The dwarf Alberich with his slaves and horde of Rhinegold - A. Rackham |
This is the second of two posts focusing on the a more 'traditional'
style of magical item creation and rules. By traditional, I mean that
it follows theme laid down by many western and eastern legends about
magical objects. In these legends it was the smith and the material
that made an item magic, rather than a spell-casting murder-hobo.
These rules can be integrated into any standard AD&D/OSR game,
but may work best in a low-magic setting. This second post will focus
on magical materials not normally found in standard fantasy fiction
as well as RPG's, each material lists the effects it creates when
crafted into one of the archetypal item forms. As a form of review
for those who saw my earlier post, or for the edification of those
who did not, I have included the basic functionality of archetypal
magical item forms. I have also added the minimum amount of a
substance needed to create each item type in its entry and the basic
level of skill needed to create such an item.
Fafnir the dragon and his horde of Rhinegold. - A. Rackham |
Archetypal
Item Forms
The
Sword/Weapon: While
their purposes and abilities would seem obvious, both from common
knowledge and experience playing fantasy RPG's, the sword/weapon has
a set purview in legends that is occasionally crossed in games like
Dungeons and Dragons. The purpose, or ability, most often found in
magical swords is the capability to kill something or someone
powerful. Other legends have included a number of other powers to
protect or enhance the wielder, but the main thread of killing
remains the same across all of the legends. Legends of broken
sword/weapons of great power are most often symbols of a loss of
status or honor which can be reclaimed through a great deed or hard
work, much as the reforging of a sword can be time consuming and
difficult.
Amount
Needed: 3.5
– 5 lbs / 1.6 – 2.27 kg (Sword) Skill
Required:
High
Examples: Excalibur, Durandal, Tyrfing, and Curtana.
Broken Examples:Anduril and Gram.
The Ring:
A
magical ring most often, in legends, grants the wearer an ability
they would not normally possess or focuses a certain capability of
the wearer. While in Dungeons and Dragons a ring can provide
protection, protection within legends and myths was almost strictly
provided by talismans or amulets.
Amount
Needed: 0.5
– 1 lbs / 0.23 – 0.45 kg Skill
Required:
Moderate to High
Examples: Ring of Gyges, Ring/Seal of Solomon, Ring of
Al-Shamardal, and Sir Gareth's Ring.
The
Talisman/Amulet: These
items provided protection from supernatural and physical harm, as
well as granting the wearer luck. Talismans/Amulets are the only item
in this list that could be crafted by priests/wizards as well as
smiths. While they could be crafted by those in touch with the
supernatural, these items still required that they be crafted from
certain materials and be inscribed with certain writings or symbols.
They are also the most common form of magical item found throughout
cultures and histories with numerous examples still being used and
made today.
Amount
Needed:
0.5 – 1 lbs / 0.23 – 0.45 kg Skill
Required:
Low to Moderate
Examples: Omamori, Hand of Miriam, Crucifix, and Hamsa.
The
Wand/Virge: The
rest of this post will refer to these items as virges, since the
terms wand and rod already have very specific uses and capabilities
within standard Dungeons and Dragons rules. These items were most
often signs of a person's authority or power to change the world
around them. More mystical/occult interpretations, like those found
in the Wicca, have the virge as a tool to focus a users will or
energy. Some virges can have very specific uses or require criteria
to be present before being used, while other virges allowed the user
to focus their abilities for a number of tasks. The primary aspect of
the virge is to focus a preexisting ability or power, if one did not
possess the requisite skill or ability, the virge was useless.
Amount
Needed: 1
– 2 lbs / 0.45 – 0.91 kg Skill
Required:
Moderate
Examples: Caduceus, Barsom, Ruyi, and Gurz.
Mythical
Materials
Rhinegold:
The
origins of this material, and its uses, can be found in the epic
High-German poem The
Songs of the Nibelungs (Nibelungenlied)
as well as Richard Wagner's The
Ring of the Nibelung (Der
Ring des Nibelungen).
While each piece has its own version of Rhinegold, a synthesis of the
two versions was used to create the abilities found here. In Songs
of the Nibelungs,
the Rhinegold takes the form of a dragon's (Fafnir) treasure that was
taken after Fafnir was slew by a hero named Sigurd. With his dying
breathe, Fafnir pronounced that anyone who possessed his gold was
fated to die, to which Sigurd replied that all men are fated to die,
no matter what their actions may be. In The
Ring of the Nibelung
the Rhinegold is a powerful substance, that if formed into a ring,
would allow a person to rule the world if they renounce love. This
concept was used by J.R.R. Tolkien to create his One Ring. The
Rhinegold was stolen from its protectors, the Rhine Maidens, by a
Nibelung dwarf named Alberich after the maidens spurned his romantic
advances.
In-Game/Fantasy
Explanation:
There are only three places within the world that Rhinegold may be
found reliably. At the depths of a near-mythical river called Rijin
by those who live near it. Protected by three water nymphs, there is
a supply that replenishes itself over the ages. Those foolish enough
to attempt to steal this Rhinegold should be warned that these are
not the amorous nymphs described in bawdy tavern tales, for though
they do have a pleasing form, they have teeth like sharks and wield
magic that would put a grand magus to shame. Rhinegold may also be
stolen from the Eternal Dragon Fafnir, who makes the substance in the
form of gallstones. While there have been those who have thought
themselves crafty by offering to remove the gallstones peaceably from
the dragon, since they cause him pain, these crafty individuals all
met the same fate. Fafnir is insane due to the fact that he has been
murdered and painfully resurrected for untold ages, the deaths at the
hands of legendary 'heroes', the painful resurrection from a curse
given to him by a long forgotten deity. Fortunately for the world,
Fafnir only finds peace in his dreams, and would sleep forever, not
needing to eat. The final place to find Rhinegold is within the
Alebrich mines of the Nibelung dwarves. Out of the three sources, the
Nibelung dwarves are the most willing to make deals in exchange for
the Rhinegold. Be forewarned, the dwarves often demand a near
impossible task to be completed or a king's ransom for but a handful
of Rhinegold. Those that attempt to steal the gold for themselves
will find a hard battle ahead facing the Nibelung Lode Priests.
Siegfried's sword 'Gram' was the inspiration for the Rhinegold Sword. Art by A. Rackham |
Rhinegold
Sword: Rhinegold
is stronger than steel, and can hold an edge as sharp as obsidian
(Obsidian Scalpels can be 500 times sharper than steel scalpels with
an edge only 3 nanometers thick). The sharpness of these weapons make
them incredibly deadly on the battlefield, since they are even able
to cut through steel and iron. These weapons are despised by dragons,
since the material is a bane to their flesh.
Game
Mechanics:
Any
weapon made of Rhinegold has its critical range increased by 1,
generally allowing for a critical to occur on a natural 19 or 20.
Armor Classes are considered 3 worse when using a Rhinegold Sword.
Rhinegold Swords ignore the first 5 points of Damage Reduction of
objects or creatures. Finally, Rhinegold swords do an extra 5 points
of damage to dragons with each successful hit.
Drawbacks:
No
matter where the Rhinegold came from, the wielder will be the prime
target of any dragon in combat. In non-combat situations, the dragon
will treat the individual carrying the sword rudely.
The ring from Wagner's opera was the inspiration for the Rhinegold Ring. Art by A. Rackham. |
Rhinegold
Ring:
While legends claim that a Rhinegold ring would allow someone to rule
the world, such claims exaggerate such powers. A ring of Rhinegold
grants the wearer the bearing of a King or Queen, no matter their
appearance or state of dress. Townsfolk will bow, knights will
salute, and soldiers will make way for the wearer and not know why.
Other rulers accord the wearer with greater respect than would
normally called for, perhaps even going so far as treating the wearer
as an equal. Many armies have been raised and many kingdoms have be
founded by dangerous transient wearing a Rhinegold Ring.
Game
Mechanics:
Firstly,
wearing a Rhinegold ring grants the wearer a +4 bonus to Charisma,
which may take them over the nature 18 limit. Secondly, those who
wear the ring are always assumed to be some kind of visiting ruler by
those they encounter. Finally, those who swear fealty to the wearer
by kissing the ring are granted a moral rating of 17. This rating
lasts as long as the wearer continues to possess the ring, the wearer
honors their promises made to those who swear fealty to them, and the
swearer remains loyal to the wearer of the ring.
Drawbacks:
Keep
in mind being considered a King/Queen is not a perfect advantage,
since it becomes nearly impossible to move around a crowd without
drawing attention, a paranoid ruler may see the wearer is a possible
usurper to their throne, or unscrupulous bandits may attempt to
capture the wearer to ransom them. Dragons naturally know the scent
and sight of Rhinegold, and have instinctual knowledge of how each
piece is gained. If the Rhinegold used to create the ring was taken
from the body of Fafnir, the wearer will be the prime target of the
dragon in combat. In non-combat situations, the dragon will treat the
individual wearing the ring rudely.
The Rhinegold Talisman is based on Siegfried's inability to feel fear. Art by W. Heath Robinson |
Rhinegold
Talisman: These
talismans are said to allow the wearer to know the hearts of those
around them. Wearers of the talisman are also shielded from emotions
that might darken the heart or cause it to quail. Such pieces are
valued by those who delve the darkest places of the world, and seek
kill those things which abide there.
Game
Mechanics:
The talisman allows the individual to perfectly understand the
intentions and general feelings others have for them. This knowledge
and understanding is limited to general knowledge, such as 'This one
wants to help me.' or 'This one hates me', the knowledge come more as
a strong hunch rather than a definite statement. It does not grant
the ability to understand the intentions others might have for anyone
else, though it does not impede the any ability the wearer might have
to determine such intentions. Finally, the talisman protects the
wearer from feelings of fear, making them immune to any form of
intimidation or any ability as well as spell that causes fear in the
wearer (e.g. a dragon's fear effect).
Drawbacks:
The
largest drawback from this item is the disenchantment it causes in
the wearer. Without social niceties to hide behind, the true nature
of people is revealed, and few are heartened by what they see. The
second drawback is the lack of fear the talisman causes, meaning that
the wearer is more likely to engage in risky actions and behaviors.
Finally, dragons naturally know the scent and sight of Rhinegold, and
have instinctual knowledge of how each piece is gained. If the
Rhinegold used to create the talisman was taken from the body of
Fafnir, the wearer will be the prime target of the dragon in combat.
In non-combat situations, the dragon will treat the individual
wearing the talisman rudely.
I just made up the abilities for the Rhinegold Virge. Art by A. Rackham |
Rhinegold
Virge:
Rhinegold is a magical substance as much as it is a physical
substance. Rhinegold acts as a focus for magic, strengthening the
power that flows through it. To those who are unskilled in the ways
of divine or arcane magic, the virge is useless to them. When magic
is channeled through it, the virge will glow with a light similar to
the sun.
Game
Mechanics:
The virge grants a number of varying bonuses depending on what type
of spell being cast through them.
Damage/Healing
Spells:
The virge grants a bonus equal to the caster's stat modifier (Wisdom
for Divine and Intelligence for arcane) to the total damage healed or
caused.
Bonuses
and Miscellaneous Effects:
The virge increases all bonuses granted from spells by +1, as well as
spells that grant protection such as Shield
or Magic
Vestments.
Drawbacks:
To properly use the virge, the caster must focus most of their
attention and energy. In game terms it means that on the round that
the caster uses the virge, they may not move, though they may defend
themselves. If the caster wishes to move and cast a spell, they must
roll beneath their Wisdom (Divine) or Intelligence (Arcane) using
1D20. If they fail their roll, the caster is unable to focus the
spell through the virge, not gaining the bonuses it grants.
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