Lets Create 60 More New Magic Items

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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tom1
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Re: Lets Create 60 More New Magic Items

Post by tom1 » Thu Jun 14, 2012 2:34 pm

Unicorn Wand at 80pts
One day when wizard was travelling through his local town, where there was a loud commotion coming from the town’s square.

Soon the wizard learned that a well known hunter had managed to capture and kill a unicorn in the woods, and fool was planning on mounting the poor thing’s head on his wall.

The canny wizard seeing a once in a life like opportunity, offered the boasting hunter a large sum of gold for the horn. Yet the wizard could pay strait away, but he was extremely respected and trusted in those parts, so hunter gave him the horn and agreed with the wizard that he would him when he returned home.

Unicorn Horns are very rare items indeed. This is because a unicorn’s will always try and recover them from those who would desecrate the remains of a unicorn. They will always seek out and punish those who have unduly wrong harm them, as hunter will soon find out for himself...

With the death of the hunter, the unicorns will never know of their horns true fait. This left the cunning wizard free to craft it into a very powerful wand, without fear of reprisal from the unicorns, and as the wizard suspected, the hunter never claim his payment...

The bearer of this wand can reroll 1 spell each turn and stop 1 enemy spell from working each turn. If the bearer of this item is killed its effects no longer work.
2 things...
1) will elves be able to take this item if they have unicorns
2) what happens if you use it while fighting an elf army with unicorns
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Re: Lets Create 60 More New Magic Items

Post by alexthegreat42 » Thu Jun 14, 2012 2:46 pm

Wand of Oblivion 65pts
This wand was foged by the demons in the bowels of the lower plains, made of obsidian and lower plain Ores and magic hardly seen on the middle plain, it was designed to augment the evil powers of the user and ignore the pitiful defences the middle plain races put up to try and block there magic from turning flesh and bone to dust

All the wizards spells ignore the armour part of an enemys save entirley if they affect an enemy piece in an offensive way.
This item can't be used by Elves.
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Re: Lets Create 60 More New Magic Items

Post by Dave » Thu Jun 14, 2012 3:03 pm

alexthegreat42 wrote:Wand of Oblivion 65pts
This wand was foged by the demons in the bowels of the lower plains, made of obsidian and lower plain Ores and magic hardly seen on the middle plain, it was designed to augment the evil powers of the user and ignore the pitiful defences the middle plain races put up to try and block there magic from turning flesh and bone to dust

All the wizards spells ignore the armour part of an enemys save entirley if they affect an enemy piece in an offensive way.
Thanks mate, I have added it to the list and its got a nice little blurb to work with as well =O)
tom1 wrote:
Unicorn Wand at 80pts
One day when wizard was travelling through his local town, where there was a loud commotion coming from the town’s square.

Soon the wizard learned that a well known hunter had managed to capture and kill a unicorn in the woods, and fool was planning on mounting the poor thing’s head on his wall.

The canny wizard seeing a once in a life like opportunity, offered the boasting hunter a large sum of gold for the horn. Yet the wizard could pay strait away, but he was extremely respected and trusted in those parts, so hunter gave him the horn and agreed with the wizard that he would him when he returned home.

Unicorn Horns are very rare items indeed. This is because a unicorn’s will always try and recover them from those who would desecrate the remains of a unicorn. They will always seek out and punish those who have unduly wrong harm them, as hunter will soon find out for himself...

With the death of the hunter, the unicorns will never know of their horns true fait. This left the cunning wizard free to craft it into a very powerful wand, without fear of reprisal from the unicorns, and as the wizard suspected, the hunter never claim his payment...

The bearer of this wand can reroll 1 spell each turn and stop 1 enemy spell from working each turn. If the bearer of this item is killed its effects no longer work.
2 things...
1) will elves be able to take this item if they have unicorns
2) what happens if you use it while fighting an elf army with unicorns
Good point, I will sort it tonight mate.
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Re: Lets Create 60 More New Magic Items

Post by Dave » Thu Jun 14, 2012 10:34 pm

There is some more reworks, hope you guys like them:


Black Flaming Armour of Terror at 50pts
Firstly, this armour is not made from any substance you would expect of find on the Middle Plain.

Secondly, Magical black fire burns all around the armour, which is actually harmless. Instead, black fair is well known its ability to strike fear within even the bravest of hearts. In fact demonic black flame feeds off terror itself; so the more fear it has around it, the stronger it will burn, which in turn create even more terror for all those who look upon it.


This magical armour adds +2 armour to it wearer’s save, which will not affect the wearer's movement in anyway.

The wearer of this armour generates a fear factor of 2, which increase by 2 each time an enemy piece fails it breads or starts to flee within 8 inches of this armour. The maximum fear factor armour can reach is 6.

Oak Helmet at 120pts
The Tree of Live is the first of all trees and from that great holy tree, sprang all others we have today.

These first trees was and are the finest of their kind, but alas many now have fallen. Those which still remain are seen by the Lords of Woods as holy things, which they hide and protect from the greedy fire-makers.

It is believed that Oak Helmet is actually made from the wood of this great tree’s remains. It certainly magical, able to give it wearer great strength and it is much tougher than steel itself, yet it as no magic magical markings of any kind. This would suggest it had not gained it power through enchantment as magic item do. Instead, it’s just a plane helmet, which as been made in a basic way out of oak wood...

The debate ranges on...


The wearer of this helmet gains +1 armour. Furthermore, all hits from the wearer deduct -2 toughness or armour and -2 from an enemy’s fatally wounding throw.

However, if your wearer is hit by a fire based attack (which clearly states it in this description), the helmet catches fire and has to be cast away. Therefore, effect this helmet is negated permanently for the rest of the game.

The Overlord Banner at 70pts
When Tyrantos grew sick of his mercenaries poor performance on the battlefield, with them often running out of combat and cocking up the most basic manoeuvres, he commissioned this banner to be made to resolve this.

Tyrantos command it be made from the scalps of the soldiers he'd killed for deserting his ranks or just those fools who just proved totally useless to him.

From that point forward, his warriors suddenly impove...


A unit holding this banner can reroll failed soldiering checks and break stets.

The Demon Skull Flag at 125pts
At the battle of Tranceslear, the town’s elf defenders finally defeated and captured Sizytar, a great demon general of Dorackus, who is the Lord of Utter Darkness and Evil.

As a rule, you can never really kill a demon, instead the best you can hope for is to banish it back to its own foul lower plain, where it will dwell until they can raise again against you.

But Sizytar crimes had been so great against the elves of Trnceslear, they would have their revenge on this being, whatever the cost!

So many powerful sorceresses where send to Tranceslear aid in Siytar imprisonment. After days of exhausting enchanting, Siytar senses was forever imprinted on a flag, which would ironically be used often against his own demonic kind each time they rose up.

Sizytar was set to prison so he would be aware of this fait, and his distain was clear for all to see within the flag at first, but now this mind has gone beyond madness. Now nothing can been see of him anyway more... Yet the flag still retains it magical properties...


Unit pieces bearing The Demon Skull Flag gains the following effects for the first three turns of their game:

1. Movement + 1 inch
2. Hatred
3. Fear Actor 1
4. Battle stress -3

At the start of the flag bearers forth turn, the flag runs out of power and has no further affect on the game.
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tom1
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Re: Lets Create 60 More New Magic Items

Post by tom1 » Fri Jun 15, 2012 8:20 am

My magic items new backstorys a bit disgusting isn't it :lol:
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Re: Lets Create 60 More New Magic Items

Post by Dave » Fri Jun 15, 2012 9:05 am

tom1 wrote:My magic items new backstorys a bit disgusting isn't it :lol:
Well the Armour just was not scary enough :)
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Re: Lets Create 60 More New Magic Items

Post by tom1 » Fri Jun 15, 2012 9:13 am

i meant the banner of the overlord :?
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Re: Lets Create 60 More New Magic Items

Post by Dave » Fri Jun 15, 2012 9:30 am

tom1 wrote:i meant the banner of the overlord :?
I know, it was made out of deserters amour, which didnt really sound grim enough for me :)
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Re: Lets Create 60 More New Magic Items

Post by Dave » Fri Jun 15, 2012 12:50 pm

Here are two more reworks:

The Noteus’s Scarred Banner at 40 pts
To those how follow the Scared Banner of Noteus into battle can receive great rewards from their deity. However, being the supreme god of chaos, Noteus can also be very cruel at times too, even to his most loyal of followers.

The unit piece carrying this banner roll both 1D12 and 1D6 before working out its battle stress before it take a break test. The D6 adds the score to the piece’s total battle stress score and D12’s score deducts battle stress away from it. Whichever die rolls highest is used to either deducts or adds battle stress on to the piece.

For instance, after rolling a D12 and a D6, the D12 scores a 11 and the D6 scores a 2. Therefore the D12 has won and the piece will deduct its winning score of -11 from its battle stress.

Sears' Crystal Ball at 40pts
Sears’ Crystal Ball does not predict the future, as most believe it does. Instead it is more a mage’s magical gambling aid, which rewards those who can make the right predictions.

Sadly Sears died making only of to these fantastic magical devices and its secrets he took with him to his grave.


Before enemy wizard casts a spell, they must first draw their spell card they want to cast next and make sure that you cannot see it. You now have one chance to guess what spell it is before the enemy casts that spell.

If guessed correctly, the enemy spell is dispelled immediately, even before any magic dice have been rolled.

If guessed wrong, the enemy's spell is cast as normal, but no more dispels can be used against it that turn.

This item can only be used once per turn.
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Re: Lets Create 60 More New Magic Items

Post by tom1 » Fri Jun 15, 2012 8:43 pm

which items are still waitin to be tweaked?
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