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ID: 5245
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Comments: 3
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Rating: 4
Condition: Normal
Submitted:
August 17, 2008, 5:23 pm
Updated:
July 29, 2009, 10:20 pm


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Trickster's Charm
By: Harvengure

"Poor girl seems to be losing her mind.  She’s always losing that necklace it seems.  Makes me wonder why she takes it off at all." - Concerned Mother in regards to how absent minded her daughter has become

Full Item Description
The appearance of this charm varies depending on the creator, however for the sake of the widest demographic possible, the mischievous magic user will most often create a fanciful bead or arcane symbols pressed into a piece of leather or metal. (the latter of the three usually passed as good luck charms) 
History
While it’s not surprising that rouges have found a use for these charms and even a case of rather twisted soul using many of them in a form of execution, the creation of these charms is a rather simple one.
While there is some debate as to the original creator, of which is not helped by others who complicate matters by falsely claiming to be the inventor, most agree that such charms are originally gnomish in creation and more specifically can be accredited to Halvard Samios who would delight in hours of watching his great grandfather go mad in search of his missing keys.
Rumor has it that Halvard’s father got his revenge with a similar trick and enchanted the beads of entire bracelet so that Halvard himself would be teleported once the bracelet activated itself.  However it seems that Halvard’s grandfather made a mistake and not only enchanted the beads to stack their weight but distance as well.  
Through an even stranger turn of events caused by a loss of foresight in Halvard’s grandfather’s age, it seems instead of enchanting the beads all at once, he enchanted them one at a time so now they activate within relatively short sequence and poor Halvard was stuck blinking within minutes if not second of his last blink across great distances.
Apparently stories are going about that he is still blinking as reports of a gnome matching his description suddenly appearing and disappearing from the oddest places still come in.  Other stories say that after a couple of blinks, Halvard removed the bracelet after finding he had been teleported hundreds of miles away from his home.
While there is a fair number of these charms around, with rumor of what happened to Halvard, you are unlikely to ever find more then one charm at a time attached to the same thing and those who try to stack the effects are usually disappointed to find the story of Halvard’s grandfather’s revenge to be just that; a story.
Magic/Cursed Properties
Twice her day this charm will act as if having had "Blink" cast on it and will teleport itself and up to one pound to a random location within twenty feet. (20 ft)
Should the charm be affixed to a chain or string of some type or in anyway that the total weight of what it is directly attached does not exceed one pound (1 lbs), the charm will teleport that item with it.  Should the item it is fixed to exceed one pound (1 lbs) the charm itself will teleport to a random location within the twenty feet (20 ft) as if it had been detached and then activated.
Should the GM wish the player to roll to see if the charm is one of Halvard’s or one created by his grandfather, author suggest having player roll a natural 20 on a D20 or a multiple of 10 on a D100 should you want a higher chance of it being the latter of the two charms.



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Comments ( 3 )
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Voted Cheka Man
2008-08-17 06:23 PM
0xp
I like the backstory. Does it teleport someone wearing it?
Nap
2008-08-18 11:00 PM
0xp
This is a nice idea for a "cursed" magical item. The owner of the charm can't control when he/she blinks, correct? I like the idea of a common person "blinking" once a day at random times. Imagine the rumors around town surrounding that poor soul.
Harvengure
2008-08-19 12:28 AM
0xp
Each charm can teleport up to one pound so should you get a bunch of them, say on a necklace or a bracelet, then it could teleport someone. Of course there is nothing saying someone hasn't come up with a stronger version.

Indeed, the charm's aren't controlled so much as they go off twice within every 24 hours they exist from their creation but randomly within that 24 hours.

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