Okay, so I'm opening a new campaign tomorrow, and I'm now wondering when my players will fight antagonist for the main quest, what kind of magical items should I reward them with? Just I have to note that all these things, the world I've built and magical items I've also made up, I just think that they're too OP so I'm going to say some things about them. Firsts thing first, this is a campaign wherein modern age players get killed by a local mafia in accidental consequence and after the blackout, they teleport in medieval, magical age where they have to complete a quest for an old dwarfs revenge to a human paladin for taking the family away from the dwarf.
And so, here are some magical items;
Demon Sword
The sword itself is different than others because it has purple-black colors, and whoever wields it, that person becomes under the command of the devil and if the enemy hasn't been slashed well and released enough blood, the wielder gets under control of the devil and commits suicide(this one is inspired by one historical sword from Japanese Mythology).
Just say if this one is too edgy because I'm not capable of writing good magical items
You could always just roll for a random magical effect or maybe even google magic effects/spells. I'm sure there's probably spell/effect random generators out there. Once you have a list, just roll your die and see what number you get and do something with that. Could be a sword that, if you roll even numbers always casts acid splash on the target regardless of hit or miss. Or maybe a spear that can cast a healing spell on a random target upon critical hits/fails. Be creative, and most of all, have fun.
And it doesn't always have to be something that's good all the time. Sometimes you get a bad roll and end up with something cursed. It might be fun for them to get it, find out, and try to figure out how to get rid of it.
You should definitely avoid making items that will kill their users.
Even if that was a +9 longsword that instantly killed you if you roll a 1, players would use it because of the risk and recieving the item will feel like a punishment.
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Okay, so I'm opening a new campaign tomorrow, and I'm now wondering when my players will fight antagonist for the main quest, what kind of magical items should I reward them with? Just I have to note that all these things, the world I've built and magical items I've also made up, I just think that they're too OP so I'm going to say some things about them. Firsts thing first, this is a campaign wherein modern age players get killed by a local mafia in accidental consequence and after the blackout, they teleport in medieval, magical age where they have to complete a quest for an old dwarfs revenge to a human paladin for taking the family away from the dwarf.
And so, here are some magical items;
Demon Sword
The sword itself is different than others because it has purple-black colors, and whoever wields it, that person becomes under the command of the devil and if the enemy hasn't been slashed well and released enough blood, the wielder gets under control of the devil and commits suicide(this one is inspired by one historical sword from Japanese Mythology).
Just say if this one is too edgy because I'm not capable of writing good magical items
guys...I really need help
You could always just roll for a random magical effect or maybe even google magic effects/spells. I'm sure there's probably spell/effect random generators out there. Once you have a list, just roll your die and see what number you get and do something with that. Could be a sword that, if you roll even numbers always casts acid splash on the target regardless of hit or miss. Or maybe a spear that can cast a healing spell on a random target upon critical hits/fails. Be creative, and most of all, have fun.
And it doesn't always have to be something that's good all the time. Sometimes you get a bad roll and end up with something cursed. It might be fun for them to get it, find out, and try to figure out how to get rid of it.
You should definitely avoid making items that will kill their users.
Even if that was a +9 longsword that instantly killed you if you roll a 1, players would use it because of the risk and recieving the item will feel like a punishment.