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7eventh-mania · 4 years
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[7thDnD] Voodoo Buddy Playset
Name: Tactician’s Tiny Spy , Gnosis Theater Doll, The Voodoo Buddy Playset Description: A small wooden box with a bronze latch and hinges, unpolished but sanded wood, that opens up easily. Inside is a poseable humanoid figure of about 8 inches tall, make of wood and moving parts. The joints move and hold in whatever position they’re left in, and the face has a small smiling face where the mouth can be turned to either smiling or frowning. Elsewhere in the box is a series of miniature weapons, clothes, items, tools, and accessories that can fit onto the body and into the hands of the doll.  There is a sword, an axe, a wand, a shield, and a bow made of painted metal, and seem to be the original pieces that went with the set, as the other pieces are made of carved wood and added to the set. The wooden pieces include a Warhammer, a spear, a dagger, a staff, and a pistol. The clothing pieces are made of burlap and wool: a robe, a wizards hat, a helmet, a mask, tiny shackles, and sunglasses. The tools are made of glass and stone: a tiny potion bottle, a book, a bag, a chest, a bell, a tiny whistle on a string, a candle, a lute, a flower, a horn, a quill, a tiny playing card, a generic holy symbol, a coil of rope, and a spyglass. Everything but the doll itself appears mundane, and non magical. More toys and costume pieces can be created for the doll of course. Across the body of the doll are holes where the weapons can fit into, but you can tell that there was only 1 original hole in the torso for the sword. Other holes have been added by a crafter(in the neck, in the leg, in the arm, etc). Every limb can be unhinged from the doll as well, and put back on. Indeed it is fully customizable. On the right foot is the words “Andul” written in ink, and can’t be removed.  Magic: When a person touches the doll, they become attuned as the user, and can see out of the dolls eyes if they spend a round concentrating. If the user sees someone that matches the pose/weapon/armor/tools affixed to the doll, they become the target of the doll. Any damage done to the doll is done in kind to the target, amplified by how close the doll resembles the target. The user can afflict multiple targets at once if they share similarities with the doll (If a group of thieves are all wielding knives, and the doll is holding the knife, they all become the target as long as the user can see them) It goes without saying that more items can be crafted to suit the needs of the User. The smiling face can be turned upside to signify either a harmful or helpful effect. If the doll is smiling, anyone resembling the doll gets a bonus related to the items affixed to it. (Weapons increase attack bonus, Armor grants temporary hitpoints, etc etc, as decided by the User and DM.) However, making the doll frown gives negative emotions and weaknesses to those resembling it.  Putting the sword through the doll in the center slot does a single D4 worth of stabbing damage to the target’s torso and doubles the damage for every similarity to the doll. (Pose/Weapon/Armor/Tool). Jabbing a weapon into other holes does a single point of damage on that area, and sends the target into a slight panic.  If the user dresses the doll up to resemble themselves(Tool/weapon/Clothing required), and concentrates, they can move the doll autonomously from anywhere in the world. The doll is treated as having the same stats as the User, and if the doll is attacked, the User takes the damage. Only while the doll resembles the User do the two become soul bound, and if one dies, the other is also destroyed.  If the doll is set aflame or crushed(or any other manner that would destroy it not listed), the target is cursed to take 1D4(+any similarity bonuses) every round until the doll is destroyed. When the doll is destroyed, a ghost if freed from the magic item, and haunts the last known user. IF THE USER DIES DUE TO THEIR SOUL BOUND DOLL BEING DESTROYED, THEIR SOUL BECOMES TRAPPED INSTEAD, AND THE DOLL CAN BE REPAIRED BY A WIZARD. Ex Users trapped within the doll can haunt the general area like any other ghost. 
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7eventh-mania · 4 years
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[7thDnD] Abyssal Amulet
Name: ShadowSight Circlet, Abyssal Amulet, Charm of Unconquered Death Physical: An amulet made of faded gold, with a black gemstone set in the center. the chain is made of gold and fits a medium sized creature. Popping the gemstone out reveals trace amounts of material components underneath, and a magical sigil painted on the underside, with the name “Codairus” engraved on the metal...this of course breaks the amulet and any effects happening.  Magic: When the user puts on the amulet for the first time, they are stricken with Panic and must be calmed down. Their inner evil is pulled from their soul and manifested next to them as a black egg that only they can see and interact with. The egg can be destroyed with enough willpower, and the amulet falls off the neck of the wearer, restarting the process the next time they wear it.  While the egg remains intact, the user sees the world in a much darker, depressing way. Once per day while wearing the amulet, they must make a wisdom check against the depression growing in their subconscious. Failure to withstand the relentless psychic assault creates a weak Fauxling (a small creature of shadow and wind) somewhere in the world. The Fauxling begins to hunt for the wearer’s egg, but can only sense their location while they wear they amulet. When the Fauxling is destroyed, the user is granted a brief reprieve from their depression for the rest of the day, and an adequate temporary bonus to their stats. If the Fauxling is within sight of the wearer, it will attack, despite being a weak creature. If a Fauxling reaches the egg, it will absorb into it harmlessly. If enough Fauxlings reach the black egg(determined by your DM), they’ll have incubated it enough to hatch into the massive visage of the wearer’s fears and insecurities. This creature is a swirling mass of paranoia and billowing hate that will move towards where the wearer was last sensed. The wearer will know when the shadow creature is coming from a ghastly wind that only they can hear, getting closer by the minute. No more Fauxlings will be created while the Shadow is active. The Shadow Creature only moves toward the user when they are alone, due to the location being blocked by the latent shadow energy of others. Wearing the amulet also shows the user the evil that lives in peoples hearts as tangible physical entities that can strike out and hurt the wearer. They appear as disconnected shadows related to the soul and mind of the person (Druids manifest their shadows as great beasts, while rogues may appear as literal shadows on the wall. A person with a high charisma score will manifest a shadow that can taunt and ridicule the wearer.) Each Shadow is individual and unique to the Psyche of the person, but they only exist while the wearer is within eyesight of that person. The shadows that manifest while the wearer is around can also speak to the mind’s of the people they were created from, giving them a lesser shared vision of Doom and depression mentioned above(though they don’t suffer the effects of creating a fauxling like the wearer) When the Powerful Shadow Finally Arrives, the wearer is rendered weak from it’s presence and must fight to survive the encounter against their manifested darkness. If they survive, they receive a permanent boost to their stats, having conquered their inner weaknesses, and will not produce a shadow if someone else were to wear the amulet after them. They also are able to manipulate the shadows of others without wearing the artifact, helping others get through their own trials of shadows.  Extra: Inspiration for this artifact was entirely drawn from Beau Jordan’s song, Billowing and Blowing...found here  https://www.youtube.com/watch?v=IJUKYF-HjsE
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7eventh-mania · 4 years
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[7thDnD] Mirror Shield
Name: Mirror Shield, Holy Wall, Teravis Mirror Magnum Physical: A Tower Shield made for medium sized creatures. It has a gold trim and a curved reflective surface. The inside is hatchwork gold, with the insignia “Teravis” on the inside. Between the shield and mirror is a glowing orange material that is very hot to the touch, though the mirror shield itself is not affected by it’s temperature change. Magic: The Mirror Shield is indestructible except for rare instances. When the user blocks an attack, several wild magical effects can take place depending on the severity of the attack versus the users health. If someone is about to strike the shield, they can make a wisdom check to determine that this is a bad idea. The user does not stop incoming damage using the shield, only redirects it all into the arm holding the shield up. All magical attacks are reflected back at half effect. All values rounded up. less that 10% of the users health in damage: The mirror shines with a blinding light that has the low potential to blind the attacker. 10% of the users health in damage: The user gains half of their health lost back as temporary hit points, their arm turning silver while the effect is up. The front of the mirror shield sparks and fizzles. 25% of the users health in damage: The attack is reflected back, and the attacker takes half of the damage they gave. The mirror wobbles for a moment. 50% of the users health in damage: The mirror caves in, holds for a round, then forcefully pops back out. The pop releases a deafening crack of energy that dazes anyone around the shield for a round. The energy is magical in nature and appears as a silver field that grows around the user. Those outside of the field are drawn to look at the shield. The attacker is pushed back and suffers from a great burst of heat coming out of the shield that can burn them. 75% of health: The mirror starts to crack, but the spiderweb reverts back and sends the shock to the attackers weapon instead. The weapon is now cursed with the Cracked debuff, and does half damage. This weapon will break soon if not cured of the curse. If the attacker used their body to attack, the body part in question suffers terrible damage and will need healed, otherwise they cannot attack with it again. They also suffer a major burst of heat that has escaped from the crack in the shield, more powerful than previously mentioned. 100% of health or more: The mirror cracks but does not shatter. The Spiderweb of broken glass slowly starts to mend itself back together. Both users are locked in time, frozen in place until the mirror repairs entirely, and all previous effects go off after the mirror repairs. The repair takes a whole minute or less, and both the user and the attacker are frozen in that exact spot. The attacker and user can receive damage(or be healed), but it doesn’t take effect until the shield is fixed. If the shield is struck again while it is repairing, it will shatter, freeing the user and the attacker, and rendering the magic item useless. All effects cease, and a burning silver light explodes from the shield like a spotlight, burning everything in it’s path with intense heat. (Up to the DM to interpret the lasting effects of the explosion) The mirror can be taken off the shield and applied to other shields. The material can be studied and replicated with time.
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7eventh-mania · 4 years
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[7thDnD] Creepy Clown Doll
Name: Façade Stygia, Creepy Clown Doll, Plushie Prison Physical: The Creepy Clown Doll is made of 100% cotton, and bears a weird smirking clown face, colorful and unassuming. The doll is very well made, but the face is vague and nondescript while the body is dressed in gaudy rags.  Magic: When the clown doll is alone in the room with a person, and comes face to face with them, the person must make a wisdom check. If they win, nothing happens. If they lose, add 1 charge to the doll. When the doll reaches enough charges, it’s properties change, and it can perform actions up to a max of 100 charges. The charges are deducted based on their number when used. 5 charges: Paranoia: The clown doll can send a bolt of panic into a person in the room, and that person is forever -1 against the wisdom check needed to defend from the doll. This effect stacks up to a max of 10 times. 10 Charges: Watching: The clown doll gives the sensation of being watched. People affected will not gain restful sleep when near the doll. 20 charges: Whispering:  The clown doll can give telepathic whispering to persons in the room. Persons affected find concentrating on spells and tasks more difficult. 40 charges: Shifting: The clown doll can shift and teleport up to a mile away with person omniscience. 50 charges: Nightmares: The clown doll can telepathically send nightmares that leave persons nearby with a growing fatigue, and madness damage. persons waking up after nightmares find their wounds suffered are real. 75 charges: Animism: The doll gains the ability to stand, move around, and reposition itself automatically. Though this costs 75 charges, it is a permanent effect. 100 charges: True Form: The Demon possessing the clown doll is freed, and can cast any of it’s previous charge effects for free. It can also jump into and animate other stuffed animals, giving it the properties of a Creepy Clown Doll. This of course means that it can summon more demons through it’s new friends. The Demon can also see through the eyes of any Creepy Clown Dolls in the world. It is up to the DM how to portray what kind of demon was trapped in the doll.
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7eventh-mania · 4 years
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[7thDnD] Beach Ball
Took a day off, but mostly also been having a pretty difficult time outside of tumblr. All good, let’s get back in Name: Mirror Ball, Beach Ball, Bouncer Physical: A seemingly innocuous beachball, about 2 feet in size, with varying colors on it; it’s inflated, with a hole for air on one side. Magic: The beachball is immune to all damage, even arrows and swords that would cut it open. Any damage that is inflicted on the beachball is stored until it is either comes to a stop on the ground (rolling maintains damage) or held for more than a round. If the beachball is struck in a way that it hits someone, and they are unable to catch it, or return it with a strike, they suffer all damage stored in the ball in a sudden blast. When the blast goes off, the ball deflates and must be aired up again.  Magic that creates a kinetic force like a Fireball will transfer through the ball, but something like a Zone of Death will not. This transfer of damage counts for Anything that strikes the beach ball, so it can be sent back at you! If the ball hits a flat surface(not the ground) directly, damage will also be transferred, so you can break open doors or walls with it. The Beach Ball can be tossed around as many times as there are turns in a round. Combos are expected where teams work together to send powerful strikes to the enemy, but I also expect a deadly game of volleyball to erupt between combatants.  All effects of weapons transfer through the ball as well, so spears will still pierce the enemy, and swords will still cut through the ball. 
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7eventh-mania · 4 years
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[7thDnD] Absomia Knife
Name: Persona Dagger, Apocalypse Knife, Absomia Knife Physical: A Silver Knife with a red sheen along the edge. It is incredibly weak. Magic: When the knife is used to end a creatures life (when the knife is touching a person and their health drops to the point of death) The creature is consumed in black fire. Their body is burned away, and the blade of the knife turns black. The soul of the creature is copied onto the knife, where it lives out it’s final moments being struck by the knife. (The soul can be revived, this is just a copy) Every time the blade is used to inflict harm on another creature, they witness the deaths that the knife has copied over. Each new death is added to the cacophony of souls in their final moments. If the user uses the dagger to inflict pain upon themselves and draw blood, they are able to choose one of the copied souls to infuse upon themselves. While this effect is active, the user suffers mental stress, but can recall some memories from their victims. This process can harm the identity of the user, and if used too much may destroy their own sense of self. To stop the mental projection, the user can throw their copied spirit out of their mind to attack another creature. The attack is personal to the creature that died, though the power of the attack is based on the Hit Dice of the creature slain. The higher the HD, the stronger the attack.
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7eventh-mania · 4 years
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[7thDnD] Pearl of Dei-ata
Names: White Marble, Habitual Eye, Pearl of Dei-ata Physical: A large white marble of offwhite that reflects light off it’s surface. Crushing it reveals it holds a small black gemstone on the inside, but it is rendered useless by that point. The black gemstone lasts about 5 minutes if exposed to direct sunlight, where it burns away producing a thick black smoke. Magic: By holding the pearl, or wearing it somewhere on your body, you are able to sense the patterns and spiritual signatures of the people you are familiar with. Patterns and signatures appear like semi-visual representations on surfaces or floating in the air that give the user a basic idea of what that individual was doing. Patterns last a long time, and are only ever removed if another person’s force of will overpowers the area. Individuals with the pearl in hand can use it to track a person’s movement, seeing their patterns moving around the world. Unfortunately, holding the pearl gives the user a confusing blur of imagery at all times, so they suffer in other perception related challenges. Walking a distance, they might stumble over things, or fail to see enemies approaching.  The black gemstone inside that burns away in the sunlight is a core of the pearl’s power. If a person is exposed to the smoke, will relive a cacophony of memories that the pearl has witnessed, and potentially put them into shock and sensory overload. If someone is exposed to the smoke for too long, they may also perish from mental complications.
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7eventh-mania · 4 years
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[7thDnD] Angel Gloves
Name: Vagabonds Entrance, Angel Gloves, Loner’s Enthrall Physical: A pair of white, dirty, and old leather gloves with gold trim. They’ve seen better days, but they’re remarkably comfortable, and magically stretch to fit small, medium, and large creatures. Magic: When the person wearing the gloves is alone, the gloves begin to alter their temperature and shield the wearer from harsh temperatures (cooling in the heat, heating in the cold). The user experiences strange tactile sensations along their body, among other magical effects. Starting from the hands, the feeling of something touching them begins to spread along their body, but not in an invasive way. In time, it becomes a hugging feeling (Or whatever makes the user most comfortable). The user feels as though an invisible force is holding them, spreading a feeling of peace and calm to them. If left undisturbed, this will put the user to sleep or active meditation, and eventually put their body in a form of stasis, protected from outside intervention, noises, damage, even shielding them form the attention of most passerbys. Indeed, most people who have no ties to the individual will walk right by them (unless they’re directly in the way of something) Only when the ground is disturbed beneath them (say, of an earthquake, or explosion that removes their surface they’re on) OR if someone that knows the user personally walks up, does the stasis remain. Users pulled from their stasis feel as though they’ve had an excellent full rest, and are alert and focused. Those with the ability to sense magical presences can note a large winged figure standing over the user, wings outstretched around them...though upon viewing the angelic figure, it quickly fades from view and the user returns from stasis. 
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7eventh-mania · 4 years
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[7thDnD] Cutie Crisper
Name: Crisper Chest, Cutie Crisper, Faerie Box Physical: A metal cooler with a handle of about 24 inches wide, 16 inches deep, 16 inches long. It is covered in colorful stickers that depict anthropomorphic food, smiling and laughing with little stick figure bodies, as well as faeries and unicorns on the side. It comes with a latch, and the inside is clean, cold, yet hazy and mysterious. Magic: Fruit and Vegetables stored in the Crisper Chest stay fresh and edible forever due to entering a semi-dimensional rift stored within. This is due to the various magical stickers placed on the device (Lo’, It was not the box that was magic, but the stickers put on it!) The dimensional rift radiates life energy, and after some time, the food will begin to vibrate with this energy.  Eating Charged Food this way heals health and attribute damage, and fills the consumer much more than normal food. Normal food put into the Crisper Chest can become charged by being around already charged items.  Charged items that are kept in the crisper even longer start to glow with a magical aura, becoming magically charged, healing for more. Beyond this state, the food items in the chest begin to move around a little on their own, and gain a small intelligence score, and can now give the consumer temporary hitpoints over their cap equal to their constitution bonus.  Beyond this state, they begin to form strange faces along their bodies, made of whatever material they are made of, that can move and act like a living creature. The Fruit and vegetables have come alive, and they want to talk to you! Eating them at this point would be an evil act, you think? They are very talkative and want to explore, so they’ll wiggle out of wherever you put them and go off on their own if left unattended. Due to their high levels of magical charge from being in the crisper, they will continue to never get old. Sentient food can also start the infection process of turning other fruits or vegetables into living things. Mages have dubbed this the Cutie Crossing, a kind of foodborne disease that grants magical sentience to other edibles. Before long, whole rations (if not kept secure) will start dancing around and asking questions. Eating food that has been infected with the Cutie Crossing gives the consumer a kind of food poisoning similar to drunkenness, and intoxication. Users exhibit weird spell like abilities like temporary uncontrollable flight, illusionary fire magic powers, and probably more... the mages documenting the Cutie Crisper have closed their investigation due to the uncontrollable nature of the sentient food creatures. 
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7eventh-mania · 4 years
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[7thDnD] Mad Sylph Rod
Name: Slip Rod, Escape Rod, Mad Sylph Rod Physical: A large golden rod of about 2 feet in length. It has various dials built into the base that can be twisted that have an unknown language printed on them. On the bottom of the rod is a button, and at the top is a large red cleanly cut gemstone. Along one side is a jutting piece of gold that, upon further inspection, shows it was ripped off of a larger structure. 
Magic: When the user presses the button in on the bottom of the rod, the red gemstone at the top begins to shine with a magical light that pierces all darkness up to 30 feet around itself for 10 minutes (longer if the button is pressed many times). Within time, a creature known as the Quasimental Mad  Sylph will come from outside the plane to attack whoever is holding the rod, take it, and sidestep back out of reality. If the creature is defeated, another will come within the hour to replace it, until the light on the rod stops shining.  While the user is holding the rod, they can twist and slide various puzzle-like mechanisms on it. The mechanisms correspond to spatial coordinates that span most of the known planes. By manipulating the rod (which takes considerable time to learn) one can manipulate the location in space of around 30 feet from the rod. Anyone touching the rod is transported with it, resulting in a vast and confusing form of teleportation.  Teleportation can take the user anywhere they want to go, as long as they input the correct settings on the dials. A novice could send the rod (and themselves) directly to the fire plane, or get sucked into space if they’re not careful.  The world around the rod does not change, but instead gently fades into view, replacing the reality the rod WAS in. The rod itself is the Axis at which transportation happens, so if you’re not touching the rod, it can quickly fade out of reality and be lost on the other side.  Quasimental Mad Sylph: A long ghostly white snake that rolls through the air made of a spectral energy. It is covered in deep black eyes and a long bushy tail made of magical feathers. It’s face resembles a white human face mask, and can speak in a strange language related to the language printed on the rod’s dials. (Though the Sylph will not usually stop to talk, conversations with it would reveal it is from a distant place, and has been created to hunt down the rod that it has a natural affinity for. It would remark being able to sense the activated gemstone, which it calls “The Bastard Sigmaus.” Sigmaus seems to be the name of the crystal on the top. Each sylph is exactly the same, and is revealed that each are created when the last one dies. Sylph’s speak of no leader, other than a prime directive to restore the rod to it’s home. ) Sylph’s can roll their bodies to create harmful energy fields, or to slip into alternate planes (depending on speed and direction of their rolling body) These energy fields attack a person’s spirit, and damage inflicted by the Sylph can attack either a person’s Strength, Constitution, or Dexterity rather than their Hit Points. If it gets ahold of the rod, it will wrap itself around it, begin turning dials at a rapid pace, and blink out of existence somewhere very dark. 
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7eventh-mania · 4 years
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[7thDnD] Best Friends Belt
Name: Moody Belt, Best Friends Belt, Vibe Sash. Physical: Coming in tiny, small, medium, and large: these collars can be strapped around any part of the body and belted down. Resembling a dog collar, they are made of a soft cotton tightly woven, and shiny silver buckles. They can fit on animals as small as a mouse and as large as an Elephant (or maybe bigger!)  Magic: When two individuals who have a strong friendship wear the belts together, they share a common psychic and spiritual link; most commonly between a animal trainer and their pet, or a pair of BESTIES <3 Both users experience a secondary emotional tether between them, that can lead them directly to the other, and can share complex emotions as well as basic thoughts. The knowledge of the wellness of these individuals are shared between themselves and individuals can concentrate to share health as well if one is in danger. Spells can be delivered through friends, and abilities can be combined through concentration as well. Those wearing the belts become the definition of “Two in Harmony” or the “Army of Two”.  If the two are a long distance from each other, one friend can send the other an astral bubble of wellness. This bubble appears as a semi-solid energy form that is only visible to those who can see astral entities, and the other friend. When the friend receives a bubble, it floats around them nondistractingly until they touch it. Bubbles can be sent and picked up without time limit, or returned.  Bubbles: If a friend gets a lot of sleep, they can send that restfulness to their friend. If a person has a big meal, they can share the fullness with their friend. The limits are up to the imagination. If a person is having a hard time, or is scared, their friend can sense that and send good vibes of courage to ease their mind. Whatever you want!
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7eventh-mania · 4 years
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[7thDnD] Chip of Anua
Name: Chip of Anua, Bolt of Geas Physical: a small jagged metal triangle made of glistening rock, made of several kinds of colors. It looks like a shapely geode chunk, but smooth and sharped into glass. Magic: Multiple Chips can exist in the same world. When the Chip of Anua is near someone, it shows whether or not the person has a strong faith in their religion or spirituality by glowing (Several different faiths between others is shown with different colors). If it touches someone, it registers that particular person’s religion, spirituality, or alignment.  When the Chip of Anua is thrown, launched, or released with any deliberate force, it gravitates towards the closest creature with similar spirituality or alignment. If the blood of a person is applied to the chip, anyone who is touching a Chip of Anua receives detailed telepathy surface thoughts of that individual. Anyone holding a chip can find a way towards other Chips.  - - - I’m imagining a party applying these Chips on their body to find eachother, or someone crafty shaping them into arrowheads to fire at cultists of like-spirituality. again, players will find some use for this trinket.. Anua: Whoever Anua was is now shattered into a bunch of small pieces. Bringing them together may resurrect him. Wouldn’t that be interesting?
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7eventh-mania · 4 years
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[7thDnD]  Ring of Vena
Had a bit of health problems the last few days but I’m back in it, let’s go Name: Ring of Vena, Water Font Physical: A glass ring with a blue sapphire oval laid in the top. The oval is hollow and the users finger can be seen from above through it. Along the inside of the oval is very fine inscriptions from an Aquan language that reads “In and out, come and go” Magic: By dipping this ring into a moving stream of water, rushing water, or waterfall, the ring absorbs a portion of the energy into itself. The power of the water relates to the power of the ring, so a massive waterfall would provide one of the strongest stores of energy. By concentrating, the user can summon out a semi-solid form of water with the force of the water it absorbed. Though, the ring does not distinguish a difference between water and, say blood...or liquids (though you may run into problems finding a source of flowing honey, or a waterfall of oil) The form stays attached to the ring by a twisting funnel of water, and can take any shape the wearer desires. The water can be thrown, sprayed, or released in any way from the ring itself, which holds various amounts (see table below). If the user wishes to use it like a whip, each use of the ring uses 1 stored gallon of water and scales damage accordingly. (ask your DM) a gentle stream: the water only holds a gallon’s worth, and comes out very calmly. This does no damage. A moving river: the water comes out with some force that can knock a small creature over. It can hold 2 gallons, but does no damage. A Rushing River: The water comes out like a firehose, and deals moderate damage to medium creatures, and knocks over large creatures. Holds 5 gallons. A Stormy River flow: The water comes out like a geyser, and deals moderate damage to Large size creatures, and knocks over huge size creatures. holds 10 Gallons. A Waterfall: The water comes out in such a powerful force that it threatens to blow over the user as well, if they’re not careful. Deals damage to huge creatures, and can knock over a Gargantuan size creature. Holds 20 Gallons. The ring can also create a semi-lively water-elemental that the user can control at the cost of 5 Gallons. The elementals are medium sized and based on similar monster-summoning magic tables for stats. --- By now you should know all of my items lack specific details for stats, and are instead designed for players to “get creative” with them. A Surprised DM makes a player proud of themselves- reward their trickery!
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7eventh-mania · 4 years
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[7thDnD] Mysterious Orb
Name: Mechanical Eye, Mysterious Orb, Tinker Ball Physical: A steel ball weighing about 2 lb.s roughly larger than a golf ball, made of moveable parts, tiny buttons, and dials. It resembles a mechanical human eye. Magic: The Mechanical eye can sense all kinds of things around it, across all planes, and is ultimately omniscient and has a vague mechanical sentience. The eye operates on an IF___THEN___ function, where IF [variable is met] THEN [perform an action]. It can be programmed by those adept at magical devices, but otherwise operates on a list of Senses and Actions. Senses: all senses can be dialed up from minor, normal, and major  Being Seen: If the object is in the visible range of a creature Movement: If the object is present to abnormal movement Heat: The object will gather a standard temperature and sense a change Solid, Liquid, or Gas: Senses when touched by a different Matter State Being Heard: If the object is being heard by a creature Sound: If a specific range of noise is heard Actions: all actions can be dialed up from minor, normal, and major Vibration: Will quietly move back and forth rapidly Temperature Change: Will heat up or cool down it’s core temperature Noise: Can produce a pre-recorded message or sound Magical pulse: Will produce an invisible pulse of magic Levitate: Will ascend in the air for a time Blink: The eye will blink quietly, open, or close All of the senses and actions can be turned on and off by pressing the buttons on the side, and dialed up to a rate of the users choosing. It can be attached to staves, or submerged into water, or thrown against walls without breaking. In fact, the orb is so densely packed with magic and machine, that it’s only weakness is pure chaos energy. Chaos energy, in whatever form, will hurt the eye’s ability to register and perform.   
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7eventh-mania · 4 years
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[7thDnD] Seer’s Horn
Name: Seer’s Horn, Devil’s Horn, Hell-Gate Horn Physical: A curved horn about 12 inches long. Along the base is a gold rim and a soft black felt inside. Very Innocuous, but does radiate a magical aura if scryed upon. Magic: When held against the fore-head (or third-eye) it allows a person to see visions of the dead. In the immediate area (15 ft + 5ft per Charisma Mod) the user can view the dying moments of creatures who have perished. Viewing too much death will begin to take the light from the user’s eyes, and rend them blind without the use of the horn. Their eyes turn deep black, and they can only see around them while holding the Devil’s horn to their head.  The horn also allows the user to see an astral being associated with the horn, a small shapeshifting devil that follows the horn and can trick the user into harm. The Astral Being feeds on negative emotions in the area, and will attempt to mentally torture the user of the horn. The devil, however, is conditionally bound to the horn and it’s master, and will follow any direct order, or answer any question given...to it’s own interpretation. The Astral devil only has minor psychic control over things in the physical world (such as moving a 5 lb. object, or creating an illusory noise or image.) If the devil is ever destroyed, it respawns from the horn in a day. 
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7eventh-mania · 4 years
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[7th-DnD] Void Hand
Names: Writhing Hand, Black Hand, Hand of Void, Prometheus Hand Physical: An obsidian black left hand made of soft material. Cannot be destroyed, crushed, burned, or split open. The hand shifts slightly, as if gently twitching.  Magic: The hand has the ability to hide small objects within a personal pocket dimension. Due to the fact that the hand cannot normally be destroyed, this makes it a safe place to store valuable items. The hand can also temporarily pass on weird properties to other living tissue. If the fingers of the hand touch the body of another, it leaves behind a magical black aura, tainting the creature to appear similar to the material of the hand. If this effect is applied multiple times over, the receiver of the aura will begin to feel no pain as the nerves are dulled. If continued, the receiver will start to die from necrosis. There are several stages and benefits of this transformation, detailed below.  If left alone in the dark, the hand will move on its own looking for the last person to use it. If left alone, the hand will cause the magical black aura to spread a kind of necrosis to destroy the left hand of the person, and replace it over night. Users feel no pain during this procedure, and often wake to find their hand perfectly replaced with no trace left. (though the hand was just hidden inside the pocket dimension!) The person experiences all normal functionality of a left hand, except with the added benefit of being able to access the pocket dimension and black transformation. The levels of taint are as follows 1: A soft smudge of dark grey covers the skin, and users feel a compulsion to avoid bright sunlight. 2: The skin becomes a shining black like paint, and users feel sick when exposed to direct sunlight. Users nerves are dulled to the point of resisting all pain. Users can also sense movement in the dark around them and cannot be surprised while actively in shadows. 3: The skin begins to feel soft and rubbery, with flakes of shining purple strewn across it. Users take damage when exposed to direct sunlight, and exhibit a fearlessness when in shadows. Users also are able to move faster in the darkness, and have perfect dark vision.  4: The veins begin to glow purple. Users whole body starts to ache despite feeling no pain, being exposed to sunlight causes a debilitating seizure that could kill. Previous benefits are revoked at this stage, as it becomes too hard to focus through the sickness pulsing through their veins. 5. The skin becomes a matte black and the veins become much smaller. Users begin the near irreversible process of death due to the body rejecting the foreign material. Being exposed to sunlight will instantly kill them at this stage. Spells or potions that cure poison will revert the user back one whole stage. Those who have replaced their left hand with the Black Hand are able to control when this tainting process is performed on others or themselves, except if they pass the taint onto others, the users own taint level raises by 1. If the user with an attached hand dies from stage 5 taint, the hand remains perfectly preserved after death and continues to search for another victim. Extra: If one scrys into the pocket dimension, they’ll find a mouth that consumes the tainted dead flesh of previous victims revealing this thing is more like an astral scavenger with simple intelligence. Looking back through time shows that the hand has countless victims throughout history that failed to properly manage it. The beginning though talks about a figure made of black abyssal tentacles named Necrobranche, who one of his thousand hands in deific warfare. The hand evolved a mouth to survive, and has the power to cross dimensions on it’s own.
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7eventh-mania · 4 years
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[7th-DnD] Crow Needles 2/2
Yesterday I started work on a series of magical needles consisting of Gold, Silver, Copper, Feather, Bone, and Salt. Tonight I’ll be covering a few more Wooden Needle: A pair of wooden needles resembling chopsticks but with sharpened points, with the inscription “Cor Quaesitor“ on the sides of each. Stabbing the pointed ends into a piece of flesh or meat stores the memories of the creature before death in the needles themselves;  this also cures the meat allowing the user to consume it and take those memories into themselves. Stabbing the heart of a creature reveals exact memories and skills that the user can absorb if they consume the heart. Washing the needles off clears all memories stored within the needles. Jewel Needle: A long thin jewelrycraft needle designed for setting and removing jewels in accessories. It has an ivory handle topped with a small clear crystal, and a thin metal spike, together about 4 inches long. The inscription in the ivory reads “Stella Dolore” with flower petals imprinted along the handle. When the needle is scraped along the surface of a jewel, it removes the color and alters the crystal on the needle to that of the absorbed color. By plunging the needle into a creature, it imbues that creature with the “Rock Memories” of what the jewel most recently saw, and spreads a crystal color across the skin of the user from the absorbed jewel. The Jewel Needle speaks in pain, and exchanges your pain for the pain of the jewel, meaning the more pain given to the Needle, the more intense the flashback. Sun and Moon Needles: A set of two knitting needles made of ornate materials: one orange and white with gold hooks with the inscription “Tempus Mortis”, the other purple and black with silver hooks with the inscription “Evanescens Mortem“. The Sun Needle only operates when the Sun is overhead and detects when a nearby creature is about to die by heating up. When the needle is hooked onto the creature, it will not die until the sun has left the sky.  The Moon Needle only operates when the Moon is overhead and allows you to pass invisibly by creatures who are sick, injured, or dying (not combative). When the moon needle is hooked onto a creature, they are rendered invisible until the moon passes completely. The Moon Needle is abnormally cold when around creatures who are dying, and under the moon makes the user invisible to other needle users. When the two knitting needles are brought together, it is said the clothing they make has strange and grim magical powers. (Up to the DM’s interpretation)  Candy Needle: Resembling a curved red and white Candy Cane with a sharp edge, with the words “Seasons Greetings” written on the side, though under the writing are the words “Mystère de canard“ inscribed in the candy itself. When the needle is exposed to blood, it produces a calming anesthetic sugar from the tip. The Anesthetic sugar numbs all pain through the body and can be highly addictive. The Candy Needle is delicious and will never dissolve by normal means. Smoke Needle: An ethereally black Ice Pick needle made of hardned charcoal, that seems to shift and move, but with thin white letters inscribed on the side that read “Gato Sonriente”. By rubbing the needle, it produces a chalky black dust that, when inhaled, allows the user to see through the eyes of the Unseen currently watching the user (Meaning, you cannot be aware of them until you breath the dust) When the user starts coughing, they will get flashes and images of who is watching them. If the needle is stabbed into an entity (Even non physical!) a piece of the charcoal will break off inside them, and the one holding the needle will be able to sense their presence. The needle grows magically over time. If all 12 needles are brought together, a hidden panel opens up in the ornate box to reveals a secret 13th needle. (Though the panel can always be forced open...) Ophiuchus Needle: A brilliant rainbow needle made of many compressed jewels and metal in the shape of a 12 in long magical wand, with the words “Omnes Cordibus Vestris” inscribed along the side. Whoever holds the Ophiuchus Needle can exchange raw pain for the ability to sense what the other 12 needles are experiencing at any time. By inflicting pain on themselves or others with the needle, they are able to tap into the magical powers of the other 12 needles from anywhere in the world. Likewise, those with the original 12 needles are able to tell when the Ophiuchus Needle is being used, and can gain a faint directional sense of it’s location. One last thing, holding the box that contains the needles gives the holder the uncanny ability to sense the direction of the other needles. It’s a psychic connection felt throughout the box set. Wew! What a work out, but a great bunch of magical items! Can’t wait to see what I come up with tomorrow
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