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The Shield's of Kassius shouldn't be able to remove physical shields, that would be a bit of a strange power. Just magical forcefields and the like. (This was probably to go without saying, but just wanted to be sure I said it clearly. I have a bad habit of assuming people can read my mind.)
Also, my notes are everywhere. Here are 3 more complete ideas I had.
Quiver of Holding (or Quiver of *name/place*)
This appears to be a typical quiver of Elvish design with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.) Weighs about 3 lbs at any given time.
Small - 300 arrows (900 sp)
Medium - 400 arrows (1200 sp)
Large - 500 arrows (1500 sp)
And this is a list of ideas I have, but haven't written out fully yet. Are there any I shouldn't even bother with?
- Growing and shrinking weapons (storage/usable by multiple sizes of creatures)
- Beam weapons (shoot things like heat ray)
- Weapons of elements (made from elements and/or casting elemental spells)
- Medallion of convincing (bonus to skills when the medallion is fondled in front of the target)
- Belts of _______ (carry as much heavy stuff on it as you want)
- Cloak of mist (can create a fog over a large-ish concentrated area)
- Mantle of brawn (strength bonus, perhaps a +1 to max strength stat)
- Instant wards (basket with several small stones. Place them around the perimeter of the warded area to get desired effect)
- Puppeteering Ring (Does something similar to the effects of the Dominate person, Geas, and Command spells)
- Command Ring (Lesser copy of the Puppeteering Ring made by the Dark Cadre)
- Teleport Rug (A magic circle imbedded into the weaving of the carpet allows for large teleporting capabilities, though each use wears out the rug, and tearing it or staining it could mess with its magic)
- Portable Ballista (Made by modern dwarven smiths and mages, this is a small ballista that shoots standard javelins, but it can be folded up into a small-ish manageable size due to tiny nondimensional pockets placed in parts of the ballista itself. One such pocket can hold up to 50 javelins. Not as powerful as Steam Ballista, designed for easy transport and fast set up.)
So I'm working on rewording and stating the items. However, going over the beholder items, a couple new ideas and questions came to be.
I have the "complete guide to beholders", and it is chock-full of interesting stuff. A lot of it doesnt makes sense to try incorporating into Farland, but a couple things stick out. Specifically stuff about Beholder culture, and people with beholder abilities.
The culture talks about the 9 "domains" of Beholders, which is basically like the beholder nations. Not nations as in geographical locations, but their mindsets and alliances. Some have specific physical likenesses and differences (such as the domain of the enigma having an empty socket where their main eye should be), but mostly it's their ideals and motivations that distinguish them. This could be represented in the world of Farland as 9 sects of the single beholder nation, or else an alliance of 9 clans, that sort of thing. The 9 domains had to combine and work together when they were banished to the Dark Deeps. (Perhaps lead by the council of the 9, the oldest of each of the dominions or something like that.)
But the thing that really caught my attention, was the people. I realized that a few of the items I made would fit really well with an altered version of the "eyekin". In the guide, they are followers of the Beholders, some even worshiping them. In exchange, the beholders grant power to the people, and most begin growing extra eyes on parts of their bodies. In the context of Farland, I think it would be cool (scary) if the slaves of the beholders became eyekin after a prolonged time of servitude. This could also be a side effect to wearing/using some of the items made from beholders, and eyekin can have specific advantages for using these items, but could be severely disadvantaged simply for being eyekin (imagine trying to explain why you have an eye on your cheek or the palm of your hand).
Like I said, I am working on rewording the items I currently have, but as I do so I keep coming up with ideas for new ones.
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 5d4 expended charges daily at sunset. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 5d4 expended charges daily at sunset. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Shields of Kassius Armor (shield), very rare
These large, intricate shields were used by the royal guards of the ancient human kingdom of Kassius. You can use this +1 shield to cast Wall of Force. You cannot use the shield to cast Wall of Force again until the next sunset. Additional Shields of Kassius can be to create conjoined, larger Walls of Force: using another shield of Kassius to cast Wall of Force on an existing Wall of Force cast by a Shield of Kassius increases the size of the first Wall of Force by the amount provided by the second Wall of Force. If the Wall of Force cast by one of the Shields subsequently ends, the area of effect of the other Wall returns to its normal size. Any number of Shields of Kassius can be used in conjunction to create larger and larger Wall of Force. Alternately, the Wall of Force effect from a Shield of Kassius can be used to end an existing Wall of Force cast by another Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it.
Spears of Kassius Weapon (spear), very rare
While holding this spear, you can speak one of its two command words as a bonus action to cause it to extend or retract to one of its three default lengths of 2ft, 6ft, and 15ft. One word extends it by one size, the other retracts it by one size. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
A silver greatsword with 100 runes covering the blade. Every time the you use the sword for a finishing blow on a living creature, it absorbs the soul of the creature. It cans hold up to 100 souls, and when you whisper the command word into the hilt, the runes on the blade glow black telling you how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour.
You are always at disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If you do not absorb at least one soul from sunset to sunset, you gain 2 levels of exhaustion. If you die in this way, the Soul-Ripper absorbs your soul (+1 to its store of souls).
Spells such as Raise Dead or Resurrection still work on bodies that the sword claimed the soul of, the magic replaces the soul in the sword with another soul. Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest. Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest). Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell by stabbing the corpse or bones with the blade (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd. Frenzy (8 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical). At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Is a spell clock a thing in Farland? I've seen countless references to spell clocks in my research. Is it something that everyone knows about except me (until recently)? :P
Technically it's a literal clock that is used to recast duration spells, but it can really be any item you want it to be with a similar function. It's usually found in descriptions with a lot of sciency magic where artisans both magical and not are known to mak clockwork gadgets. But it's found many other places as well, used to perpetuate traps and other such things. One example was it cast a mass charm person spell over a whole town every hour so they would zealously follow a specific person (except for those who successfully pass the DC, and they are very confused unti the clock is finally discovered and destroyed/deactivated).
In the context of Farland if clocks dont exist (they dont right?) it could be a box with gears and a bell or cristal or something, the gears enchanted with perpetual motion, and aproximately every hour or so it re-enchants whatever the bell or crystal is enchanted with. This could be a new invention bassed on the same principle as spell gems, or it may be a lost technology rediscovered (perhaps wherer the idea of modern spellgems came from)?
Here are a few more items for your (re)consideration.
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Shatter Sword
- A powerful relic, but has significant requirements to unsheathe. It is also a viable weapon while sheathed.
4 Elemental Weapon Sets
Fire Gauntlets
-Leather gauntlets which can make a bow and arrows made from fire, but must consume a fuel source that can fit in pockets within the gauntlets.
Water Baton and Pouch
- A baton made from coral which can use water enchanted from a satchel to make a small variety of weapons.
Earth Hammers
- Two hammers that can affect the ground around it, causing mild shockwaves to knock creatures prone, or chucking large stones as a ranged attack
Wind Axes
- Two axes with the ability to manipulate the air. This enables pushing objects or creatures as well as giving a semblance of flight