To round out
my posts statting up magic items from the first two
Dragon Quest games for
The Saga of the Ortegids, here's a few magic items from
Dragon Quest III.
Wondrous Item, Rare, Requires Attunement
1 lb.
These stones are inscribed with powerful magic governing the forces of life and death. It is believed that the means of creating such items was first devised by the ancient
Isisians, but this civilization left behind records of the process, and lifestones have been produced over the milennia by many subsequent magicians. Isisian legend tells that if the holder of a lifestone was to die through unnatural means, the stone will take the place of their soul in the afterlife, allowing them to go on living. This has made them prized as protective talismans, and more than one warrior has credited their lifestone with allowing them to survive a close brush with fate on the battlefield.
If a creature attuned to a lifestone drops to 0 HP, they do not roll death saves and are considered automatically stabilized (but are still at 0 HP). The stone then shatters and cannot be reused.
Wondrous Item, Very Rare
2 lb.
Though it appears from the outside to be an unremarkable vase, this vase possesses two notable qualities - it can draw in water and store great quantities far in excess of its apparent dimensions. Each Vase of Drought can store up to 3d100 gallons. When it is submerged in water (or another liquid), it begins to rapidly suck in fluid at a rate of 1 gallon per 8 seconds until it is either full or removed from the body it is submerged in. This fluid is stored as though in a bag of holding and can be decanted at will, up to the amount stored. Stored fluid does not affect the weight of the vase.
Artifact
A sacred treasure of the goddess
Rubiss, this sword is imbued with divine magic. Though Rubiss is the goddess of life and creation and normally detests senseless violence, she nevertheless blessed this sword for one of her champions in the God-War before it was lost into the bowels of the earth. Rumor holds it is buried beneath
Leiamland, guarded by a ferocious golden dragon.
The Sword of Rubiss behaves as a +3 longsword, and deals an additional 1d10 radiant damage against fiends and undead. Additionally, the blade is inscribed with the word "THORDAIN." A DC 10 Religion check will determine that this is an incantation in the tongue of the gods relating to thunder and lightning; characters with proficiency in the Celestial language will know this automatically. As an action, a creature who points the sword at a target and speaks this inscription to cast lightning bolt at a spell save DC of 15. The sword has three charges; using it in this fashion consumes one charge. It regains one charge at dawn each day.
Staff, Very Rare, Requires Attunement
This staff has a mirror set into its head, and is sculpted with clouds. It can be used as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Additionally, as an action, the staff can be used to generate a barrier that reflects magic around any creature in touch range. To maintain the barrier requires concentration. Any spells of 7th level or lower that are made against a single target instead target the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster, if made against the shielded creature.
Staff, Legendary, Requires Attunement
This staff can be used to alter the user's form. It can be used as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When the butt of the staff is stamped against the ground, the user can adopt the shape of any creature. This functions as the
polymorph spell, but is
not limited to beasts. The user can use this to appear as a generic specimen of the chosen form (eg. an
elf), or as a specific one (eg. the King of
Manoza). If they adopt the form of a humanoid, they can alter any items they are wearing or carrying as well. Each time the staff is used, there is a 1% chance that it backfires, instead transforming the user into something else - roll 1d20 on the table below.
1. Rabbit
2. Sheep
3. Pig
4. Bird
5. Toad
6. Dog
7. Cat
8. Horse
9. Wolf
10. Slime (stats of a grey ooze)
11. A different specimen of the user's race, of the same age and sex.
12. A different specimen of the user's race, but 1d20 years younger.
13. A different specimen of the user's race, but 1d20 years older.
14. A different specimen of the user's race, of the opposite sex.
15. Elf (as 10 if the user is an elf)
16. Dwarf (as 10 if the user is a dwarf)
17. Hobbit (as 10 if the user is a hobbit)
18. Beastman (stats of an orc. If the user is a beastman, roll 1d6: 1-4, as 10; 5-6; they become a beastman with the features of a different animal)
19. Dragovian (if the user is a Dragovian, roll 1d6: 1-4, as 10; 5-6; they become a Dragovian of a different color)
20. Young Red Dragon
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