Wednesday, November 28, 2012

Magic Gems





I have been playing Torchlight 2 and I really like all the socketed items and the way those work. To that end I have been playing around with the following magic item idea for my D&D game.

Magic Gems

Magic Gems attach to magic weapons and armor. Only 1 gem can attach to any given item. Effects of multiple weapon gems and multiple armor gems do not stack. Once a gem is attached it cannot be removed without destroying the item.


Orange Gem - Exploding Fire

Weapon - Weapon does 2d6 fire damage on a successful hit. If either fire damage die rolls a 6 roll another d6 and add this to the total. If this die rolls a 6 add another die. Continue this until no die rolls a 6.

Armor - Resist fire. Take 1/2 damage from magical fire based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes fire damage as shown for weapon above.


Yellow Gem - Chain Lightning

Weapon - Weapon does 3d6 lightning to primary target on a successful hit. The lightning then arcs to the closest additional enemy target (if one exists) and does 2d6 damage to that target, and finally arcs again for 1d6 lightning damage to a third and final enemy target if one is available.

Armor - Resist lightning. Take 1/2 damage from magical lightning based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes lightning damage as shown for weapon above.


Blue Gem - Freezing Ice

Weapon - Weapon does 2d6 ice damage on a successful hit. Further if the 2d6 damage roll is "doubles" the target is frozen solid until the beginning of your next turn. A frozen target has their Armor Class reduced by -5 and all attacks on a frozen target inflict double damage. If a frozen target is reduced to 0 HP while frozen they shatter doing 2d6 damage to everything within 5 feet of the exploding corpse.

Armor - Resist ice/cold. Take 1/2 damage from magical ice/cold based attacks. If save for half is allowed damage is reduced to 0 with a successful save. Also, if enemies roll a 1 on their to hit roll when attacking you, the attacker takes ice/cold damage as shown for weapon above.


Red Gem - Blood Stone

Weapon - Weapon does 1d6 vampiric damage. You heal a like amount.

Armor - Regeneration. Regain 1 HP every minute.


White Gem - Holy Pearl

Weapon - Weapon does 2d6 holy damage on a successful hit or 1d6 holy damage on a miss. No damage is done if the unadjusted roll to hit is a 1.

Armor - Resurrection. If you die, you are resurrected instantly to full hit-points. This destroys the Holy Pearl which shatters and cannot be used again.


Black Gem - Shadow Onyx

Weapon - Shadow Weapon. Grants proficiency of the weapon for anyone with a Dexterity of 13 or greater. Makes the weapon a finesse weapon. Double the characters Dexterity bonus is applied to attack and damage rolls with the weapon.

Armor - Shadow Armor. Grants proficiency of the armor for anyone with a Dexterity of 13 or greater. Makes the armor light class armor. Double the characters Dexterity bonus is applied to Armor Class while wearing the armor.



Buying Magic Gems

There is a fair (30%) chance that a magic shop has Magic Gems for sale ... Roll d20.

01-14 = 0 gems available
15-17 = 1 gem available
18-19 = 2 gems available
20 = 3 gems available

Type of Gem found ... Roll d12.

1-3 = Exploding Fire (orange) 1000 GP
4-6 = Chain Lightning (yellow) 1000 GP
7-9 = Freezing Ice (blue) 1000 GP
10 = Blood Stone (red) 5000 GP
11 = Holy Pearl (white) 5000 GP
12 = Shadow Onyx (black) 5000 GP



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