The first ability would be pretty useless to those with already clear vision, though it would help sharpen people eyesight, perhaps. The second ability is perfect for assassinations or thievery. An assassin can douse the light in a large hall, plunging it into pitch-black, then run up to the main table, kill the head figure and leave without tripping on anything or bumping into anyone.
A nice dagger. I would have liked a bit more depth on the background, but its all sound as it is.
A downside to the not seeing shadows would be that the thief/assassin wouldn't be able to see his own shadow. Now if he doused every light in his way tha wouldn't be so bad, but if he didn't, and he cast a shadow the guards would know he was there and he would have to leave, quickly. Good weapon, good reason to exist.
Not bad, not bad at all. A bit cliche' with the "owner loving item obsessively", but 'tis creative about it, and a very interesting item. This would be good for bards obviously, but if not carefully controlled it might become a problem with overpowerment...But a good GM shouldn't have any problems with that sort of thing.
Solid item with open-ended (aka DM controlled) powers. I think it would be very nice to make it clear to the PC this was dangerous, but not give him/her what was possible... the PCs might be afraid to use it even to do simple things like light a campfire... that's a great way to control it.. better than actually punishing them for overuse is to make them so afraid they dont use it much ;-p Go to Comment
Might have to change the creation of it a little bit. I like it overall though. But why would a wizard create such an item and then have it hidden away? Perhaps (s)he just wanted to see if it could be done. Plausible, but unlikely.
What was the original purpose of it. It is alluded that it was a tool, but what kind of tool, for what purpose, and why wasn't it used when the kingdom started failing? Just some curiosity I have. Powerful weapons need a good history, and I like this item and want the history. Go to Comment
Sounds like somebody needs a way to breech the wall first to even get to it.
Beyond that detail, I like the idea. The staff may be able to sense something outside the wall and may let the players enter so it can delay them and even provide them with safe areas to recover in untill it can work it's influence over them as well. Go to Comment
It projects the wall at will; unless it feels it has a need to keep something in or out, things can pass freely in and out, all the way down to where the staff itself is. Granted, this is something like five or six levels of dungeons, filled with all kinds of low-to-mid intelligence creatures which may well seek to keep adventurers away. Go to Comment
The staff's creation as it is wasn't intentional. The wizard who made it had a knack for creating items that weren't quite 'right'.
The staff is no exception. When he realized that the staff wasa greater danger than he'd intended. I had the power to gradually charm and change those within the area of power around it; originally this charm was for whoever held it, but since developing an awareness it has changed to alleigance to the staff itself.
As for why it wasn't used - the kingdom, I think, was likely overrun - quite possibly by a marauding tribe from the wastelands; by the time they realized the staff's power would be useful, the archmage was dead, and without his powe, the staff was sealed solidly into the stone.
Breaking the staff - if it could be managed - would be interesting, as the entire population of the dungeon would suddenly be free-willed, and quite a bit smarter than mere beasts; there'd also likely be an explosion of incredible force, as all the energy that staff contains explodes outward again. However, to destroy it truly, you'd have to destroy the gem - and that's likely to take something akin to a volcano's heart with a dwarven hammer. Go to Comment
It's meant to be an item /or/ a villain, actually. It might concievably think of a way to free itself, and end up in the hands of someone resistant to the charm power it holds. Or it might get a body built for itself somehow. Go to Comment
As for severing the mind control - if you run it in your game, be my guest. However, the purpose of the staff's power is that each creature makes it a little more powerful, and extends the range of the main charm a little farther. It's not even so much a mind control as a tendency to influence them into certain patterns. Guiding generation after generation of enhanced creature towards the ultimate goal of becoming a true god... Go to Comment
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.