21 New Magic Items for Three Plains

If you have any ideas for new magic items or new rules for them, or just think the odd one is to over powered then have your say here please.
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Dave
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21 New Magic Items for Three Plains

Post by Dave » Sat May 07, 2011 5:59 pm

New magic Items
Hi everyone,

Underneath are the new Magic Item we are game testing for Three Plains. This post is mainly for the game testers of Three Plains, Tom1, TheMS, TristanSykes1994 and one other game tester called Alex. Though anyone really is welcome to comment on the magic items here, as it all helps =O). You can suggest or comment about anything about these new items, from their pts cost, magic item descriptions and rules, spelling or even suggest new ones.

These magic are may be used by any player of Three Plains, providing both sides can agree to use them in a game. If you do use them, please remember they are being game tested and so will most likely be under or over power as they stand here at moment. However, as they develop over the next few months they will changed and modified, so keep an eye on them please.

Enjoy...

(Last Updated 23/05/2011)

Magic Weapons
1. The Blue Blade of Jaykaz Long Beard... at 75pts
“Dam um! dam um all down to the last Plain, them dirty low down magic tricksters. Well wait until you get a load of my Blue Blades, ha, then we won’t be so clever will we ha ha ha...” says Jaykaz Long Beard... in his workshop, working later into the night.

The Blue Blade is a one handed weapon with the following special rules.

The bearer of this magical blade negates any other magic weapon affect they are in base contact with.

This weapon may be taken more than once, but will double in cost each time the same side takes one of these magic items.

A Dwarf player may take this magic blade as many times as they wish at a cost of 65 pts, instead of 75pts.

2. The Dragon Gouger 50pts
Though monstrous Demons only rise up occasionally on the Middle Plain, there are plenty of Dragons flying around, breathing fire and tiring apart small towns and villages to feed on. So the morals of this realm have found it pays to invest just some of their short lives in forging magical devices to deal with, so that these flying beasts may at least think twice before feasting upon their next.

The Dragon Gouger is a two handed weapon with the following special rules.

When this weapon is used against Dragon pieces, each hit will always overcome the beast’s saving throw on a 4+ regardless of how high its save may be and each would deducts -3 of the beast’s fatally wounding throw.

This weapon may be taken more than once, but will double in cost each time the same side takes one of these magic items.

Magic Armour
3. White Dragon Armour 70pts
Without a showed of a doubt, the toughest hide of any beast on the Middle Plains is that of a Dragons’ scaly skin. Dragon seem to know this, so after a great battle when one falls or when one is really to leave this realm for the next, many will gather round the it carcass and with their fiery breath, burning it until all its flesh, bones and even its tough scaly hide is nothing but ask and smoke. This final tribute paid by its own stop the dead Dragon’s very valuable body form being rifled through and scavenged by cowardly dirty greedy little mortals looking for a quick profit. However, these scaly moaners don’t always get to their kind’s body in time before some of its remains disappear off in the towns and cities of the mortals, to be sold for a very good price indeed.

One such thing that can be crafted from these rare remains is Dragon Armour, which not only makes for a fine piece of armour, but also endears it new owner with additional powers the Dragon had in life.

The wearer of this magical armour gains +2 armour to be added their save. Also the wearer gains a further +1 fatal wounding throw. Furthermore, the wearer is also immune to fiery attacks and gains a dispel of a 6+ to be use against all magic cast upon the wearer of this armour it. However, this magical armour’s dispel only affect the wearer and not their mount or the unit they are accompanying.

Furthermore, the wearer of this armour does not suffer a -1 penalty to movement for wearing armour over +1.

This magical armour may be taken more than once by the same side.

4. Armour of Brilliants at 60pts
Without a doubt this full suit golden shiny armour much be the best you have laid your eye upon, even more glorious than your master’s, so much think very will of you indeed to entrust with it.

Thought this armour appear to be a full suit of armour it offers no protection at all to its wearer.

All enemy models in combat with the wearer of this armour must spare at least one attack each to hit the model wearing this magical armour. If hit, the bearer will explodes! The radius of the explosion is 2 inches and all models (friend, foe and even the wearer of this magical armour) within its blast radius are hit automatic once. Each hit deducts suffers -4 to their save and fatally wounding throw.

5. Golden Dragon Armour 60pts
Without a showed of a doubt, the toughest hide of any beast on the Middle Plains is that of a Dragons’ scaly skin. Dragon seem to know this, so after a great battle when one falls or when one is really to leave this realm for the next, many will gather round the it carcass and with their fiery breath, burning it until all its flesh, bones and even its tough scaly hide is nothing but ask and smoke. This final tribute paid by its own stop the dead Dragon’s very valuable body form being rifled through and scavenged by cowardly dirty greedy little mortals looking for a quick profit. However, these scaly moaners don’t always get to their kind’s body in time before some of its remains disappear off in the towns and cities of the mortals, to be sold for a very good price indeed.

One such thing that can be crafted from these rare remains is Dragon Armour, which not only makes for a fine piece of armour, but also endears it new owner with additional powers the Dragon had in life.

+2 armour, -1 to hit, immune to fire

Furthermore, the wearer of this armour does not suffer a -1 penalty to movement for wearing armour over +1.

6. Armour of Attraction 10pts
From across the battlefield, the enemy can hear a tormtive chant, ranking in there hears...

All ranged units that have the wearer of this armour within their line of sight must pass a soldiering check of 10 or shoot at the piece wearing this magical armour or the unit they are accompanying.

Enchanted Items
7. Ring of Strength 60pts
A character wearing this magical ring inflicts upon the enemy an additional -2 to their save and -1 fatally wounding throw for each successful hit the wearer of this ring strikes against them. However, this ring will never affect enemy pieces agility and luck part of an enemy’s save.

The power of the Ring of Strength maybe combined with magical weapons special effects.

8. Stone of absorbtion 50pts
This stone was hand crafted by Dwarven hands to fight those who would use the magically imbued items against them.

The player may declare when they use this, once used a magic item within 16 inches of the players choosing loses its magic effects for the rest of the game, single use.
1 per army

Dwarves may take this item for 40pts instead.

9. The Ring of Reanimation at 35pts
At the start of each of the controlling play of the wearer of this ring, turns 1 K worth model is restored to life within the unit they accompany. However, the controlling plays of the bearer of this ring may roll on the chart below instead at the start of each of their turn and follow the instructions instead.

Roll a D6 and on the cost of a 3+ one 2/3 worth model is restored back into the unit.
Roll a D6 and on the cost of a 4+ one 1/2 worth model is restored back into the unit.

This ring can never be used to restore character pieces back into a unit.

10. Box of Oblivion 30pts
At the start of each round of combat the carrier of the Box of Oblivion finds themselves in, roll a D6. If a 1 to 5 is scored nothing happens. If however a 6 is scored instead, the box opens by itself and OBLIVION is unleashed on the carrier and those round them. Using a large template, centring it round the carrier of the box is placed over the piece carrying the box, each model his is killed outright with NO SAVES ALLOWED.

11. Ring of Dark Shrouds at 20pts
This magic ring will always counter the Eye of the Beholder. All hided pieces and magic item within character and unit piece and other such things will always remain hiding providing they are within 6 inches of the beater of this ring.

12. Four Leaf Clover at 20pts
The carrier of the Four Leaf Clover may add +1 or -1 to any dice roll during a game. This item may only be used once.

13. The Fraudsters Ring 5pts
If the enemy uses a the Eye of the Beholder or any other ability or item that makes you reveal your hidden magic items, then the bearer of this will can pretend to have any magic they wish. They can even play or act out having the item. However, this will ring will never affect the game in real turns.

14. Position of Vitality at 5pts
+5 round counters and this position may be taken more than once by the same side.

Arcane Items
15. Mocklings’ Funder Staff at 75pts
The bearer of Mocklings’s Funder Staff gains the following spell, which is treated just like another of the wizards spells:

This spell has a range of 18 inches and must be cast upon an enemy piece within the caster’s line of sight. The target piece is hit D6 times suffering -1 to their save. However, the save modifier of this spell will never affect an enemy’s luck part of their save.

16. Zootal’s Staff of Death at 50pts
The bearer of Zootal’s Staff of Death gains the following spell, which is treated just like another of the wizards spells:

This spell has a range of 12 inches and must be cast upon an enemy piece within the caster’s line of sight. The target piece must make one fatally wounding throw.

17. Dragon Slaying Scroll 15pts
Throughout all the world of Many, Magic Scrolls are all over the place, as all magic casters; right down to the beginner have an understanding of Mammaquil, the written language of magic. So for the price of some parchment, ink and a quill, any mage can quickly jot down a simple spell to instantly use later. This is very useful indeed for the mage, because when they need the magic, they don’t have to spout out all the incantations for the spell, which sometimes can take hours!

Also scrolls can work as magical boosters, giving even the weakest of mages access to magical powers way beyond their real capabilities and rather cheaply to boot too.

Once this scroll has been used, the casting player chooses any Dragon piece, anywhere on the tabletop which immediately suffers -3 to its fatally wounding throw. The affects of this spell lasts for the duration of the caster’s turn. The Dragon Slayer spell does not run into the enemy players following turn like most spells do.

Furthermore, Draon Slaying Scrollsat are rare because simple there is just not much call for these scolls to be written as not many dare to take on a Dragon. This makes these scrolls incredibly hard to get hold off. Therefore, each time this scroll is taken by a player, it doubles in points. For instance, the first Chill Blades Scroll taken will cost 15pts, two 30pst three 60pts and so on.

18. Staff of Randomisation: 5pts
A wizard with this staff gets 3 random spells a turn rather than having 3 set spells.


Magical Commands
19. Banner of Longevity 80pts
Units with this banner add 1 to their fatally wounding value (K will become 2/3).

20. Ur-rock’s Head 60pts
If a unit breaks and is caught in a pursuit move from combat, rather than being destroyed roll a D6 and on the score of a 4+ the unit becomes re-engaged in combat but suffers -1 to their save (doesn’t affect luck, single use).

21. Banner of Pestilence 60pts
An enemy unit carrying is an immune to the affects of poison. Furthermore all attacks (magical or not) made by the unit carrying this banner count as poisoned attracts.

22. Swallow Horn 60pts
Any unit with this banner gains D3 inches to their base movement this turn.

23. The Four Cursing Horn: 50pts
Any unit with this Horn becomes tormentative as in the three plains rulebook.

24. Banner of heroism: 10pts
Any unit with this banner is immune to the effects of fear.
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tom1
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Re: 21 New Magic Items for Three Plains

Post by tom1 » Sun May 08, 2011 7:31 am

the new magic items look good just got 1 question

i thoght for the ring of reanimation you were gonna do it so it would resurrect 3 K models (obviously it would only resurrect 1 elite model even if they are K) and that it could also ressurect a white dragon on an 8 due to FW of 1/8 and if a unit has 2/3 it would ressurect 2 except for mounted units as theres a horse and a rider
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Re: 21 New Magic Items for Three Plains

Post by Dave » Sun May 08, 2011 11:26 am

I was... but I that ring would just be too good for the point. If could bring a Drogan back to life for 60pts it would just be too good and rules would rather to complex as you would have to go to the area where the Dragon was killed for instance and then try and bring it back.

As it stands the Ring of Reanimation will more than pay for itself by the end of the game.
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Re: 21 New Magic Items for Three Plains

Post by tom1 » Sun May 08, 2011 3:42 pm

i still think resurrecting 1 K unit a turn isn't exactly gonna turn the tide of battle or pay for the points because the most costly infantry is the elves which are 8.5 and if we manage to play a full game thats about 65 points but i obviously think there will be an exception for elites
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Re: 21 New Magic Items for Three Plains

Post by TristanSykes1994 » Sun May 08, 2011 9:14 pm

It will be more effective for skirmishers as the extra man could make all the difference in a flank charge.
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Re: 21 New Magic Items for Three Plains

Post by Dave » Sun May 08, 2011 11:05 pm

Tom I think your right, I will lower it down to 35pts, but remember you could bring a back an Imperial Helm at 23pts on a roll of a D6 on a +3 every turn. So at 35pts I will soon pay for itelf.
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Re: 21 New Magic Items for Three Plains

Post by tom1 » Mon May 09, 2011 6:48 am

yh and obviously if it's too good it will get a point increase ;)
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Re: 21 New Magic Items for Three Plains

Post by Dave » Mon May 09, 2011 8:53 am

Thats right it will lol
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Re: 21 New Magic Items for Three Plains

Post by TristanSykes1994 » Mon May 09, 2011 9:40 am

Dave, you may want to be careful with the dragon gouger and the dragon scroll, on an assasin with a potion of flight the dragon could be killed in the first turn on a 3+ to hit, 4+ to wound and 3+ to fatal wound it, 450pts dead and a vulnerable character worth around 150-200pts for under 300pts.
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Re: 21 New Magic Items for Three Plains

Post by Dave » Mon May 09, 2011 10:42 am

Your forgetting about the new 'Bravery Checks', an Assassin would have to roll a 4+ to even charge a Dragon and roll out the rest of it.

In fact that new becuase of the new Bravery Check make the Dragon far more deadlier than be for...
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