Let’s talk about magic items. If you’re a GM, are you placing them in your adventures? If you’re a player, are your characters finding them in their delves? I hope so!
Magic items are fun to discover and use, and if you treat them as more than contextless powerups they can inject history and weight to your campaign.
First, I should note the way I present magic items in Torchbearer has shifted a bit over the years. In the core book, items had levels and you had to be of the requisite level to use the item. I’ve since tossed that restriction by the wayside because it’s artificial and cumbersome. The magic items in Middarmark don’t have levels. That’s why.
It’s my hope that dropping the level restriction also makes it easier for you to design your own magic items and drop them in your games. To help get you started, here are the various magical effects a magic item can provide. If I’ve missed something, let me know in the comments and we’ll discuss!
- Break ties in your favor
- Confer belief
- Confer instinct
- Confer special ability (fly, remain unharmed by fire, walk on water, etc.)
- Confer spell effect
- Confer traits
- Confer wise
- Increase Might
- Provide advantage to abilities
- Provide advantage to skills
- Treat conditions
You can use these singly, or in combination to create more complex magic items. For instance, you can use the Confer belief, instinct, or trait effects in combination with something else to create a cursed item, or an item with a personality that weighs upon the bearer. In general, Confer belief and Confer instinct should replace the character’s existing belief or instinct, not add to it.
Try to give each item you introduce into the game a bit of lore, even if you’re using one from a book or adventure. What’s its name? Who made it? Why? What little nugget of history can your players discover by studying the item? Even a lowly ring of invisibility might have an epic history behind it.
Back in November, I posted a few new magic items. Here are some more to whet your appetite. What’s their story? How would you use them in your game?
These leather bracers are crafted from a combination of supple leather, rawhide and boiled leather, all intricately burned with arcane sigils of defense. They protect the hands and forearms.
Effect: If you are targeted by a successful Attack or Feint in a capture, drive off or kill conflict, roll a d6. On a 4+, reduce your opponent’s margin of success by -1s. This effect works once per conflict. Attacks or Feints with spears, bolts and arrows are not affected.
Inventory: Hands/worn 1
Type: Magical clothing
A sword of pale blue metal covered in fine crystalline hoar frost. The sword emits a powerful chill and a faint frosty vapor rises from it when unsheathed in above-freezing temperatures.
Effect: The subject of a successful Attack with Frostreaver is chilled to the bone, suffering -1s to their team’s next action. Frostreaver otherwise confers the normal sword benefits. Frostreaver’s cold is punishing. The wielder must wear thick leather gloves or similar protection to shield the hands or suffer the injured condition at the end of a conflict or turn in which it was used.
Inventory: Hands/carried 1 or belt/weapon 1
Type: Magical weapon
A crown of creamy white jade made for an ancient tyrant surrounded by scheming courtiers.
Effect: The wearer is immune to all mind control effects and gaze weapons.The wearer of the Jade Diadem gains the Suspicious trait at level 2. The wearer of the Jade Diadem is deeply suspicious of all who would approach them. It is extremely difficult to trick or lie to them, but they have a hard time trusting even the most altruistic people.
Inventory: Head/worn 1 or pack 1
Type: Magical jewelry
Keep Your Eyes Open
As a final note, as part of the #ZineQuest initiative on Kickstarter I plan to launch a new Torchbearer adventure on Sunday, February 17. It will join The Grind, another Torchbearer zine by our friends at Mordite Press. Check in here for announcements!