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Items
Jewelry
Villanous
3.5
7 Votes

18xp


Hits: 3024
Comments: 9
Ideas: 0
Rating: 3.5
Condition: Normal
ID: 1528

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Updated:
November 12, 2005, 3:17 pm

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Locket of Will Capture

By:

“It is just a locket for portraits of loved ones. It is quite old, but I will sell it to you for cheap. ”

Full Item Description
The Locket is usually a quite good looking piece. It is suitable for a gift and special token of affection.  It is of an average size and shape, so most painted minature portraits of the day will fit.

Like a number of items, this item can be any number of things.  The only caveat would be that the item would need a secret or not so secret compartment that is difficult to open. In the Locket’s case, there is a secret space behind one of the images.

Magic/Cursed Properties
The person given the locket will be inclined to wear it (a nature of the enchantment).  The person who wears the locket will, over the space of a few weeks or months, become calmer, happier, and more passive.  The Locket absorbs their will power, initiative, and drive (a tiny fraction of that energy empowers the spell in the locket). So eventually, the person become very passive, calm, and responsive to suggestions. At this point, they will be unable to resist mental spells and psionics.

The effects can be reversed, if you open the compartment holding the will power/ drive/ initiative of the target. The quickly will will return in the next day or three.



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Comments ( 9 )
Commenters gain extra XP from Author votes.

Voted Mourngrymn
November 17, 2005, 9:20
0xp
A little shorter than I like, but over all a nice little twist of an item. Especially should one of the players get a hold of one, say the dodgy one of the group and give it to the leader for persuasion perhaps.

I can see a number of ideas to stem from this but limited in that you need ot have knowledge of its uses in order ot use it to its potential.
MoonHunter
November 17, 2005, 10:09
0xp
Anyone who would have one of these objects would know how to utilize it. Weakening targets for personal gain is the mainstay of Evil Cult appeal. And if you take the item away, after it has sucked the soul, you can then command that person like a puppet.

*cue Evil Laugh*
Voted manfred
November 23, 2005, 11:20
0xp
Now, what if this enchantment has a bit spread... lockets sold to wealthy men with full knowledge of the effects, who give it to their wives to make them nicely obedient? No arguing, no problems in the family.

Mind magic can have the strangest effects...
Voted Murometz
April 10, 2006, 22:17
0xp
I'm afraid I'll need a story to go with this, but I like its insidiousness!
Voted Ramhir
September 30, 2010, 10:35
1xp
What happens when the locket, after sucking the willpower from a victim, is given to another victim? Does it continue to suck? What if a locket, after sucking a number of victims, has it's hidden compartment opened? Do they all get their will back? What if they are dead, then what?

Very nice evil item. I like it.
Voted Cheka Man
October 1, 2010, 12:49
0xp
I want one of those.
Voted axlerowes
October 1, 2010, 13:21
0xp
Nice item, thanks for bumping this
Voted valadaar
May 22, 2013, 11:21
0xp
A good basic tool for Eeeevil...
MoonHunter
May 22, 2013, 20:01
0xp
It is the purpose of the post. We tend to focus on the Major Items and the Campaign Shaping Items. We tend to ignore "toolkit items" that would drive plots forwards like mad, but are seldom on "lists of magic items" in most games that have those. If your game doesn't have one of those, you might not of thought of this one. Simple, classic, and soooo darn effective.

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Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

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.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp


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