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Hits: 3892
Comments: 8
Ideas: 0
Rating: 4.375
Condition: Normal
ID: 2375


January 15, 2007, 4:28 pm

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Cheka Man

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Headband of Swift Thought


A mystic, tired of being left behind by his more swifted-footed companions, devised this as a simple solution.

Full Item Description
The Headband of Swift Thought is a simple band of silver, shaped to fit around the head of a humanoid; a minor enchantment worked into the quartz crystal adorning the front of it allows it to fit most humanoid creatures of roughly human size, but the true wonder comes from the potent magic in the metal itself.
When worn, the headband provides a focus for the mental energies of the wearer, transforming it into an acceleration of the wearer’s limbs to grant them greater speed. The exact degree of the enhancement depends on the intellect of the wearer, however, and it does have a minor drawback - the greater the increase in speed, the more reduced the wearer’s mental abilities becomes.

First created in a much more effective form by the mystic Xelhan of the Phaedran Empire, the Headband originally only provided a specific, fixed increase in speed - enough that Xelhan could keep up with his swift companions rather than being forever left behind. The original headband does not draw enough mental energy to reduce the wearer’s intellect, but later incarnations - crafted by other mystics who were of the opinion that if a little extra speed was good, more speed was that much better - draw on so much of the wearer’s intellect that the increased speed simply makes for a fast-moving imbecile.
The original headband has long since been lost, presumably interred with Xelhan when he died. Later versions remain in circulation, however, as many people find them on the remains of the unfortunates who wore them before, and never recovered enough wit to pull them off before they did something foolhardy, such as trying a running jump over a wide canyon.

Magic/Cursed Properties
The weakest version of the headband simply increases the movement rate of the wearer by a small amount - no more than ten percent, at best.
Stronger versions provide greater boosts in speed, but begin to draw on the intellect of the wearer. For every ten or fifteen percent of speed, the overall intellectual ability of the wearer is diminished by an equal amount. Eventually, the swiftest headbands result in drooling idiots who can outrun the wind - usually headfirst into a wall to die.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

Voted manfred
March 2, 2006, 5:55
Great. Definitely an item, that would be produced over and over, is not cursed at all, but can be distinctly dangerous to it wearer.

Short, solid, logical.
Voted Cheka Man
March 2, 2006, 8:14
Interesting-does the mental damage regenerate if the user survives?
March 2, 2006, 8:47
I would definitely say yes.

(If not, the item can be considered cursed!)
March 2, 2006, 13:56
The mental damage persists only as long as the headband itself is on. When the wearer removes it, it clears away like a mental fog lifting, usually to the great embarassment of the wearer.
Voted MoonHunter
March 2, 2006, 9:55
I think this is the first Talislanta item the site has ever had. Not that it can not be adapted to other systems and worlds, but it is a first.
March 2, 2006, 14:02
Talislanta is quite a unique setting. ;) I find that I dearly love the rule system, and particularly the way they handle magic. No more "I should've memorized (spell)!" as long as a reasonably reative person is playing the mage.
Voted valadaar
December 12, 2006, 11:18
I like this item, and not knowing anything about Talislanta (apart from No Elves, right? :)) I saw nothing game-specific about it.

Good Job!
January 4, 2008, 4:59
No Elves, indeed. Alas, it currently happens to be languishing horribly in the hands of the current company, suffering horribly from poor proof-reading and an utter lack of communication with fans. While I love the copy of the Big Blue Book that I own, I am sorely disappointed by the fifth edition of the game.

That said, the system itself is well-designed, and the setting is wonderfully unique. It's just a shame that the current producer is having difficulties with it.

Link Backs


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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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