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Thread: Magic items

  1. - Top - End - #1
    Dwarf in the Playground
     
    AssassinGuy

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    Default Magic items

    I need help finding magic items that would fit into my Percy jackson campain

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    Bugbear in the Playground
     
    HalflingPirate

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    Default Re: Magic items

    Do you want item suggestions? Or are you looking for items already statted out?

    Dragon Magazine always had good ideas and items, so that might be a good source.

    Wineskin of Dionysis
    This creates the Dionysian version of Holy Water. Whenever any liquid from any source is put in it, mercury, acid, poison, blood, whatever, if liquid, becomes cheap wine. Even magical, alchemical, holy, or unholy water turns to cheap wine. Fine vintages poured into this skin become cheap wine.

    Athena's Spear
    This looks like a small eating knife most of the time, but it is in fact a versatile and powerful tool. It can assume the shape of any desired sword, knife, or polearm as the weilder desires. It can also be used as a lockpick, and the weapon can shrink to the size of a pixie's dagger or grow to the size of storm giant's trident.

    Hestia's Satchel
    Potions and alchemical preparations fit into sectioned compartments in this satchel which functions like a Handy Haversack except that only alchemical, medical, or spell components maybe placed inside. It is said that Hestia maintains a minimum inventory in each satchel, including:
    12 Cure Minor Wounds
    6 Cure Light Wounds
    3 Neutralize Poison
    1 Restoration
    These potions will be restored when placed on a hearth shrine.

    Winged Sandals/Helm
    Hermes has a full set, as does Nike, who also has wings of her own. The Sandals enable flight and speed while the helm allows teleportation and invisibility.

    Hammer of Haphestus
    Each of these is attuned to an element and can destroy on contact, (appropriate saves allowed, of course,) anything made of that element.
    Each may be used to craft items, improving the chance of crafting a masterwork item.
    Each may be used to sunder magic items and minor relics, bypassing 30 hardness automatically and reducing the effective hardness of an item by thirty for the purposes of sundering with this weapon.

    Staff Of Lightning
    Forged in fires of Aetna by the Cyclops Brothers, the lightening bolts of Zeus are far too powerful to be touched by mortals or demi-gods. But the children of Zeus who petition, (bribe,) them may be gifted with a weapon infused with lightening. Of course, the weapon can also fire off a Lightening Bolt spell in addition to inflicting electrical damage on hit, but this risks ruining the staff.

    Apollo's Lyre
    This simple shepherd's lyre is indeed a powerful magic item which, when played, can daze an audience who must stop to hear its sweet melodies, (saves apply as if charmed.) While dazed the player may make a Suggestion as per the spell. The lyre can also Charm Person or Animal as the spell.

    Shell Horn
    This magical seashell can summon 1 creature per three character levels, but only horses or creatures of the sea. The character blowing the horn must decide before blowing which creatures are to be summoned and the DM must decide if and how many hear its call. Intelligent creatures are not required to answer the call, but they may if they desire.

    Water of the Styx
    One sip of this water erases all memories from the drinker. There are no saves allowed, and no means of ever restoring lost memories.
    Bathing in the water creates an Ironskin spell effect, (superior to Stoneskin,) but an accidental splash can make the bather forget why he was taking a bath.Or what a bath is. This effect lasts 4d3 hours and requires a minimum of one quart, (about a liter.)
    Immersion in the River Styx always erases all memories, but can imbue the bather with permanent DR of +1/20.

    Lionskin
    Nimean lions cannot be pierced by blade or spear, (half or quarter damage,) and thus their skins are highly valued for armor. Getting the lion out of its uncuttable skin is a trick, and rendering it into leather ruins its powers.
    Fake lionskins from regular lions are often sold to the ignorant and unwary.

    Claws of the Lion
    The only thing that can cut the skin of a Nimean Lion is the claw of a Nimean Lion. These curved blades, serrated and razor sharp on their inside curve, can be fashioned into daggers, polearm blades, and cutting tools for a variety of purposes. They bypass Damage Reduction as if +2 weapons if not enchanted to higher levels.

    Masks of the Heroes
    Ancient people preserved the likenesses of their dead with masks cast of plaster upon their death. The masks of heroes were often recast in bronze. Wearing a plaster mask rewards the wearer with one power of the dead hero for a single use, while bronze masks may be used once per day, (or more/less often, depending on the power of the hero.) Some examples:
    Heraclese = + Str
    Theseus = + Int
    Jason = + Wis
    Orpheus = + Perform (music)
    Periclese = + Luck
    Last edited by brian 333; 2018-02-01 at 06:04 PM.

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    Orc in the Playground
     
    WhiteWizardGirl

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    Default Re: Magic items

    Small note, the memory water is the Lethe, not the Styx. Also, DR by magic plusses stopped being a thing a long time ago, back in base 3rd edition. The Styx literally prevents gods from hurting you, it should probably be better than that anyway. Personally I would say DR and ER 50 unless someone knows you well enough to know where your weak spot is.
    If you're falling in a forest and there's nobody around, do you ever really crash or even make a sound?
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    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Magic items

    Anything seen in the books is an extant artifact. Anything else from Greek myth (I'm no expert here) is probably also extant, perhaps as an artifact or perhaps as a type of item, depending on power level and original description.
    Quote Originally Posted by brian 333 View Post
    Do you want item suggestions?
    Nice items, but if you will indulge me I will throw in two cents here and there.
    Wineskin of Dionysis
    This creates the Dionysian version of Holy Water. Whenever any liquid from any source is put in it, mercury, acid, poison, blood, whatever, if liquid, becomes cheap wine. Even magical, alchemical, holy, or unholy water turns to cheap wine. Fine vintages poured into this skin become cheap wine.
    I'd make it good quality wine. Not really great, so truly fine vintages would still be downgraded, but pretty good. Or maybe the quality that comes out depends on what goes in: If a potable beverage goes in then pretty good wine comes out. If Holy Water, Sweetwater, or the like goes in then very good wine comes out. If poison, seawater, or sewage goes in then really bad (but potable) wine comes out. If the finest wine goes in it is unchanged.

    Hestia's Satchel
    Potions and alchemical preparations fit into sectioned compartments in this satchel which functions like a Handy Haversack except that only alchemical, medical, or spell components maybe placed inside. It is said that Hestia maintains a minimum inventory in each satchel, including:
    12 Cure Minor Wounds
    6 Cure Light Wounds
    3 Neutralize Poison
    1 Restoration
    These potions will be restored when placed on a hearth shrine.
    Other items of about the size and shape of a potion vial can be stored, but they displace potions; not as many potions can be stored, and fewer potions will be generated on the hearth until the other items are removed. So if you really want to use it to carry bottles of spices you can, but the satchel is correspondingly less useful.

    Apollo's Lyre
    This simple shepherd's lyre is indeed a powerful magic item which, when played, can daze an audience who must stop to hear its sweet melodies, (saves apply as if charmed.) While dazed the player may make a Suggestion as per the spell. The lyre can also Charm Person or Animal as the spell.
    Instead of a simple save, use an opposed check using the user's Perform (Lyre, Harp, or anything similar). That way the item is much more effective when used well, and if you play the shepherd's lyre more like one of the sheep then it isn't going to work at all.

    Shell Horn
    This magical seashell can summon 1 creature per three character levels, but only horses or creatures of the sea. The character blowing the horn must decide before blowing which creatures are to be summoned and the DM must decide if and how many hear its call. Intelligent creatures are not required to answer the call, but they may if they desire.
    "Aha! Let's see how you deal with my angry mob of vicious attack clams!!!!!"

    Quote Originally Posted by ObliviMancer View Post
    Small note, the memory water is the Lethe, not the Styx. Also, DR by magic plusses stopped being a thing a long time ago, back in base 3rd edition. The Styx literally prevents gods from hurting you, it should probably be better than that anyway. Personally I would say DR and ER 50 unless someone knows you well enough to know where your weak spot is.
    But Achilles's tale is a cautionary one. If Thetis had placed him fully in the water, say in a basket or net, that arrow could not have felled him.
    -- Joe
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    You are completely welcome to use anything I post here, or I wouldn't post it.

  5. - Top - End - #5
    Bugbear in the Playground
     
    HalflingPirate

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    Default Re: Magic items

    Your two cents is worth a buck-fifty! Excellent suggestions. Be careful, though; all those poor souls wandering the banks of the Styx might jump you for your two cents.

    Also: never underestimate the power of the clam. Have you ever walked barefoot on a clamshell road?

    I intentionally combined the Styx and Lethe to make the water 'dangerous.' But feel free to have two kinds of water. I'd say Hades' kids have better access, but several heroes made the trip and lived to brag about it.

    Oar of the Argo
    This tool can be used as a quarterstaff, but its true power is as an oar. Any boat propelled by this oar gains an increase of speed and agility, or the user may choose to use the oar to propell any boat at its cruising speed for up to four hours without fatigue. There would be minimum strength requirements to propell ships of various sizes.

    Feathers of the Pegasus
    A small plain leather bag contains 1-12 small white downy feathers. When worn the bag prevents injury from falling by casting a Feather Fall spell, consuming one of the feathers. A transparent illusion of a pegasus swooping to the rescue may accompany the spell but it can't be controlled for any useful purpose.

    Arrows of Artemis
    These rare shafts never miss their targets, but the mistress of the hunt rarely gives them away. They may instead be Arrows of Slaying.

    Dragon's Teeth
    These ivory trinkets typically come in iron helmets once worn by soldiers. When planted in freshly tilled soil they grow into humanoid Skeletons called Myrmidons. Like the ants for which they are named, they form a swarm and slay anything in their path. While they are often used to demonstrate the prowess of young warriors, they can be weaponized by the clever in several ways. Clerics and children of Hades might command them, or someone might plant them and run away, or devise some other clever means placing them in the path of a foe. Tilling over a battlefield and sowing dragon teeth will produce armed and armored Myrmidons.
    Last edited by brian 333; 2018-02-03 at 12:40 AM.

  6. - Top - End - #6
    Pixie in the Playground
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    Feb 2018

    Default Re: Magic items

    Pan's Flute: Charm person for as long as the character using it plays, but target attitude reverts to unfriendly as soon as the player stops.

  7. - Top - End - #7
    Pixie in the Playground
     
    ElfMonkGuy

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    Feb 2018

    Default Re: Magic items

    I would recommend finding items throughout the series; there are several and each is interlaced. The golden fleece is probably a solid choice. I would add some kind of healing effect, or have it cure diseases.

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