NERO Items Brainstorm
This is a sketchpad page to muse about different types of items that might be created using the NERO formal magic system. All the wording is very preliminary and up for discussion.
Preamble: Magic items are not very interesting. For the most part, the benefit they provide is equivalent to a bunch of free build. (Having a magic sword is just like having more profs. Having a life item is just like having a 9th.) Essentially they let you perform as a higher level character, or allow you to do things outside of your current niche.
My question is: can we come up with cooler concepts for magic items? Rather than merely duplicating a game skill, I think magic items should facilitate a cool moment, tactic, or team strategy. The items brainstormed in this document are meant to have something special about what they do or how to use them -- something that isn't just duplicating build.
The seed idea for these spells is the formal magic (I think it's called "Gathering of slayers"?) that magically links a party to a specific task within a specific time frame, and gives them powers that will aid in that task.
A group item is designed to be shared by a group of people. They each are allowed to get a benefit from it, this benefit may be connected to a specific action or challenge. In order for everybody in the party to get a use out of the item, they will have to communicate and form a strategy.
Many group items are clustered around a class or concept. For example, six rogues can get together and join in a Tribe of Shadows formal.
Group Item Boilerplate
This text appears on every group item formal. This is draft text, meant to give you the gist of the item's purpose, not necessarily the final wording.
This formal magic enchants a item which lasts for five game days. At the time of casting, X people are designated by the formal. Each must meet a specific requirement designated by the scroll (example: specific class, race, game skill, etc). All people designated gain the ability to use the item if they could not already use it.
A group item has an effect which can be activated once by each person designated at casting. In order to maximize the item's effectiveness, you must pass the item from person to person after it's used.
Tribe of Blades
This formal designates up to 6 fighters. It enchants a weapon which can be used by any of the designated characters regardless of whether they have that skill.
Power: "prepare to die ... 25 slay"
Tribe of Shieldmates
This formal designates up to 6 people (no restriction). It enchants a shield which can be used by any of the designated characters regardless of whether they have that skill.
Power: parry (for ally)
Tribe of Shadows
This formal designates up to 6 people with the skill assassinate/dodge. It enchants a small or short weapon which can be used by any of the designated characters regardless of whether they have that skill.
Power: "50 assassinate"
Tribe of Sorcerers
This formal designates up to 6 people with a fifth level celestial spell. It enchants a wand which can be used by any of the designated characters.
Power: 20 elemental <flavor> x 3
Tribe of Healers
This formal designates up to 6 people with a fifth level earth spell. It enchants a wand which can be used by any of the designated characters.
Power: 20 elemental healing x 3
Tribe of Jugglers
This formal designates up to 6 people (no requirement). It enchants a throwing weapon which can be used by any of the designated characters.
The throwing weapon can be thrown for 5 damage which cannot be increased in any way. If the attacker misses with the weapon, its charge is not spent. For each successful attack, the weapon's damage goes up by 5 points and cannot be used again by that person. (for example, the first person to throw the weapon will deal 5 damage.. after he hits, he passes it off and the second person may throw it for 10 damage until an attack lands, the third person throws for 15, etc.)
These items provide a benefit that can only be utilized in certain situations. These are designed to give each item a specific purpose which will be taken up by its wielder. In some cases they are structured around a behavior which must be performed in order to activate or recharge the item.
Weapon of X Slaying
At time of casting, a monster type is designated by this formal. (fae, undead, elemental, animal, specific race, etc. Must be something that is obvious by costume.)
Delimit: Must have the skill parry/slay.
Condition: One usage of parry/slay must be expended. The item can be activated immediately after delivering a successful killing blow to the designated race. For example, an orc slaying sword can be activated after delivering a killing blow to an orc.
Effect: renew 1 usage of parry/slay
A spider's grace item contains a spider spirit.
Effect: Return Web x1
Recharge: Recharge this item by crouching in an area that is at least 5 feet off the ground.
Weapon of Fury
A weapon of fury would provide a warrior a means to restore health through battle.
Delimit: User must posses at least 1 Weapon Proficiency or 1 Master Proficiency. For this effect, the racial skill Strongarm counts as a proficiency.
Condition: The user performs a killing blow on a creature in which they helped defeat (attack/effect which causes damage, effect, or uses up a defense).
Effect: The user immediately receives 5 elemental healing upon delivering the killing blow. This can be used a number of times equal to the number of proficiencies the user has (Strongarm counts as 1 proficiency).
Recharge: This item can be recharged by spending 1 minute of quiet concentration while cleaning the blade. This cannot be performed if there is active combat around the user.
Skill Recharge Items
This set of items is designed to let a character keep playing after he's expended all of his skills.
Each item is made for a specific expendable skill. If you have no uses of that skill left, you can meditate for 5 minutes, activate the item, and refresh a usage of that skill. (2 usages for spells)
Note that this doesn't actually increase an individual player's power within a fight, it merely lets them continue to participate (albeit at a lower tier of capability) after they've expended all their skills.
Skill examples: Parry/Slay. Waylay. 4th Level Celestial.
FOR EXAMPLE: You have a 5th level celestial spell recharge tome. You have expended all your 5ths. You can meditate with the Tome and get two 5ths back.
should spell recharge items be limited to level 1-5 slots?
Tobin: The biggest issue I see with Skill Recharges is that it supports having a diversified character rather than having a focused character. You might want to put a requirement of x purchases of a skill in order to recharge a single one.
2 slays to restore a slay
4 of a spell slot to restore 2 levels
4 Waylays to restore a waylay