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A Word from the Author Video games have become what most people think of when gaming is mentioned.

Even role-playing games have largely become the province of video games in the public mind. And while tabletop role-playing will never be totally eclipsed by digital gaming, there are still many interesting things in video games that can be brought to the table. Here then are magic items inspired by some of the most popular video games of all time. After years of video games drawing on tabletop RPGs for inspiration, isnt it time they gave something to your game? -Shane OConnor

Video Game Magic Items

Babomb
This little clockwork creature slowly walks towards you on tiny mechanical legs. No larger than a housecat, its body is simply a black orb with two white eyes painted on the front, giving it a rather cute appearance. It suddenly comes to a stop and, before you can react, explodes in a rush of flames! Short for battleautomated bomb, a babomb is a simple construct designed to self-destruct in an explosive manner. Because theyre relatively fragile, and dont explode when destroyed by damage, babombs are often used as traps, being given simple commands such as explode if any creature other than me approaches you, or walk up to anyone who touches that chest and explode. Since babombs are small and easily overlooked, this can be an insidious way of catching an enemy by surprise.

Construction A babombs body is a simple orb of blackened iron fitted with mechanical legs and filled with flammable powders. Creating the body costs 100 gp, and making the proper mix of the powders requires a DC 15 Craft (alchemy) check and 300 gp. CL 5th; Craft Construct, fireball, caster must be at least 5th level; Price 1,150 gp; Cost 775 gp + 15 XP.

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Video Game Magic Items Babomb CR 3 Always N Tiny Construct Init +2; Senses darkvision 60, lowlight vision; Listen +0, Spot +0 Languages None AC: 18, touch 14, flat-footed 16 (+4 natural armor, +2 Dex, +2 size) hp: 27 (5 HD) Immune: ability damage, ability drain, any effect that requires a Fortitude save unless the effect also works on objects or is harmless, critical hits, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning Saves: Fort +1, Ref +3, Will +1 Spd: 30 ft. Melee: -Ranged: -Space: 2-1/2 ft.; Reach 0 ft. Base Atk: +3; Grp -9 Special Actions: explode Abilities: Str 2, Dex 14, Con --, Int -, Wis 10, Cha 11 SQ: construct traits Feats: -Skills: Hide +10 Environment: any Organization: solitary or babombardment (2-7) Treasure: none Advancement 6 HD (Tiny); 7-15 HD (Small) Explode (Su): As a standard action, a babomb can explode. This explosion creates a fireball (DC 13; caster level 5th) centered on where it was. A babomb is always completely destroyed by exploding.

(Major Magic Armor) Appearing as a large turtle shell with the top colored blue, this magic armor functions as a +3 breastplate, except that it does not reduce the wearers speed. It magically resizes to fit a new wearer, and completely covers their torso, having holes for their arms, legs, and head (new holes magically appear if the wearer has other appendages, such as extra arms or a tail). This doesnt impede the characters ability to wear or use other items normally (though it may make him look rather silly). While wearing this armor, a character that performs a total defense action may pull his head and limbs into the shell, gaining a +6 deflection bonus to AC instead of a +4 dodge bonus. The magic of the shell even allows you to pull in gear that should be too large to fit inside it with you, such as a two-handed weapon or a tower shield. If a character wearing blue shell armor makes an overrun attempt while moving in a straight line, he may pull himself into the shell as a free action, letting it slide along the ground. Doing so grants an additional 10 ft. of movement, and the attempt is treated as though the character had the Improved Overrun feat. Further, he may make an overrun attempt against all opponents in the path of his movement, until his move ends or

Blue Shell Armor

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Video Game Magic Items one of them successfully blocks the attempt. Strong transmutation; CL 12th; Craft Magic Arms and Armor, haste; Price 56,350; Cost 28,350 + 2,240 XP.

Bow of Light
(Medium Magic Weapon) Once used by the half-celestial warrior Pitt Icarus to slay a powerful medusa queen, the bow of light is a powerful weapon of goodness. It appears as a golden bow with no string, not can it be strung due to the ends of the bow being bladed (see below). The bow of light acts as a +2 holy burst shortbow (although longbow and compound bow versions have been found in some areas). Instead of using normal arrows, a character who reaches between the ends of the bow and pulls back as if nocking an arrow will find that a glowing string appears, as does an arrow of light. An unlimited number of these arrows may be created, though each arrow fades away after being shot, regardless of whether or not the attack hit. These arrows may be enchanted with spells and effects normally prior to being shot. As a move action that does not provoke an attack of opportunity, a character may split the bow of light in two at the handle. When so split,

each end of the bow functions as a +1 holy short sword. Placing the two short swords back together reforms the bow, an action that also takes a move action without provoking an attack of opportunity. Strong evocation [good]; CL 13th; Craft Magic Arms and Armor, holy word, creator must be good; Price 50,000 gp; Cost 25,000 gp + 2,000 XP.

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Video Game Magic Items billowing out like a parachute if the character falls. Also, once per day while flying, the character may, as a full-round action that does not provoke an attack of opportunity, deliberately slam into the ground. This creates an earthquake where the character lands, though neither the landing nor the earthquake harms the character. The cape can also be used as an offhand weapon. A character can spin around to attack with it, dealing 1d6 points of bludgeoning damage (the cape overcomes damage reduction as a magic weapon). A character may also make a Whirlwind Attack, as the feat, with the cape. The cape cannot, however, be used as a weapon while the character is using it to fly (including floating down). Strong transmutation [air] and evocation [earth]; CL 15th; Craft Wondrous Item, air walk, earthquake, magic weapon; Price 200,000 gp.

Holy Burst A holy burst weapon functions as a holy weapon that also explodes with holy power upon striking a successful critical hit against an evil creature. This does not damage the wielder. In addition to the extra damage from the holy ability, a holy burst weapon deals an extra 1d10 points of damage to an evil creature on a successful critical hit. If the weapons critical multiplier is 3, add an extra 2d10 points of damage instead, and if the multiplier is 4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the holy energy upon their ammunition. Strong evocation [good]; CL 13th; Craft Magic Arms and Armor, holy word, creator must be good; Price +3 bonus.

Cape of the Hero


(Major Wondrous Item) Made by clerics of an air deity, the cape is the result of them wanting an item similar to the leaf of the raccoon, but which wouldnt make them look ridiculous. The result was the creation of this yellow cape. The cape of the hero allows a character to fly at twice his base speed with average maneuverability. A character who wears it is also always under the effect of a feather fall spell, with the cape wrapping about the characters ankles and

Cloud of Flying
(Medium Wondrous Item) This appears to be a small, puffy white cloud 5 feet by 5 feet wide, and 3 feet high. Despite appearances, the bottom of the cloud is quite solid when stepped on, and though it weighs only 10 lbs. can carry up to 250 lbs. The carpet can fly at a speed of up to 40 ft. with good maneuverability, and is activated by a command word (usually

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Video Game Magic Items nimbus). A character that crouches down or otherwise uses the cloud as a disguise gains a +10 circumstance bonus to Hide checks to appear as a normal cloud. Moderate transmutation; CL 10th; Craft Wondrous Item, invisibility, overland flight; Price 25,000 gp.
AWESOME BLOW (FEAT) [GENERAL, FIGHTER] Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger. Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creatures choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent cant move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponents move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Club of the Smash Brothers


(Medium Magic Weapon) While it is unknown who first created these weapons, they have become famous due to their use by a popular adventuring party known as the Smash Brothers. Long and thin, this +2 greatclub grants whoever wields it the Awesome Blow feat, even if they do not meet the prerequisites. When using the club to make an Awesome Blow, the wielder may do so against corporeal creatures up to one size category larger than himself. Moderate universal; CL 11th; Craft Magic Arms and Armor, repulsion; Price 18,305 gp.

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Video Game Magic Items

(Major Magic Weapon) Wielded by the hero Cumulus at the Battle of the Meteor five hundred years ago, the final sword is named because its considered so powerful that, once acquired, no other weapon will ever be necessary. The final sword is actually six interlocking swords. Each is meant to be used against a different type of enemy, save for the primary sword, which is more generic in function. In the centuries since the Battle of the Meteor, many of the swords have been lost; many who find individual blades have no idea that theyre part of a larger whole. Even if the entire set were reunited, however, using it is no easy task. The final sword is

The Final Sword

best used by a neutral good (or neutral) character with the Sure Grasp (see below) and Two-Weapon Fighting feats. The six component blades are as follows: Crusader: This +5 defending dancing interlocking greatsword is the primary for all of the other swords. Strong abjuration and th transmutation; CL 20 ; Craft Magic Arms and Armor, animate objects, shield; Price 201,350 gp; Cost 101,350 gp + 8,000 XP. Punisher: This +5 construct bane dancing interlocking adamantine greatsword is meant to be used against golems and other constructs. Strong conjuration and transmutation; CL 20th; Craft Magic Arms and Armor, animate objects, summon monster I; Price 203,550 gp; Cost 103,550 gp + 8,000 XP. Pitiless: This +1 anarchic holy lawful outsider bane dancing interlocking alchemical silver longsword is the favored weapon to use against devils. Strong conjuration, evocation [chaotic and good], and th transmutation; CL 20 ; Craft Magic Arms and Armor, animate objects, chaos hammer, holy smite, summon monster I; Price

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Video Game Magic Items 200,905 gp; Cost 100,905 gp + 8,000 XP. Revenger: This +1 axiomatic holy chaotic outsider bane dancing interlocking cold iron longsword is best used to fight demons. Strong conjuration, evocation [lawful and good], and th transmutation; CL 20 ; Craft Magic Arms and Armor, animate objects, holy smite, orders wrath, summon monster I: Price 202,830 gp; Cost 102,830 + 8,080 XP. Ashkelon: This +3 keen thundering shapechanger bane dancing interlocking alchemical silver shortsword works best against lycanthropes and their ilk. Strong conjuration, necromancy, and transmutation; CL 20th; Craft Magic Arms and Armor, animate objects, blindness/deafness, keen edge, summon monster I; Price 200,900 gp; Cost 100,900 gp + 8,000 XP. Viper: This +3 ghost touch might cleaving fey bane dancing interlocking cold iron shortsword is the weapon of choice versus faeries and other sylvan creatures. Strong conjuration, evocation, and transmutation; CL 20th; Craft Magic Arms and Armor, animate objects, divine power, plane shift, summon monster I; Price 202,820 gp; Cost 102,820 gp + 8,080 XP. Interlocking Interlocking is a non-magical quality that may be applied to melee weapons. Interlocking weapons have moving parts that make them able to physically attach and detach from one another, allowing quick access to multiple weapons as needed. Weapons must be made with the interlocking capability; it cannot be applied later. All interlocking weapons are part of a specific set, and will not interlock with weapons of a different set. Crafting interlocking weapons is difficult, adding +8 to the Craft DC. The primary interlocking weapon (see below) costs an additional 1,000 gp to purchase, and each secondary interlocking weapon costs an additional 500 gp. Each set of interlocking weapons has a primary; all other weapons in the set attach and detach from the primary. The maximum number of secondary weapons that may be made to attach to a primary is as follows: one of the same handedness category (e.g. two-handed, onehanded, or light), and two of each smaller category. For example, a longsword that is the primary of a set of interlocking weapons could have another longsword and two shortswords as the secondaries in the set. When a secondary weapon is attached to the primary, it is considered stored; the primary gains no benefit to attacks or damage from having secondaries attached. Attaching or detaching a secondary weapon from the primary is a free action. The GM has discretion if a weapon is suitable for being part of

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Video Game Magic Items a set (e.g. he may rule that a dagger cannot be the primary weapon where the secondary is a sickle). If someone makes a sunder attempt against the primary, the defender gains a +1 bonus per attached weapon on the opposed roll. However, a successful sunder attempt results in a single damage roll, applied separately to the primary weapon and each attached secondary. SURE GRASP (Feat) [GENERAL] You can wield a two-handed weapon single-handedly. Prerequisites: Str 16, Base attack bonus +5, Martial Weapon Proficiency. Benefit: You can use a two-handed weapon as a one-handed weapon. If wielding a two-handed weapon in one hand while fighting with two weapons, you take an additional -2 penalty to all attacks made with the hand wielding the two-handed weapon. Special: A fighter can select Sure Grasp as one of his fighter bonus feats.

(Minor Wondrous Item) This enchanted flower looks like a large tulip, with spiky orange-red petals that stand straight up. When eaten, it allows a character to throw fire as if under a produce flame spell, save that throwing flames does not reduce the duration. Due to a minor flaw in the enchantment process, while under the effects of a fiery flower all of the characters clothing and equipment is colorized to be red and white. Faint evocation [fire]; CL 5th; Craft Wondrous Item, produce flame; Price 250 gp.

Fiery Flower

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Video Game Magic Items

(Major Wondrous Item) This monks outfit is colored black, and written on the back in red is the symbol for Heaven in the Infernal language. Though it looks odd, this outfit was worn for many years by a powerful dark monk on a quest for martial perfection. Despite having been long since discarded by him, it retains a measure of his evil intent. A character with no monk levels who wears the gi gains only a +1 profane bonus to attack rolls and AC. A monk character, gains a +3 profane bonus to attack rolls and AC, as well as an additional +10 ft. of speed. The greatest power of the gi of heaven, however, is that it allows a monk wearer to potentially slay an enemy instantly. Once per day as a standard action, the wearer may use the Enraged Demon technique. The wearer must make a touch attack against the potential target. It successful, theres a momentary blinding flash of light as the target is mentally attacked by their

The Gi of Heaven

own sense of wickedness, making a Will save (DC 10 + the wearers monk levels + the wearers Wisdom bonus). On a failed save the victim takes Wisdom damage equal to the attackers monk levels; if this reduces the victims Wisdom to 0 or less, he dies. On a successful save, he takes Wisdom damage equal to half the attackers monk levels instead. This is a mindaffecting effect. Wearing the gi of heaven takes up the robe/armor body slot for magic items. It bestows two negative levels on any good creature attempting to wear it. The negative levels remain as long as it is worn and disappears when it is no longer worn. These negative levels never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the gi is worn. Strong abjuration, enchantment, and transmutation; CL 12th; Craft Wondrous Items, feeblemind, longstrider, magic weapon, shield of faith; Price 40,000 gp.

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Video Game Magic Items

(Major Magic Weapon) Unlike most magic gloves, the glove of power is only a single glove, made for the right hand. A glove of power functions as a +2 gauntlet and opponents cannot use a disarm action to disarm you of it. Attacks made with the glove of power do not incur attacks of opportunity, as though you had Improved Unarmed Strike. While wearing it, a character may use mage hand and spectral hand at will. Twice per day the wearer may use interposing hand, and once per day he may use grasping hand. These powers are used as spell triggers. Strong evocation [force], necromancy, and transmutation; CL 13th; Craft Magic Arms and Armor, grasping hand, interposing hand, mage hand, spectral hand; Price 112,952 gp.

Glove of Power

Leaf of the Raccoon


(Medium Wondrous Item) Created by a cabal of druids, this spadeshaped leaf, when eaten, causes the character to grow raccoon ears in addition to his normal ones, and a matching tail (replacing any tail he might already have), which remain for 10 minutes. The characters

clothing, including any magic items, are magically reshaped to seamlessly allow for the ears and tail, and change back when they disappear or if removed from the characters body. The extra set of ears grant the character a +2 competence bonus to Listen checks. The tail can be swung around as a secondary

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Video Game Magic Items natural weapon that the character is automatically proficient with, and deals 1d6 points of bludgeoning damage for a Medium character (the tail overcomes damage reduction as a magic weapon). A character may also make a Whirlwind Attack, as the feat, with their tail. Finally, by wagging the tail up and down rapidly, a character may fly at twice their base land speed with average maneuverability, or may slow a fall as per feather fall. When so flying or floating, the tail cannot be used as a weapon. Moderate transmutation [air]; CL 10th; Craft Wondrous Item, air walk, magic fang, owls wisdom; Price 11,000 gp. applies only to attacks made with the sword itself. If the wielder already has a base attack bonus equal to their levels/Hit Dice, then the sword automatically confirms all critical threats. Overwhelming transmutation; CL 27th; Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, haste, keen edge, transformation, wish; Price 5,120,100 gp; Cost 2,560,100 + 62,200 XP.

(Epic Magic Weapon) This powerful weapon has been held by many wielders over the centuries. The most recent was the villain Sefirah at the Battle of the Meteor, two centuries ago. This large +7 keen greatsword of speed may be wielded by a Mediumsized creature without penalty. It is forged of an unknown material, and is treated as being both cold iron and adamantine for purposes of overcoming damage reduction; moreover, it ignores all hardness when attacking objects. Masamunes greatest power, however, is that it strengthens those who wield it to their maximum potential. The base attack bonus of character attacking with Masamune is equal to their levels/Hit Dice. This

Masamune

(Major Wondrous Item) Colloquially known as a save point, this 4" x 8" mirror is usually found sealed within a protective iron case. The first time a player opens the case and peers into the mirror, the mirror will capture the player's exact image upon its surface, freezing it there. At this time a copy of the player's character record sheet is made, carefully noting their current hit points, experience, status, equipment, etc. If at anytime a less than favorable fate befalls the player, such as being turned to stone, reduced to a pile of ash, eaten by a purple worm, eaten by a bag of devouring, or simply contracting a nasty disease, the mirror can be smashed in order to restore the player to their "saved" condition. The player, or whatever remains of them, vanishes from wherever they are and reappears near the spot where the mirror was smashed. The owner of the frozen reflection can will it to be erased in order to store a

Restoration

Mirror of

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Video Game Magic Items more "up to themselves. date" version of

Moderate universal; CL 10th; Craft Wondrous Item, wish; Price 60,000 gp.

(Minor Wondrous Item) This magic mushroom has a white stalk and a dark red cap with white spots. When eaten, it causes the character to grow as if under an enlarge person spell. Faint transmutation; CL 5th; Craft Wondrous Item, enlarge person; Price 250 gp.

Mushroom of Growth

Scorpions Sting
(Moderate Magic Weapon) Said to have been used by the ghost of a vengeful ninja, scorpions sting is a +2 spiked chain (or whip) with a special power. As a standard action (the command phrase is get over here!), the user can make an attack against a non-adjacent foe within range. If the attack is successful, the user may make an opposed Strength check against the victim. If successful, the victim is pulled adjacent to the attacker and is stunned for 1 round (this movement can provoke attacks of opportunity from nearby creatures, but not the attacker). If the victim wins the Strength check, then he isnt moved nor stunned. Moderate transmutation; CL 9th; Craft Magic Arms and Armor, telekinesis; Price 18,325 gp; Cost 9,325 gp + 720 XP.

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Video Game Magic Items

(Minor Wondrous Item) This small five-pointed star is roughly the size of a mans hand, and glows with inner power. When grasped, the user can will the star to protect him. The star then vanishes as its magic is consumed, and the wielder is protected under a prismatic cloak spell for 6 rounds. Strong abjuration; CL 13th; Craft Wondrous Item, prismatic cloak; Price 4,550 gp. Prismatic Cloak Abjuration Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: See text This spell enables the spellcaster to sheath herself or a touched creature in a flickering aura of prismatic colors. This aura offers the target incredible protection, in much the same way that a prismatic wall or prismatic sphere offers protection, however, the offensive aspects of those spells is sacrificed in exchange for mobility. The brilliance of the cloak, however, will cause any creature with fewer than 5 HD that is within 10 feet of the cloak-wearer to be blinded for 2d4 rounds by the colors if it looks at the cloak.

Invincibility

Star of

Each color in the prismatic cloak has a special defensive capability. The following table shows the seven colors of the cloak, the order in which they appear, the defensive effect, and the magic needed to negate each color. 1st : Red: Stops non-magical ranged weapons (negated by Cone of cold) 2nd: Orange: Stops magical ranged weapons (negated by Gust of wind) 3rd: Yellow: Stops poisons, gases, and petrification (negated by Disintegrate)

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Video Game Magic Items 4th: Green: Stops breath weapons (negated by Passwall) 5th: Blue: Stops divinations and mental attacks (negated by Magic missile) 6th: Indigo: Stops all spells (negated by Dayligh)t 7th: Violet: Energy field blocks all objects and effects (negated by Dispel magic) those materials already on when the character activates the suit fall to the ground in the characters space). Once activated, the suit cannot be removed save for giving it another mental command, which turns it back into a carving. The suit has all the powers of a leaf of the raccoon, with a few additional ones. It grants the wearer a +5 natural armor bonus. The suit also allows the wearer use a statue effect on himself for a total of 13 rounds per day. Strong transmutation [air]; CL 13th; Craft Wondrous Item, air walk, barkskin, magic fang, owls wisdom, statue; Price 200,000 gp.

The cloak can be destroyed, color by color, in consecutive order, by various magical effects; however, the first must be brought down before the second can be affected, and so on. A rod of cancellation or a disjunction spell destroys a prismatic cloak, but an antimagic field fails to affect it. Dispel magic or greater dispelling cannot dispel the cloak or anything within it. Creatures that possess spell resistance can attempt to physically attack the wearer of the cloak, but the caster level check is repeated for each color present.

Summoning Spheres
(Medium and Major Wondrous Items) These red and white magical spheres are a focus for improved summon monster spells. Initially, most summoning spheres are made unbound, and most (75%) are also found in this state - being just a magical sphere with no specific summoned monster attached to it. Unbound, these spheres can be used to capture and bind creatures summoned using any of the summon monster spells, or creatures that could normally be summoned by these spells. An attempt to capture a creature with these spheres is treated much like a dismissal spell. The sphere wielder

(Major Wondrous Item) Created by the same cabal of druids responsible for the leaf of the raccoon, the suit of the raccoon grants the user more abilities than its less-powerful counterpart. The suit normally appears as a tiny wooden carving of a raccoon and upon a mental command vanishes as a furry raccoon suit appears on the character (taking up the robe/mantle/cape body slot; any of

Suit of the Raccoon

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Video Game Magic Items rolls 1d20 and adds his total character level, plus any bonuses from the sphere itself. The defending creature must make a successful Will save, adding the creature's hit dice to the standard Will save roll, and must roll higher than the sphere wielder's check to avoid becoming bound by the sphere. If the target creature makes the save, the ball fails to capture it, though it can be used to make another attempt later. Once the summoning sphere has a bound monster within it, it is treated as a summon monster device with a verbal command word (usually something along the lines of "I choose you!"). Whenever used, the sphere summons the same monster that was trapped within it originally. Normally a summoning sphere can only be used once per day in this manner. Summoning Sphere: +0 bonus on capture roll. Moderate abjuration and summoning; CL 7th; Craft Wondrous Item, dismissal, planar binding, summon monster III; Price 12,000 gp. UltraSphere: +4 bonus on capture roll. Moderate abjuration and Craft summoning; CL 11th; Wondrous Item, dismissal, planar binding, summon monster V; Price: 18,000 gp. GreatSphere: +8 bonus on capture roll.

Strong abjuration and summoning; CL 15th; Craft Wondrous Item, dismissal, planar binding, summon monster VII; Price: 24,000 gp. MasterSphere: +12 bonus on capture roll. Strong abjuration and summoning; CL 19th; Craft Wondrous Item, dismissal, planar binding, summon monster IX; Price: 30,000 gp.

Vegetable of Might
(Minor Wondrous Item) The original vegetables of might were grown by the same druids who created the leaf of the raccoon, adding further evidence that they must have been smoking some of the more exotic forest plants when they were dreaming up new magic items to create. A vegetable of might can be any kind of vegetable. If eaten, the vegetable cures 1d8+5 hit points of damage (this deals 1d8+5 points of damage to undead that eat it, assuming undead like to eat vegetables). A vegetable of might may also be used as a thrown weapon. It has a range increment of 20 feet and does 1d8 points of bludgeoning damage, overcoming damage reduction as a magic weapon. However, after being thrown once (regardless of whether or not the attack was successful) it loses all of its magic properties.

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After being eaten or thrown, a vegetable of might will leave 1d3 seeds behind. These seeds may be planted, and in 1d4 months each seed will grow into a single new vegetable of might, which can be pulled out of the ground as a move action that provokes an attack of opportunity (the stalk of a grown vegetable of might can be recognized with a DC 12 Knowledge (nature) check). Faint conjuration and th transmutation; CL 5 ; Craft Wondrous Item, cure light wounds, magic fang; Price 500 gp.

constructs and the Will save DC is 16. Legends state that a keysword is actually not so much a weapon as it is a tool. Supposedly, it can open a gateway to a kingdom of hearts, which is rumored to be where new souls come from. Virtually no evidence exists to support this idea, however. GMs option: Those who keysword in their (whether wielded or not) uncanny +3 bonus to all checks. have the inventory gains an open lock

Keysword
(Minor Artifact) This +4 longsword is shaped like a sword-sized key, and lets the wielder use arcane lock and knock at will. A keysword is at its strongest, however, when used to fight soulless foes. It automatically overcomes all forms of damage reduction when used against constructs and undead, and further is treated as having the disruption property, save that it also affects

Mushroom of the Extra Life


(Minor Artifact) This mushroom appears identical in all ways to a mushroom of growth unless examined magically, and when eaten has no discernable effect. However, if a character dies within

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Video Game Magic Items one hour of having eaten a mushroom of the extra life, he is subjected to a true resurrection spell 1 round after having died. If the character does not die within one hour of having eaten the mushroom, then its magic is wasted. A character may only benefit from one mushroom of the extra life at a time. GMs Option: Upon resurrection, there is a 50% chance that the character will be weakened, thereby temporarily suffering 1 point of ability damage to strength, dexterity, intelligence, charisma, wisdom, and constitution. The character may attempt to overcome this weakened state with a successful Fortitude save every other round (DC 20).

The Seven Gems of Chaos


(Major Artifact) These flawlesslycut gems are each of a different color. Supposedly made by an unknown deity of chaos as a response to the Thriforce, the Gems of Chaos have myriad powers, but very little is known about what they are truly capable of; legends about the Gems are often vague, incomplete, and contradictory. However, they all agree that the more of the Gems that are brought together, the greater their power (what powers they gain are determined by the GM). A character with even a single gem gains limited command over time and space. The command phrase chaos controlled can be used to achieve any of the following effects: 3/day haste, slow; 2/day dimension door; 1/day time stop. A character with a Chaos Gem may also Quicken a spell or spell-like ability three times per day without altering its casting time or spell level. A Chaos Gem can also act as a battery of magical power. It can be attached (or removed) to a magic item as a move action that provokes an attack of opportunity, seamlessly integrating itself into the item. Magic items that expend charges no longer do so when a Chaos Gem is attached; the Gem supplies the item

Ribbon of Protection
(Minor Artifact) This seemingly ordinary pink ribbon is enchanted with exceptionally powerful protective magic. It is tied around a characters arm, taking up the bracelet slot for magic items on the body. While worn, this ribbon makes a character immune to all forms of polymorphing, petrification, poison, disease, ability damage and drain, energy drain, death effects, and mind-affecting effects. GMs option: This pink ribbon also provides a +5 luck bonus to all saving throws.

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Video Game Magic Items

with infinite power. Likewise, when attached to magic weapons or armor, a Gem grants a +2 enhancement bonus as well as a +2 bonus worth of special abilities (chosen by the GM; they should fit with the theme of the item). When attached to a magic item, a Gem of Chaos cannot manifest any of the time/space abilities listed above.

(Major Artifact) The Thriforce is an ancient artifact of unknown origin. Supposedly it is imbued with the power of three creator goddesses. The Thriforce appears as three golden triangles, arranged in such a way that they form a single larger triangle. The Thriforce is rarely seen in this form, however, because each

The Thriforce

triangle represents a specific virtue: wisdom (Intelligence and Wisdom), courage (Dexterity and Charisma), and power (Strength and Constitution). If the completed Thriforce is touched by someone who does not have these three virtues in proportional amounts (their ability scores are not all equal), the Thriforce splits, with only the piece corresponding to the characters greatest virtue remaining; the remaining two pieces vanish to seek out hosts with corresponding virtues. A character that possesses a Thriforce has it vanish, merging with his body. The only mundane evidence of his possessing a Thriforce will be the Thriforce symbol (all three Thriforces forming a single triangle) on the back of his dominant hand. The one that he possesses appears brighter than the other two. Characters who use detection spells on one who

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Video Game Magic Items possesses a Thriforce, such as detect magic or true seeing, will always see this symbol superimposed over the character; such massive power cannot be easily hidden. Using detect magic on a piece of the Thriforce itself reveals an overwhelming aura of all schools of magic. The death of a Thriforce possessor will cause their Triforce to physically manifest, floating over their dead body waiting to be claimed. Characters who only find one or two pieces of the Thriforce may claim them even if the pieces do not correspond to a characters own highest virtue. Historically, this has led to possessors of an incomplete Thriforce seeking out the other two with murderous intent. Someone who possesses a piece of the Thriforce may make it leave their body and manifest physically as a standard action that does not provoke an attack of opportunity. What additional powers a person gains when they possess the completed Thriforce are unknown, but all legends agree that the completed Thriforce is greater than the sum of its parts. Most rumors say that a person who manages to gain all three gains immortality, or perhaps even godhood itself. Thriforce of Power: The Thriforce of Power represents strength and physical mastery. A character with its power is an elemental force of nature, unchecked in his might. Such a character gains the following benefits: +20 enhancement bonuses Strength and Constitution. Damage reduction 20/epic. The character makes all of his saving throws as Fortitude saves, regardless of what type of saving throw is normally called for. The character may act normally when at 0 through -9 hit points; he still dies when reaching -10 or less, however. The character is automatically proficient with all weapons, armor, and shields. to

Thriforce of Wisdom: The Thriforce of Wisdom represents both intellectual prowess and strength of will. One who possesses it has intellect and insight rivaling those of the gods themselves. Such a character gains the following benefits: +20 enhancement bonuses Intelligence and Wisdom. to

The character gains three bonuses spells of every level they can cast, in addition to any gained from the ability score increases. If the character is not a spellcaster, they are now able to cast spells as a sorcerer (the GM determines their spells known) of their total hit dice/levels (but without the aforementioned bonus spells); in this case, the character uses Wisdom, not Charisma, as their key ability for spellcasting.

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Video Game Magic Items dice/levels plus 20. Additionally, he also gains improved evasion, uncanny dodge, and improved uncanny dodge, if he does not already have them. The character is immune to all mind-affecting effects.

The character makes all of his saving throws as Will saves, regardless of the type of saving throw normally called for. The character is not subject to arcane spellcasting failure chances, and gains a +10 bonus to Concentration checks. Further, he may cast spells in antimagic fields or other dead magic zones. The character may use any magic item or artifact successfully, as though they had rolled the best Use Magic Device check possible

Thriforce of Courage: The Thriforce of Courage represents skill and bravery. Someone with this Thriforce will find hope in even the bleakest of situations, and will persevere against even impossible odds. Such people tend to become heroes whose stories last forever. Such a character gains the following benefits: +20 enhancement bonus Dexterity and Charisma. to

(Minor Artifact) Millenia ago, the woman known as Yenova appeared in the world. Her past was a mystery even then, as all divinations about her mysteriously failed to function (a condition that continues to this day), but her goals were clear. Power-hungry and evil, Yenova sought to become a being that was as far above the gods as they were above mortals. Attempting to absorb all of the magic in the world into her body was merely the first step in her mad designs. Luckily, heroes thwarted her plans and were able to kill her, but even in death Yenova remains a threat. Yenovas Corpse appears as a beautiful, naked human woman. Other than her skin and hair having turned a dull grey, her body shows no signs of decay. A DC 15 Heal check indicates that she seems to have died within the last few minutes, but a DC 30 Heal check will instead show that, in actuality, although shes been dead for thousands of years, her body is reacting as though only dead for a few minutes.

Yenovas Corpse

The character gains a +10 competence bonus to all skill and ability checks, and may make any skill check untrained. The character makes all of his saving throws as Reflex saves, regardless of the type of saving throw normally called for. The character resistance equal gains spell to their hit

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Video Game Magic Items

Spells cast at Yenovas Corpse seem to simply fail; a DC 25 Spellcraft check reveals that they have actually been somehow absorbed by her. If someone tries to physically attack the corpse, they are automatically targeted by one of the spells the Corpse has absorbed over the millenia (CL 20th, GMs choice of spells). The true threat of Yenovas Corpse, however, is much more subtle. Anyone who touches it directly automatically gains the Heir of Yenova template; in this way, Yenova keeps small parts of herself active in the world. Yenovas Corpse has no magical aura. Heir of Yenova Heirs of Yenova are creatures whose bodies are corrupted by the influence of Yenova, the ancient monstrosity from beyond the stars. Heirs of Yenova look like ordinary members of their kind, save for small oddities, such as slit pupils or oddly-colored hair. Yenova once attempted to manipulate and absorb all of the worlds magic, and though she failed, as a consequence her heirs have the ability to interact with arcane forces much more casually than normal creatures. Creating an Heir of Yenova Heir of Yenova is an acquired or inherited template that can be added to any corporeal aberration,

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Video Game Magic Items dragon, fey, giant, humanoid, magical beast, or monstrous humanoid (hereafter referred to as the base creature). An heir of Yenova uses all the base creatures statistics and abilities except as noted here. Do not recalculate the creatures Hit Dice, base attack bonus, saves, or skill points if its type changes. Special Qualities An heir of Yenova has all the special qualities of the base creature, plus the following. Arcane Insight (Ex): Those of Yenovas blood understand magic intuitively. Spellcraft and Use Magic Device are always class skills for an heir of Yenova, and they may use them untrained. Dead But Dreaming (Ex): Like Yenova herself, heirs of Yenova remain active on some level even after they die. An heir of Yenova may be brought back to life by any sort of life-restoring magic regardless of how long its been since they died. They never lose a level or ability points for being resurrected. Forced Obedience (Ex): Heirs of Yenova are bound to her, and find it hard to disobey the commands of those who are more in tune with her. An heir of Yenova takes a -5 penalty to Will saves against spells and effects from another heir of Yenova with greater hit dice than the base creature. Pierce the Shell (Su): An heir of Yenova is able to make attacks that magic cannot stop. These attacks ignore all magical bonuses to armor class, such as from spells and magic items. This may only be done with attacks that require an attack roll, and must be declared before the roll is made. An heir of Yenova may do this a number of times per day equal to their Charisma bonus (minimum 1). Spell Resistance (Su): An heir of Yenova has spell resistance equal to their HD + 5. This spell resistance does not apply against the spells and spell-like abilities of heirs of Yenova with more hit dice than the base creature. Spell-Like Abilities: An heir of Yenova with an Intelligence or Wisdom of 8 or higher has spell-like abilities, depending on its Hit Dice. These abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the heirs HD, and the save DC is Charisma-based. HD 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 Abilities detect magic (at will) mage armor see invisibility dispel magic dominate person greater heroism control weather project image protection from spells moment of prescience

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Video Game Magic Items Threat of Yenova (Ex): Every time an heir of Yenova gains a level/Hit Die, they must make a d% check. If the results of the check are equal or less than their total levels/Hit Dice, then Yenovas influence has taken over their mind. The characters alignment immediately becomes Neutral Evil (this change is mental as well as moral, and the character thoroughly enjoys their new perspective and does not wish to return to how they were), and he becomes aware of his status as an heir of Yenova if he was not already. Only a wish or miracle can restore the heirs original alignment Abilities Increase from base follows: Cha +4. creature as

Challenge Rating HD 5 or less, as base creature +0; HD 6 to 10, as base creature +1; HD 11 or more, as base creature +2. Level Adjustment Same as base creature +3.

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Video Game Magic Items


OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHTNOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,

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Video Game Magic Items


modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Product Identification: The following is a listing of Open Game Content: All game mechanics. Copyright information (Use this if you are going to republish open material) Pocket Sourcebooks, 2008 The Le. Published by The Le Games, www.TheLeGames.com Video Game Magic Weapons, 2008 The Le. Published by The Le Games, www.TheLeGames.com

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Video Game Magic Items

d20 System Reference Document, 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Kressmers Bizarre Grimoire, 2004 Silverthorne Games; Authors: Ian S. Johnston and Christopher Coyle. Rokugan, 2001 Alderac Entertainment Group. Mythic Races Copyright 2001, Fantasy Flight, Inc. Flumph from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Son of a Portable Hole, 2003 Ambient Inc. & E.N.Publishing. Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas. Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James Maliszewski. Bride of Portable Hole, 2005 E.N.Publishing. Buck-A-Batch: Magic Items I, Copyright 2002, Creations Edge Games.

Additional Copyright information (not needed for republication) Images: 2008 Herb McGihon. Used with Permission. Images: Character Portraits: Fantasy Heroes 2003, Mongoose Publishing. Used with permission. Images: Arcane Publishers Edition 2003 VShane. Used with permission. Images: Character Portraits: Fantasy Heroines 2003, Mongoose Publishing. Used with permission. Images: Some images 2003-2005 www.clipart.com. Used with permission. Images: Image Portfolio: Anthology 2005, Louis Porter Jr. Design. Used with permission. Images: Character Clip Art & Color Customization Studio Copyright 2002. Used with permission. Images: Some artwork copyright Octavirate Entertainment, used with permission. Images: Some artwork copyright Sacrosanct Games www.sacrosanctgames.com. Used with permission. Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and Illustrations by Larry Elmore. Used with permission. Images: Some artwork copyright Samuel Araya taken from World of Ronin Arts: character Portfolio Four. Used with permission. Visit the artists website at www.paintagram.com or http://samael.epilogue.net and the publishers site at www.roninarts.com

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