View Full Version : The role of Magic Items
csjames75
03-02-2005, 04:39 AM
I was thinking tonight about the use of magical items in Burning Wheel since I'm getting my first BW campaign up and going this next week.
It's a low magic world, but I do like the occasional treat to pop up for players - a magic sword with sentience, armor worn by a great hero of old, a lantern that dispells certain evils.
I'm certainly a fan of having a history and some personality behind any magic item I introduce. The last thing a campaign needs is another generic +1 Sword. I love the idea of a mysterious item that players can't quite figure out yet.
Just curious how some of you much more experienced GMs have blended in a magic item or two. I'd really enjoy any stories of how you might have introduced an item and let the mystery unfold. Even what sort of powers you gave it in BW mechanics.
Thanks a lot.
Christopher
Kublai
03-02-2005, 10:49 AM
Magic items in most BW campaigns have lent Traits to the bearer. A prime example would be a Berserker Axe, which grants its bearer the Berserker Trait. Items would usually grant an extra skill die or two to reflect its superb quality, as well.
Other items include a dwarvish helm that grants the Eye of the Lynx trait that orcs get that allows the wearer to see in complete darkness. However, if used outside, it grants a +1 Ob penalty to all actions, instead. A sword that grants Lightning Strike and has the powers of Breath of Wind and White Fire is in the works for one of my current campaigns, as well as gauntlets that grant +1 Power as well as can effect a Breath of Fire spell as well as Pyrotechnics. More ideas include a sword of command that bestows the Aura of Command upon its wearer; a staff that bestows the Gifted Trait to anyone that wields it; a crossbow that has an air spirit permanently bound to it that grants +2 dice; and armor that has a permanent Turn Aside the Blade enchanted upon it.
csjames75
03-02-2005, 11:52 AM
Thanks Kublai, very helpful stuff. It give me much more of a feel for how magic items play out in the BW mechanic. I like the idea of lending a trait to the wielder they might not already have. It's powerful but also not too much trouble to keep up with.
Christopher
Thor Olavsrud
03-02-2005, 12:09 PM
Thanks Kublai, very helpful stuff. It give me much more of a feel for how magic items play out in the BW mechanic. I like the idea of lending a trait to the wielder they might not already have. It's powerful but also not too much trouble to keep up with.
On the other hand, elven magic items give the users the benefit of Songs. Elven Cloaks give the wearer a 4D Threne of Chameleon, Elven Mirrorwine gives the user access to the Lyric of Healing, etc.
csjames75
03-04-2005, 12:50 PM
Are there any "artifact" style magic items any of you have used that are out of play and you might be willing to share publically? I'd be interested to hear how you blended plot with mechanics to crafte a truly memorable item for players to enjoy.
Of course, I certainly understand keeping such items on the downlow. After all it's creative "workproduct" subject to privilege from discovery .... sorry law schoo moment. *grin*
Christopher
Kublai
03-04-2005, 12:58 PM
In Luke's campaign, mostly all our magic items are artifacts that tie directly into the plot at one point or another.
Zo's Spear of Destruction: Adds 3 grey dice to Spear Skill. If all 3 dice come up 5 or higher, the target is completely and utterly annihilated no matter how many successes.
Zo's Stone of Power: This stone grants the bearer the Gifted Trait. It also adds 6(?) dice towards casting and tax rolls.
Zo's Periapt of Domination: Offers the bearer +3 grey dice to Command and Oratory.
Crymsah's Sword: Bearer receives +3 dice towards Command as well as 2 balance dice.
The Rod of the Serpent: A magic item that has three effects: Magelight, Emperor's Hand, and White Fire.
Belt of the Four Winds: Grants the power of Flight to the bearer.
csjames75
03-04-2005, 01:22 PM
How excellent. I like the inclusion of grey dice on a heroic caliber item. Gives artifacts that zing of "Oh yeah, we are thick in the middle of this plot." Of course, that baits the question: Who is Zo? But that's a thread probably best elsewhere.
Thanks Kublai for some fuel for the gumbo stirring in me guliver.
Another quick question? What are "balance dice" as in the description of Crymsah's Sword?
Christopher
LordSmerf
03-04-2005, 01:27 PM
Balance dice are free dice given to skills based on the high quality of the item (see Dwarven equipment, all of which has +1 Balance Die). So, it's a standard +1D based on craftsmanship.
Thomas
Kublai
03-04-2005, 01:30 PM
"Balance Dice" is the term Luke uses to describe any bonus dice to a weapon.
Zo was an ancient sorcerer-priest and it was said he who combines all three items will be his reincarnation. I think Luke originally intended each of the three players to take one artifact, but we decided instead one player should get them all. That was a rash decision! :oops: Zo's relevence to the plot is still not entirely clear except perhaps to that one character.
Crymsah was one of the original conqueror's of the land we play in. Again, should one person collect all three of his artifacts - his sword, his crown, and his mantle - then no one could defy his rule. The crown and mantle had no magical effects. These were the center of a huge campaign to lead a country's people out of slavery and weaken our nemesis who relied on the slave labor.
Both were excellent examples of artifacts playing a central role in the story.
Thor Olavsrud
03-04-2005, 01:34 PM
Hey, don't forget the Burning Wheel itself! From what I hear, the various elemental Wheels are some of the most powerful artifacts around in your game.
Kublai
03-04-2005, 01:53 PM
D'oh! :oops:
The Wheel of Fire plays a central role to Luke's BW campaign. It is the embodiment of the God of Fire (Abzu) in an earthly form. Only those who have Faith may hold it - all others are burned by the flaming, wooden, five-spoked wheel. It has the power to control all fire, of course, and any fire started by it cannot be put out... ever. Even if the fuel is burned up, the fire remains. I don't know all of it's secrets, as another player wields it. All I know is that every frickin' body wants it and there is an evil snake cult of yuanti that are constantly hunting us for it.
There are four wheels altogether, but we've only ever seen one other. It was the Wheel of Earth which had the power to Obfuscate, that is, no one who looked upon the wielder could really recognize he was there. A very weird and subtle effect. The other power was the domination of Paths and Gates. Say where you wanted to go and the Wheel led you there safely. Come across any door and the Wheel would open it upon command. This last power was a key part of a huge assault against our nemesis' hidden city which was secured by an enormous - King Kong enormous - magical gate.
One of my character's greatest desires is to find the Wheel of Wind though I doubt that will ever happen! :(
csjames75
03-04-2005, 02:01 PM
Wow, those descriptions you gave Kublai were exactly the flavor I was looking for ... now added to the Ancient Ice campaign gumbo. Items with purpose like that are the polar opposite of the generic +1 sword and the exact reason that the BW mechanic appeals to me so much. Maybe it's that Concept first maxim that Luke is proselytizing.
Just saw the answer to my second question and one of those longstanding questions I'd been wanting to ask but never dared for fear of being thumped with rotton potatoes as a newbie - What is the Burning Wheel?
Christopher
Thor Olavsrud
03-04-2005, 03:48 PM
Just saw the answer to my second question and one of those longstanding questions I'd been wanting to ask but never dared for fear of being thumped with rotton potatoes as a newbie - What is the Burning Wheel?
Hey Christopher, patience will see you through. :twisted:
Have you read this thread? (http://burningwheel.org/forum/viewtopic.php?t=621&postdays=0&postorder=asc&start=0)
At some point within the (reasonably) near future, Luke plans to do up the Wheel Burner, which will document the elemental wheels from his campaign.
csjames75
03-04-2005, 03:49 PM
Actually, it's probably a koan.
Kaare Berg
03-05-2005, 07:56 AM
Magic items in Miranna have been
The Horn of the Herald.
*when blown it dismisses all fear and exhaustion, allowing the allies of the Herald to fight on as if unwounded.
Recovered by Gorin the dwarf, and left our campaign when he retired.
Tengel's Blade
*its edge tempered by magic and troll blood so it now slices through any mail
An effect that came when Tengel first cut through an 8 success Turn Aside Balde and then pumped lots of artha into a sword strike that killed a stone troll. Gave the blade a VA of 3 (before revised). Given to the Squire James when Tengel won his ancestral blade.
There have been others, like the dreaded Morgul Dagger, whose posion kills the victims will and turns his will to the Shadow, the Heralds Hammer whichh carried Ram Mithren's grudge against trolls, King Mikail's Sword, bestowed to Joshua after the restoration of the Shrine of Sacrifice. And so on.
The clue is like Thor says look to the elven songs and orcish hatred for inspiration. Or make the item Heroic in that the wielder gets grey skill in the ability it is used for.
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