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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Tue Mar 27, 2012 1:37 pm Post subject: Magical Items for casters |
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I've been running a game for a while now and though I've been pretty stingy with magic items, I think it's about time the party got some nice stuff to go with the increasing danger of their missions.
Only there's one problem. One of the party members is a caster with a d4 str. Uses no armor or weapons, though I let her electric zapper (bolt) count as a club so she's not unarmed when trying to defend herself. Best I can think of is some items that grant free edges. Extra power points comes to mind. But I can't go for anything simple like +1 to hit and damage like for a sword. Any ideas? |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16271
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Posted: Tue Mar 27, 2012 1:58 pm Post subject: |
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Alchemically pure copper wire. Wrapped around the end of the zapper, it helps build up the charge when firing, so damage is increased a die type (2d8 or 3d8).
Or it could help focus the bolts, so the Range Increments are increased to 18/36/72. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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ValhallaGH Legendary
Joined: 25 Apr 2010 Posts: 4568
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Posted: Tue Mar 27, 2012 2:14 pm Post subject: |
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Ring of Concentration - helps maintain focus for spellcasting: reduces the Maintaining spell penalties by one.
Necklace of Cleanliness - keeps you and your clothes clean, and prevents bugs from living on you. In addition to the obvious (in character) benefits, it provides +2 armor versus insect swarms.
Sunglasses of the Night - the wearer benefits from Low-light Vision and Infravision.
Etc.
Not everything needs to be moar damagez. _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die." |
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GruffaloCrumble Seasoned

Joined: 19 Sep 2011 Posts: 147
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Posted: Tue Mar 27, 2012 2:41 pm Post subject: |
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| Rolling randomly on the treasure tables in the SW Fantasy Companion can generate some good results. I've had the players find +1 Gambling dice, a ring that regenerates Power Points when the player is dealt a Joker during Initiative, grimoires containing powerful new spells and a bag of magical coins that give bonus to bribe attempts. |
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Altissimus Novice
Joined: 24 Mar 2012 Posts: 61
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Posted: Tue Mar 27, 2012 4:34 pm Post subject: |
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| An iPhone v5. |
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Enno Veteran

Joined: 29 May 2006 Posts: 532 Location: Ulm, Germany
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Posted: Tue Mar 27, 2012 4:58 pm Post subject: |
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Glasses of True Sight: Gives a bonus of +2 on casting Detect spells or penetrating a Conceal. While wearing the glasses the wielder is "short sighted" and gets another -2 for any ranged based actions beyond 5".
Last Wind crystal: A magic point storage crystal, that absorbs a certain amount of magic cast at its wielder, even beneficial magic. The capacity should only be around 1-6 power points, not more. I only absorbs PP up to its free
capacity. So if you have a 4 PP crystal, it only absorbs 2 2 PP spells, a 1 and 3 PP spell, or a 4 PP spell - never a 5 PP spell. _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1048
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Posted: Tue Mar 27, 2012 6:05 pm Post subject: |
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Some of the "free PP" category.
Potions of clear mind: When drunk, instantly restores X PP.
Spell Storing Item: The player may store a spell into the item. PP spent on the spell restore as normal. The player may then release the spell as normal.
Non PP-focused category:
Shifting Stone: This stone seems to seep with variations of the 4 primal elements. When casting a spell the caster normally knows only with one element, they may instead choose a different element. (For example, a bolt the caster only knows with a fire trapping, can instead be used as ice, wind, or earth trapping)
Two headed coin. This item may be used as an optional component in spells. When used, it allows a player to cast two different spells at the same time, provided they have the same target. The player rolls all the dice, and one wild die when doing this, and may choose which dice go with which spell. For example, a player may choose to cast a 2d6 bolt and an entangle spell at the same character. He rolls 2 spellcasting die, and 1 wild die. |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3708 Location: Monroe, Washington
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Posted: Tue Mar 27, 2012 6:59 pm Post subject: |
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| Enno wrote: | Last Wind crystal: A magic point storage crystal, that absorbs a certain amount of magic cast at its wielder, even beneficial magic. The capacity should only be around 1-6 power points, not more. I only absorbs PP up to its free
capacity. So if you have a 4 PP crystal, it only absorbs 2 2 PP spells, a 1 and 3 PP spell, or a 4 PP spell - never a 5 PP spell. |
As above but it's a power sink, worn as a ring, it appears cursed and can't be taken off. It sucks up 1 pp each time you use magic or are targeted by an enemy, causing said spell to cost 1 point more than normal, up to its capacity. Then, on a joker, it releases it all as a power surge to whatever spell you were casting. Perhaps, after an advance or two, you may learn to release the energy at will by spending a benny.
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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Tavis Veteran
Joined: 27 Aug 2007 Posts: 987 Location: Macclesfield UK
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Posted: Wed Mar 28, 2012 8:14 am Post subject: |
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I gave a Wizard a "Wizard's Hat" Item once, big tall pointy had with a floppy brim and all that. It's power was to protect the wearer from Rain/Snow falling and suchlike, whatever was falling just hit a barrier about an inch above the hat and slid off around the wearer to the ground.
They didn't think much of it until they were facing a frost giant that could summon fist sized hailstones, to which they found they were completely immune
I also allowed it to be used to walk under a waterfall to a hidden cave behind - well, a waterfall is just falling water, isn't it? _________________ Currently Playing:
SWD: 50 Fathoms (GM) |
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Mylon Seasoned
Joined: 08 Jun 2010 Posts: 295
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Posted: Wed Mar 28, 2012 9:03 am Post subject: |
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| Thanks everyone. Lots of good ideas in this thread. I want to steer away from the earth shattering type stuff as I'm kinda struggling with encounter balance at the moment. (Summons apparently very powerful!) |
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