are slightly different than the normal effects:

{table=head]Roll|Effect
1-10|Read the spellbook
11-60|Act normally
61-80|Attempt to cast a spell from the book
81-100|Attempt to convince others to prepare spells from the book[/table]

If a 61-80 is rolled and they have a spell prepared out of the Book of Mad Power available, they must cast a spell, regardless of the consequences, believing that the spell may reveal to them another piece of the universe's secret powers. So if they have only Magic Missile prepared out of it, and only their lover is nearby to target, they would cast the spell at them, regardless of consequences. They have full control over the targets of their spells, and which spell prepared from the book they cast, but they must cast the spell.

In addition to these effects, the owner of the book becomes convinced that the book holds the true secret to unlocking the secrets of the universe, and to some degree it does, but only for the insane. Any person suffering from the insanity caused by the book may use it to prepare any spell from the Wizard spell list when they prepare their spells.

The only way to cure someone of these effects is to cast Miracle or Wish on them while beating them over the head with the book.

9: Stick of Poking
This perfectly ordinary looking quarterstaff holds a potent curse. Upon touching it, the wielder is compelled to pick it up begin poking whoever is standing next to them with it. This can be a harmless poke or a full fledged attack poke, but he must continue to poke them until a Remove Curse spell is cast upon him, at which point he drops the staff. If someone he is poking moves away from him, he must either switch to a new target within range or follow his original target and keep poking.

10: (element) of Change
Replace (element) with one material of your choice, be it diamond, wood, stone, gold, admantium or what have you.

This artifact is a lump or chunk of whatever you chose to replace (element) with. Upon coming in contact with a creature's flesh, it twists itself into the creature painfully, but creating no wound. From that point on, the creature slowly and painfully changes into a living construct made from that element.