I like creating interesting magic items for roleplaying games, such as Dungeons and Dragons. Sometimes I make them for games I GM, and sometimes I do it just for fun. So I figured I'd start my first blog, targeted towards the extremely niche audience of game masters of RPGs who want a few unique items for their campaigns.
Will I really make exactly one magic item a week? Probably not. We'll see what happens. And I'm sure I'm going to cheat. Some of these will be years old, updated with better descriptions and balance.
Each item will come with the type of game it's targeted for – high magic, low magic etc – and will automatically convert to a few different game systems. If you'd like to convert some of these to other systems, let's talk, and if you want to submit your own custom creations, maybe I'll create a section of the site for you. If you have a lot of good ideas, maybe I'll even give you your own blog space!
moo?
When this massive, six-foot long maul is grasped in two hands for a full round, it resizes to fit the hands of the creature holding it. The maul has a thick handle wrapped in strips of Puremetal, and an oversized Puremetal head. The maul adds its weight to blows, dealing extra damage.
The +1 maul is a two-handed weapon, with a x3 critical multiplier. The hammer is powerful enough to create minor tremors when used to strike the earth. When used in this fashion, creatures within five feet must succeed at a reflex save or be knocked prone. The DC of the save is 8 + the wielder's strength bonus. Whenever the hammer is a foot or more from its wielder, it returns to its natural size, so it deals (2d8 + strength bonus + 4) damage as a thrown weapon.
Creature size | Damage | Weight |
---|---|---|
Small | 1d10+1 | 20lb |
Medium | 2d6+2 | 20lb |
Large | 2d8+4 | 150lb |
Huge | 3d8+6 | 1200lb |