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Items
Art and Music
Cursed
4.07
7 Votes

25xp


Hits: 4539
Comments: 4
Ideas: 0
Rating: 4.0714
Condition: Normal
ID: 405

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Updated:
October 29, 2005, 12:29 pm

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Crystal Lute

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A lute form of living crystal, powerful and ultimately fatal to the wielder…

The Crystal Lute is an artifact from ancient days, crafted from the living, growing crystals deep beneath the earth without ever being cut. Strung with strands of precious metals, the sound of the lute is the sweetest and most beautiful sound imaginable. In the hands of a skilled lute player, the sounds seem to become almost solid, and it’s almost painful for the music to end; many times this fantastic insturment has been found cradled in the hands of the skeleton of the last owner, who couldn’t bear to set it down.

Magical Properties:

  However, the music is only the lesser of the Lute’s powers. In the hands of a true bard, one who can wield magic, the Lute becomes far more formidable, as the Lute can be used to play songs that can produce magical effects. The musician should specify the effect they want before they begin playing; the number of creatures to be affected, and the magnitude of the effect both influence the difficulty of the skill check. Lighting a campfire is just a quick verse; burning a castle to the ground is a spellsong that would take hours of constant playing, and likely leave the bard’s fingers flayed to the bone.

  The Lute’s powers are limited, however - the spellsong cannot kill intelligent creatures, although it may lull them to sleep; the range is also limited, as the target(s) must be within earshot of the musician. It also won’t work on creatures who cannot hear, although creative players can still tag them with side effects of the spells.

  Finally, the Lute is both addictive and draining to use. Each spellsong drains 1D6 hitpoints from the musician, which can only be healed through the passage of time; magic will simply fail to heal the injury.

  Any musician with the Lute must, each time they use it, succeed in a Willpower check or become addicted to the power and the sound of the Lute, not caring that they slowly die as they use it. (Nonmagical characters waste away without eating or drinking unless forced down their throats; magic-using musicians will find themselves playing spellsong after spellsong, draining themselves into a lifeless husk.)
  Anyone who dies while holding the Lute will find their spirit drawn into it, forever surrounded by the sweet music of the insturment, used to help keep the insturment in perfect condition as it waits for the next bard to come along and claim it.



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Comments ( 4 )
Commenters gain extra XP from Author votes.

Chaosmark
April 11, 2005, 20:31
0xp
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.

4/5 - Good item, good description
Dragon Lord
April 12, 2005, 8:06
0xp
Potentially very powerful - but at a terrible cost - I like it

*evil little GM mind overheating*

Definitely a 4/5, but upgraded to 5/5 for originality
Voted Zylithan
November 29, 2005, 16:36
0xp
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
Voted valadaar
April 26, 2008, 20:07
0xp
Tis pretty cool!


Random Idea Seed View All Idea Seeds

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way. The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin. The Party spends another night and day with Ferrin's group. One of four things can happen on the third night. 1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's. 2: Hordel gets mad after repeated questioning about his life from the PCs. 3. Preminitat gets mad after repeated questioning from the PCs about what god he worships. 4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult. All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.
By: Almar | Visit | UpVote 0xp

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